Sorcerer
Base Class: Sorcerer

Some sorcerers draw their power from the void and realms of pure magic, places just beyond the fringes of reality. These sorcerers are shrouded in mystery, rarely understanding their own power, as it warps the world around them. They are often disconnected from the world they live in because of this distant, warped view of their surroundings.

Hydra

Starting at 1st level, you can summon an elemental hydra that deals fire, lighting, cold, thundering, or force damage. When you cast a single target spell, you may double the dice rolled, dealing extra damage of the type your hydra is. Your hydra has HP equal to what you roll on a single hit die, and if it dies, you cannot summon it again until you complete a short or long rest. If you end a fight with your hydra still alive, you can re-summon it in another fight, rolling its HP as new when you do so.

Glass Cannon

Starting at 1st level, you can throw caution to the wind and focus only on your casting. When you do so, you gain advantage on all spell attack rolls you make until your next turn, but attack rolls against you have advantage until your next turn.

Dominance

At 6th level when you kill a creature using a spell slot of 1st level or higher you gain a number of temporary hit points equal to the spell’s level. Temporary hp gained this way can be stacked with a maximum number equal to your sorcerer level plus your charisma modifier. if you are affected by another ability that gives you temporary hp- such as the aid spell- they do not stack, and you must choose which to keep.

Black Hole

Starting at 14th level, when you cast a spell that deals Area of Effect damage, the radius increases by 5 feet, and you may change any Dexterity saving throws required by such spells into Strength saving throws instead.

Archon

Starting at 18th level, you can become a being of pure magic for a short time. Your power becomes overwhelming. While in this form you gain the following features:

  • You can apply any single metamagic option of your choice (including ones you don't know) to any spells you cast without spending sorcery points. A metamagic applied in this way is applied as if you spent the minimum required number of points. When you do this, you may also apply a metamagic option you do know at normal cost to the same spell.
  • You add your Charisma modifier to your damage rolls with spells cast during this time.
  • You gain a magical flying speed equal to your base walking speed.

This ability lasts for one minute and cannot be used again until you complete a short or long rest.

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