Base Class: Sorcerer
Your innate magic resonates with the Astrals, divine beings of immense elemental power. Drawn into a pilgrimage, you must complete trials to commune with these divine beings and earn their favor. As your bond deepens, you gain the knowledge to invoke their power, manifest their divine beasts, and eventually call upon legendary entities whose strength comes at a devastating personal cost.
Level 3: Summoner's Pilgrimage: First Steps
Astral Attunement: You have forged a bond with a divine entity of pure elemental power called an Astral. You may attune with an Astral from which you have gained their favor which grants you the ability to Summon their divine beast. You may attune with additional Astrals as you gain Sorcerer levels (3 at Sorcerer level 6 and 6 at Sorcerer level 14).
Pilgrim's Promise: Your bond with the Astrals has manifested as a physical item called the Pilgrim's Promise. It is a small object, and you can use it as a Spellcasting Focus for your Sorcerer spells. You determine its form by rolling on the Pilgrim's Promise table or by choosing one. If you lose the Promise, you can perform a 1-hour ceremony to magically create a replacement. The ceremony can be performed during a Short or Long Rest, and it destroys the previous Promise.
| 1d6 | Promise Form |
|---|---|
| 1 | A traveling staff that gains a new elemental ring for each attuned Astral |
| 2 | A scroll where the names of your attuned Astrals appear written in elemental energy |
| 3 | A collection of braided omamori cords with distinct elemental talismans |
| 4 | A folding fan decorated with elemental cords and active artistic designs |
| 5 | A small toy doll that gains a new physical piece for each attuned Astral |
| 6 | A strand of prayer beads that convert into large, elemental gemstones |
Level 3: Summon Magic
As an Action, and by expending 2 Sorcery Points, you can choose to invoke 1 of the 6 divine beast manifestations below. Their ability erupts in a 20-foot-radius sphere centered on a point you can see within 30 feet, granting a lingering boon to your allies in the area for 3 rounds.
You can choose 1 manifestation when you gain this feature at level 3. The number of manifestations expands as your power grows: you can choose between 3 at level 6, and you gain access to all 6 at level 14.
*DM Note: In the official world setting, players must complete campaign trials to unlock Astral's favor before the option becomes available. Work with your DM to determine your custom pilgrimage progression.
Genbu - Gaia's Wrath
You point to a spot you can see within 30 feet. The ground beneath the target location instantly shakes, cracks, and groans as a massive, obsidian tortoise shell emerges from the bedrock. As Genbu forces its way into the material realm, shifting earth and falling rocks bombard your foes. As Genbu settles back into the earth, it begins to hum, grounding allies, solidifying their resolve.
Each creature of your choice within a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against your Sorcerer Spell Save DC. A creature takes 3d12 Bludgeoning damage and is pushed 10 feet directly away from the center of the sphere on a failed save. On a successful save, a creature takes half as much damage and is not pushed. Aura Boon: For the next 3 rounds, allies of your choice within the 20-foot-radius gain a +1 Bonus to AC and cannot be knocked prone or moved against their will. (Bonus to AC increases as Sorcerer Level increases; +2 at level 6, +3 at level 14.)
Hakutaku - Mist of the Unseen Eye
You point to a spot you can see within 30 feet. The serene sound of wind chimes rings out as a dense swarm of glowing lunar moths flutters from behind you, landing on the forming figure of a white stag. The as the moths land on the stag, their wings open wide, creating Hakutaku's eyes. Hakutaku stands on his hind legs and bellows out (a mixture of an elk's bellow and dozens of windchimes). The stag body dissolves into a noxious mist, spreading out while the moths flutter to nearby allies granting them future sight.
Each creature of your choice within a 20-foot-radius sphere centered on that point must make a Constitution saving throw against your Sorcerer Spell Save DC. A creature takes 3d12 Poison damage and has the Blinded Condition on a failed save. On a successful save, a creature takes half as much damage and is not blinded. Aura Boon: For the next 3 rounds, allies of your choice within the 20-foot-radius gain the benefits of Guidance (Upgrades at level 14 from 1d4 to your Charisma Modifier).
Mizuchi - Serpent's Deluge
You point to a spot you can see within 30 feet. The sound of a roaring river echoes across the field as a cascading torrent of unnaturally teal water rushes past you. Mizuchi coils around the target area, engulfing enemies before rearing its serpentine head and striking inward. As Mizuchi dissolves into itself, the spraying water creates a gentle, localized rain.
Each creature of your choice within a 20-foot-radius sphere centered on that point must make a Strength Saving Throw against your Sorcerer Spell Save DC. A creature takes 3d12 Acid Damage on a failed save and is pulled 10 feet toward the center of the sphere. On a successful save, a creature takes half as much damage and is not pulled. Aura Boon: Allies of your choice within the 20-foot-radius gain Temporary Hit Points equal to your Charisma modifier + your Sorcerer Level, lasting for up to 3 rounds or until depleted.
Nue - Volt Nova
You point to a spot you can see within 30 feet. The air instantly crackles with intense static electricity as a semi-mechanical beast with a baboon's head, tiger's body, and a serpent headed tail leaps from behind you. Nue drops to a predatory stance, eyes glowing, tail raised as a massive bolts of lightning strike around him. He roars as the lightning strikes with the sound of thunder, disappearing in a flash leaving behind an aura of crackling energy.
Each creature of your choice within a 20-foot-radius sphere centered on that point must make a Constitution Saving Throw against your Sorcerer Spell Save DC. On a failed save, a creature takes 3d10 Lightning damage from the bolt, 2d6 Thunder damage from the roar, and is Deafened for 1 minute. On a successful save, a creature takes half as much damage and is not Deafened. A deafened creature can repeat the saving throw at the end of each of its turns, ending on a success. Aura Boon: For the next 3 rounds, allies of your choice within the 20-foot-radius may take the Dash Action as a Bonus Action, doing so does not provoke an attack of opportunity.
Suzaku - Flames of Rebirth
You point to a spot you can see within 30 feet. The sounds of bells chime as Suzaku flies from behind you, circling the target area, unfurling her wings with a deafening screech causing a flare of fire to spread out. As she beats her wings down and shoots up she leaves behind an aura of crimson feathers.
Each creature of your choice within a 20-foot-radius sphere on that point must make a Dexterity Saving Throw against your Sorcerer Spell Save DC. A creature takes 3d12 Fire damage on a failed save, or half as much damage on a successful one. Aura Boon: For the next 3 rounds, allies of your choice within the 20-foot-radius regain Hit Points equal to your Charisma Modifier (minimum of 1). If that ally is Bloodied or at 0 Hit Points at the start of their turn, this healing is doubled. (Constructs and Undead are not affected by this ability)
Yuki Kitsune - Diamond Dust
You point to a spot you can see within 30 feet. The surrounding temperature plummets as a massive rose blossom made of pure ice forms at the target location. A multitailed, white fox leaps from behind you, landing on the frozen rose causing it to shatter. Yuki Kitsune disappears into a frozen mist, freezing the land around where the rose shattered.
Each creature of your choice within a 20-foot-radius sphere centered on that point must make a Dexterity Saving Throw against your Sorcerer Spell Save DC. On a failed save, a creature takes 3d12 Cold Damage and is Restrained until the end of its next turn. On a successful save, a creature takes half as much damage and is not restrained. Aura Boon: For the next 3 rounds a 20-foot- radius sphere remains centered at that point and become Difficult Terrain. A creature that enters the area for the first time on a turn or moves within it must succeed on a Dexterity saving throw or have the Prone condition.
Level 6: Beasts of Divine Favor
You can call forth an elemental creature to provoke your foes. You can spend 3 Sorcery Points to cast Summon Beast as a Bonus Action without expending a spell slot, without preparing the spell, and without Material components. The summoned creature resembles a miniature version of one of your active summons. It gains immunity to that summon's elemental damage type, and its Rend Attack deals that same damage type.
Whenever you cast the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting, and the spell ends early if you cast the spell again.
*Example: Summon a snake with a unnaturally teal color that has immunity to acid damage, while the rend attack does acid damage.
Pilgrim's Path: Overdrive
- 1 Sorcery Point: The damage completely ignores the target's Damage Resistance.
- 2 Sorcery Points: The target's Damage Immunity is treated as Damage Resistance instead.
- 3 Sorcery Points: The damage completely ignores the target's Damage Immunity.
Level 18: Pilgrimage's End: Grand Summon
Your pilgrimage complete, you've become connected to the dark and light aspects of life and can now call upon an avatar of the Heavens and Hells. Once per long rest you may choose to Summon the Avatar of Bishamonten or Avatars of Emma-Ō. Additionally, once per long rest, you may spend 7 Sorcery Points to summon the other Avatar.
Avatar of Bishamonten
You point to spot you can see within 30 feet. Light fills the battlefield and silence falls on as a massive armored tiger walks from behind you to the spot. It sits at the spot staring at your enemies, letting out a mighty roar as holy spears descend from the heavens, raining down on your enemies. As they disappear, the lingering light engulfs allies in divine protection.
Each creature of your choice in a 40-foot-radius sphere on that point must make a Constitution Saving throw against your Sorcerer Spell Save DC. On a failed save, a creature takes 10d12 Radiant damage and has the Blinded condition until the end of your next turn. A creature takes half as much damage and is not blinded on a success. Aura Boon: Until the end of your next turn, allies of your choice within the 40-foot-radius sphere gain Resistance to all damage.
Avatars of Emma-Ō
You point to a spot you can see within 30 feet . Darkness falls upon the battlefield and the screams of the damned echo throughout as a massive ox-headed being and horse-headed being walk from behind you. Massive spears manifest in their hands as they strike the ground below them. Barbed chains burst from the ground wrapping around your enemies showering the field in a red mist, granting a boon to your allies.
Each creature of your choice in a 40-foot-radius sphere on that point must make a Constitution Saving throw against your Sorcerer Spell Save DC. On a failed save, a creature takes 10d12 Necrotic damage and has the Frightened condition until the end of your next turn. A creature takes half as much damage and is not frighted on a success. Aura Boon: The next time allies of your choice within the 40-foot-radius sphere deal damage, they deal additional Necrotic damage equal to your Charisma modifier + half your Sorcerer level (rounded down) and regain hit points equal to additional damage dealt.
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