Sorcerer
Base Class: Sorcerer

 

There is a moment between day and night when the world seems to hold its breath. The last light of the sun lingers upon the horizon, while shadows gather beneath every tree and stone. In that brief, uncertain hour, neither light nor darkness holds dominion.

Some sorcerers carry that twilight within them.

Gloamfire is neither flame nor shadow, but the strange power born where the two meet. Its fire may burn without casting light, while its shadows may flicker like embers. Candles gutter in its presence. Lanterns dim. Even magical darkness can seem less absolute to one who has learned to see through the Gloam.

Those who wield this power understand that light and darkness are not opposites. Light reveals. Darkness conceals. Fire can destroy, but it can also warm. Shadow can hide a monster, but it can also shelter the frightened.

A Gloamfire sorcerer learns to wield both sides of that boundary.

Their enemies become Kindled, their shadows touched by strange, dark flame. Their allies become Shaded, wrapped in the sheltering dusk. And as their mastery grows, the sorcerer learns to step between those marked by their magic, moving through the Gloam as easily as others walk through sunlight.

Level 3: Gloamfire Spells

When you reach a Sorcerer level specified in the Gloamfire Spells table, you thereafter always have the listed spells prepared.

Gloamfire Spells
Sorcerer Level Spells
3 Guiding Bolt, Cure Wounds, Faerie Fire, Scorching Ray, Darkness
5 Fireball, Mass Healing Word
7 Blight, Fire Shield
9 Mislead, Mass Cure Wounds

In addition, consult the Gloamfire Manifestations table and choose or randomly determine a way your connection to shadow and flame manifests while you are casting any of your Sorcerer spells.

Manifestations of Gloamfire
1d6 Manifestation
1 Your eyes are dark orbs of black fire.
2 Light sources flicker in your presence and seem to shy away from you.
3 Your shadow moves seemingly of its own accord.
4 You do not cast a shadow. Ever.
5 Black flames ripple along your hair, sometimes to the sound of crackling fire.
6 Your reflection is always slightly wrong, perhaps appearing in shades of grey, or perpetually burning.

Level 3: Gloamveil

At 3rd level, you are touched by dusk and flame. You gain Darkvision with a range of 60 feet. If you already have darkvision, increase its range by 60 feet to a maximum of 120 feet. Magical darkness does not impede your vision within this range.

Additionally, while your Innate Sorcery is active, you are surrounded by a nimbus of flickering shadowflame. The area within 15 feet of you is Dim Light. When you activate Innate Sorcery, all nonmagical sources of light within 15 feet of you are extinguished. At 14th level, the range of this effect increases to 30 feet.

Kindle and Shade

At 3rd level, you learn to infuse your magic with Gloamfire. While your Innate Sorcery is active, when you cast a Sorcerer spell that deals Fire, Necrotic, or Radiant damage to a creature, or restores Hit Points to a creature, you can mark one creature affected by the spell as Kindled or Shaded, respectively.

A creature can bear only one of these marks at a time. A mark lasts until the end of the creature's next turn.

  • Kindled. A creature hostile to you that takes Fire, Necrotic, or Radiant damage from your spell becomes Kindled. It is outlined in supernatural flame and cannot benefit from the Invisible condition. When the Kindled creature takes damage, you can take a Reaction to deal an extra 1d8 damage to it. The extra damage is Fire, Necrotic, or Radiant (your choice).
  • Shaded. A creature friendly to you (which can be yourself) that regains Hit Points from your spell becomes Shaded. Living shadows cling to it, granting Temporary Hit Points equal to your Charisma modifier {{modifier:cha@min:1}}. When the Shaded creature takes damage, you can take a Reaction to reduce that damage by 1d8.

The extra damage and damage reduction increase to 2d8 at 14th level.

Level 6: Gloamstep

Starting at 6th level, you can step through the Gloam, slipping between light and shadow. As a Bonus Action, you can teleport to an unoccupied space you can see within 30 feet of yourself.

Alternatively, you can teleport to an unoccupied space within 5 feet of a creature you have Kindled or Shaded, provided that creature is within 60 feet of you.

When you activate your Innate Sorcery, you can immediately use Gloamstep without expending a use of this feature. You can use Gloamstep a number of times equal to your Charisma modifier {{modifier:cha@min:1}} (minimum 1), and you regain all expended uses when you finish a Long Rest.

Level 14: Shadow's Reach

At 14th level, your Gloamfire no longer merely touches creatures - it connects you to them. You gain the following abilities:

  • The range of your Gloamstep increases by 30 feet.
  • Additionally, while your Innate Sorcery is active, your Kindled and Shaded creatures become extensions of your Gloamfire. When you cast a spell, you can choose one Kindled or Shaded creature you can see as the point of origin for the spell. You determine the spell's range and point of origin as though you were occupying that creature's space.

You still use your own senses when determining targets, and the spell otherwise functions normally.

Level 18: Gloamfire Ascendant

When you use Innate Sorcery, you can adopt a form of shadow and flame, gaining the benefits below while your Innate Sorcery is active or until you end the form (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 6 Sorcery Points (no action required) to restore your use of it.

  • You gain Resistance to Fire and Necrotic damage, and your Hit Point maximum can't be reduced. If you already have Resistance to either damage type, you instead gain Immunity to that damage type.
  • The writhing shadows and dim light from your Gloamwalker feature are difficult terrain for hostile creatures within 30 feet of you. When a hostile creature ends its turn within 30 feet of you, it takes Fire or Necrotic damage (your choice) equal to your Charisma modifier {{modifier:cha@min:1}} (miniumum 1).
  • When you cast a spell that deals Fire, Necrotic, or Radiant damage while your Innate Sorcery is active, that damage ignores Resistance and Immunity to its damage type.

Gloamfire Ascendant

When you use Innate Sorcery, you can adopt a form of shadow and flame, gaining the benefits below while your Innate Sorcery is active or until you end the form (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 6 Sorcery Points (no action required) to restore your use of it.

  • You gain Resistance to Fire and Necrotic damage, and your Hit Point maximum can't be reduced. If you already have Resistance to either damage type, you instead gain Immunity to that damage type.
  • The writhing shadows and dim light from your Gloamwalker feature are difficult terrain for hostile creatures within 30 feet of you. When a hostile creature ends its turn within 30 feet of you, it takes Fire or Necrotic damage (your choice) equal to your Charisma modifier {{modifier:cha@min:1}} (minimum 1).
  • Whenever you deal Fire, Necrotic, or Radiant damage while your Innate Sorcery is active, that damage ignores Resistance and Immunity to its damage type.
Activate Ascendant Form

When you use Innate Sorcery, you can adopt a form of shadow and flame, gaining the benefits below while your Innate Sorcery is active or until you end the form (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 6 Sorcery Points (no action required) to restore your use of it.

  • You gain Resistance to Fire and Necrotic damage, and your Hit Point maximum can't be reduced. If you already have Resistance to either damage type, you instead gain Immunity to that damage type.
  • The writhing shadows and dim light from your Gloamwalker feature are difficult terrain for hostile creatures within 30 feet of you. When a hostile creature ends its turn within 30 feet of you, it takes Fire or Necrotic damage (your choice) equal to your Charisma modifier.
  • Whenever you deal Fire, Necrotic, or Radiant damage while your Innate Sorcery is active, that damage ignores Resistance and Immunity to its damage type.

Comments

Posts Quoted:
Reply
Clear All Quotes