Sorcerer
Information
Sorcerers are people who have the blood of power running through them or someone who has tapped into their blood to allow them to gain power from their ancestors. They do not cast spells from the magical source from the god of magic but instead use the power within their blood and the world itself to cast. They can augment their magical spells because of this.Sub-class Options
Destruction SorcererMagical Decimation
When you cast a spell you roll a 1d6 on a 6 it doesn't consume a spell slot. Chaos Blessing
You know the chaos bolt spell which isn't applied to your known spells list. When you cast the chaos bolt, you can expend 2 sorcery points to make the spell target bounce to another target regardless of the 2d8 roll, you can use this feature for each bounce of the spell. 6th Level Features
Elemental Destruction
Pick an element at this level (You can change the element every level up or switch it on a long rest at level 18.) When you deal an attack with the chosen element, it deals an additional damage die. Elements you can choose from:
- Acid
- Cold
- Fire
- Force
- Lightning
- Poison
- Psychic
- Thunder
Your chaos blessing feature uses 1 sorcery point instead of 2 and on the first attack of chaos bolt you may choose which element it deals. 14th Level Features
Aura's Destruction
When a spell hits 3 or more targets, roll a 1d6 and on a 6 they take the effects/damage of the spell again. 18th Level Features
Destruction Expulsion
When a creature takes 30 or more damage from a spell you cast, you can teleport 120ft around you. Upon teleporting, you restore sorcery points equal to the damage dealt divide by 10 (rounded down). e.g deal 55 damage, would amount to 5 sorcery points restored.
Temporal Siphon
At 1st level, you gain the ability to siphon fragments of time from your foes. As a bonus action, you can target a creature within 30 feet of you. That creature must make a Constitution saving throw against your spell save DC. On a failed save, you gain 1 Time Point. The number of uses of this feature is equal to your Charisma modifier, and you regain all expended uses after finishing a long rest. Temporal Mastery
Starting at 1st level, you learn to harness the Time Points you accumulate. You have a pool of Time Points equal to your sorcerer level. You can use these Time Points to manipulate your spells using metamagic, similar to sorcery points. You can spend Time Points to apply metamagic options to your spells, as if you were using sorcery points. 6th Level Feature
Chrono-Warp
Beginning at 6th level, you can manipulate time to briefly freeze your surroundings. By expending 6 Time Points, you can cast the Time Stop spell without expending a spell slot. While Time Stop is active, you can take one additional action per turn, which doesn't disrupt the flow of time for other creatures. This altered Time Stop lasts for 1d4 rounds instead of the usual 1d4+1 rounds. 14th Level Feature
Temporal Stasis
Starting at 14th level, you can expend 14 Time Points to attempt to place a creature into a state of temporal stasis. As an action, you target a creature within 30 feet of you. The targeted creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature enters a state of temporal stasis. The duration of this stasis is a number of days equal to your Charisma modifier. During this time, the creature remains frozen and unaffected by the passage of time. This effect ends prematurely if you or your allies choose to release the creature or if the creature succeeds on a saving throw against it every hour. 18th Level Feature
Za Worldo
At 18th level, you reach the pinnacle of your temporal manipulation abilities. By expending 18 Time Points, you can invoke a powerful temporal effect known as "Temporal Stop." This allows you to stop time in a localized area for 24 hours. The area must fit within an unoccupied cube of space, up to 120 feet on each side. While time is stopped, you cannot damage any creatures, but you can still manipulate objects and position yourself strategically. You can use your bonus action to resume normal time, but doing so depletes your Time Points entirely.
Blood of the Summoner
You learn additional spells when you reach certain levels in this class, as shown on the Summoner Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an conjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Summoner Spells
You gain access to these spells at each sorcerer level, and do not count towards your spells known.
| Sorcerer Level | Spells |
|---|---|
| 1st | Find Familiar, Unseen Servant |
| 3rd | Flock of Familiars, Conjure Ferryman |
| 5th | Tiny Servant, Animate Dead |
| 7th | Giant Insect, Find Greater Steed |
| 9th | Planar Binding, Animate Objects |
You have formed a profound connection to your familiar, empowering it with otherworldly energy. When you cast a cantrip or spell of 1st level or higher, you can use your familiar to make a melee or ranged attack as part of the same action. The attack uses your spell attack modifier for its attack roll. You also gain additional options for your familiar’s form. When summoning a familiar, you can choose the expanded options from the pact of the chain feature from warlock. You can use your action to empower your familiar by channelling your magic through it. When you do so, expend sorcery points equal to the level of a spell from the table below (can be upcasted). Your familiar transforms into the listed creature for up to 10 minute, until it reaches 0 hit points or until you dismiss it as a bonus action. It uses the stat block and abilities provided by the spell but follows your command, and still counts as a Familiar.
Empowered Familiar Forms
| Class Level | Empowered Familiar Forms |
|---|---|
| 3rd | Summon Beast |
| 5th | Summon Fey, Summon Shadowspawn, Summon Undead or a 2nd-level option upcasted |
| 7th | Summon Aberration, Summon Construct, Summon Elemental, Spirit of Death, (Giant Insect), or lower-level options upcasted |
| 9th | Summon Celestial, Summon Dragon or lower-level options upcasted |
| 11th | Conjure Giant, Summon Fiend or lower-level options upcasted |
Summoner's Bond
Whenever you empower your familiar, it gains temporary hit points equal to twice your class level. These temporary hit points last for the duration of its empowered form or until they are depleted. Additionally, while your familiar has temporary hit points from this feature, it has advantage on saving throws. 14th Level Feature
Merged Ether
When you cast a spell, instead of your familiar making an attack you can choose for the spell to originate from your familiar’s location instead of your own, it can also use self spells on itself if you cast them from the familiar's location. Additionally, your familiar's saving throws and skill checks add your Proficiency bonus to them. 18th Level Feature
Master of the Universe
Your blood reaches its peak of arcane summoning allowing you to call forth powerful creatures from across the planes, forging temporary pacts with such creatures. Once per long rest, you can use an action to expend sorcery points and transform your familiar into an entity from the D&D Bestiary. The sorcery points required are equal to the Challenge Rating (CR) of the chosen creature. The transformation lasts for up to 1 hour, or until your familiar drops to 0 hit points or you dismiss the transformation as a bonus action. This transformation counts as a summoning spell for the purposes of issuing commands. The familiar follows your verbal instructions (no action required) and takes the dodge action if no commands. It uses your spell attack modifier for its attack rolls unless its own attack bonus is higher, and its attacks deal additional damage equal to your Charisma modifier (minimum of +1).
Necromantic Spells
You learn additional spells when you reach certain levels in this class, as shown on the Necromantic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Necromancy or Transmutation spell from the sorcerer, warlock, or wizard spell list.
Starting at 3rd level, you reach into the border between life and death, seizing the echo of a creature’s departing soul and binding it to your will. When a creature dies within 30 feet of you, you may use your reaction to tether its spirit to your essence. You expend a number of sorcery points equal to half the creature’s CR (minimum 1) to form a Soul Echo; a spectral remnant that mirrors the creature’s form. The Soul Echo appears in an unoccupied space within range and acts immediately after your turn. It sheds faint dim light in a 10-foot radius, it doesn't count as a creature but as a magical object. It lasts for 1 minute, until reduced to 0 hit points, or until you dismiss it (no action required). On your turn, you may use your bonus action to mentally command the Soul Echo. Without commands, it takes the Dodge action. When a Soul Echo disappears, it releases a fragment of the bound spirit’s energy. You may choose to absorb it, regaining 1d4 hit points per CR of the original creature or 1 expended sorcery point (your choice). Once you regain sorcery points this way, you can’t do so again until you finish a long rest. Soul Echo Statistics; Hit Points: Equal to four times your sorcerer level Armor Class: 10 + your Charisma modifier Speed: Same as the creature’s walking speed (no fly/climb/swim) Attack: Uses your spell attack modifier and deals necrotic or force (Your choice when summoned) damage equal to 1d8 + your Charisma modifier Features: The Soul Echo retains one minor feature or action the original creature possessed (chosen by the DM), but it is ethereal in nature; damage becomes force or necrotic, attacks use your spellcasting modifier, and saving throw DCs are replaced by your spell save DC. 6th Level Feature
A Liches Destiny
Starting at 6th level, you count as humanoid but also count as undead for the purpose of effects and spells. You become resistant to Poison and Necrotic. Ancestor's Demi-Plane
Also at 6th level, you gain access to your ancestors realm where the spirits you’ve bound can rest between summoning. This place, known as the Ancestor’s Demi-Plane, becomes your personal archive of souls. When you finish a long rest, you can call upon the lingering souls of those you have bound before. You may store a number of Soul Echoes within the Ancestor’s Demi-Plane equal to your Charisma modifier (minimum 1). You can summon one of these Soul Echoes as a bonus action, calling it forth into an unoccupied space within 60 feet of you. The summoned Echo acts immediately after your turn and it may take one command from you when summoned, performed immediately. You may only have one active at a time; summoning another instantly dismisses the previous one unless you have used your soul binding feature. Soul Binding Upgrade
Finally at 6th level, each Soul Echo you summon now possesses hit points equal to five times your sorcerer level, and when you cast a spell you can choose to make one of your Soul Echoes attack. 14th Level Feature
Karmic Retribution
Starting at 14th level, the boundary that once defined your mortality fades, and your essence takes on the stillness of the grave. You lose the Humanoid creature type and instead count as Undead. Your altered form no longer responds to divine restoration, you cannot be healed by spells or effects that channel holy or faith-based power, such as those cast using a Holy Symbol as a spellcasting focus. A Soul for a Soul
Also at 14th level, when one of your bound souls is destroyed, its released energy surges back through the tether that connects you. If a creature you control, such as an Animated Dead created by your spell or a Soul Echo created by your Soul Binding feature is reduced to 0 hit points within 60 feet of you, you may use your reaction to immediately seize a departing soul and bind it back into form. When you do so, the destroyed creature reforms at half of its maximum hit points. 18th Level Feature
PhYlACtEry
At 18th level, when you are reduced to 0 hit points, you may choose to sacrifice one of your Soul Echoes stored within your Ancestor’s Demi-Plane feature instead. When you do, that Soul Echo disappears, and you regain hit points equal to half the total hit points that Soul Echo possessed. Soul Binding Upgrade Also at 18th level, your Soul Echo lasts for 10 minutes, and Echoes gain resistance to nonmagical damage.
Infernos Magic Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Evocation or Conjuration spell from the sorcerer, warlock, or wizard spell list.
Infernos Expanded Spell list
You gain access to these spells at each sorcerer level, and do not count towards your spells known.
As a bonus action, you can conjure a vortex of flame within 30ft of you. The Flame descends down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. The vortex lasts for 1 minute or until you use this feature to create another vortex. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a DEX save against your spell save DC. It takes 1d8 fire damage on a failed save, or half as much damage on a successful one. On each of your turns, you can use a bonus action to move the vortex up to 30 feet in any direction. This features damage die increase by an extra d8 depending on your sorcerer level, as shown by the table below;
Flaming Spiral Damage Die
| Level | Damage Die |
|---|---|
| 1-2 | 1D8 |
| 3-4 | 2D8 |
| 5-6 | 3D8 |
| 7-8 | 4D8 |
| 9-10 | 5D8 |
| 11-12 | 6D8 |
| 13-14 | 7D8 |
| 15-16 | 8D8 |
| 17-18 | 9D8 |
| 19-20 | 10D8 |
Immolating Fall
You can expend two sorcery points to conjure another Flaming Spiral, a creature can only be affected by one at a time (Example; When they make one save against a Flaming Spiral, they do not have to make one for the second one). In addition, when you deal fire damage and the creature has immunity or resistance to that damage, you can expend one sorcery point to bypass that resistance/immunity. 14th Level Feature
Inferno Rite
You become enshrouded with invisible flames that are harmless to people you choose, if you choose to make the flames harmful then when a creature is within 10ft of you for the first time on a turn or starts its turn there, they must make a CON save or take 2d10 fire damage and regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. 18th Level Feature
Burning Soul
If either your Inferno Rite or Flaming Spiral deals damage to a creature, you can use your reaction to boil the creature from the inside. The damage die double from either your Inferno Rite or Flaming Spiral (Depending on what you used) as if you had critically hit. If this damage reduces a creature to 40 hit points or fewer the creature is killed instantly unless it has fire resistance or immunity. Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Hive Expanded Spells
You gain access to these spells at each sorcerer level, and do not count towards your spells known.
| Sorcerer Level | Spells |
|---|---|
| 1 | Charm Person, Unseen Servant |
| 3 | Suggestion, Locate Object |
| 5 | Hypnotic Pattern, Sending |
| 7 | Dominate Beast, Locate Creature |
| 9 | Dominate Person, Rary's Telepathic Bond |
You can use your action to connect the minds of creatures within 60 feet of you, forming a temporary hivemind. You can choose up to an amount of creatures equal to your prof mod (not including yourself) that you can see and force them to work together towards a common goal. The creatures in the hivemind gain advantage on ability checks made to help one another and on attack rolls made against a creature that has attacked any member of the hivemind since the last turn. The hivemind lasts for 1 minute, or until one of the creatures leaves the area or is knocked unconscious. Once you use this feature, you can't do so again until you finish a long rest, unless you spend 2 sorcery points to use it again. 6th Level Feature
Forced Friendship
Starting at 6th level, you gain access to the power of forcing people to become your friend. As an action, you can force two creatures within 60 feet of each other to become friends for an amount of hours equal to your CHA mod. The creatures are charmed by you and will not harm one another. If the creatures are hostile towards one another, they must make a Wisdom saving throw (DC equal to your spell save DC) or become friends. Once you use this feature, you can't do so again until you finish a long rest, unless you spend 2 sorcery points to use it again. 14th Level Feature
Hive Mind Extension
Your hivemind ability improves. The range of your hivemind is now 120ft, and while a creature is connected to the hivemind; at the start of their turn they can choose one damage type and all connected creatures become resistant to it. It lasts until the hivemind ends or until another creature chooses a different resistance. Additionally, the hivemind now lasts for 10 minutes, or until one of the creatures leaves the area or is knocked unconscious. 18th Level Feature
Psychic Empathy
Starting at 18th level, you gain the ability to sense the emotions of creatures around you. As an action, you can sense the emotions of up to creatures equal to your CHA modifier within 60 feet of you. You learn how each creature is feeling, whether they are frightened, angry, happy, or otherwise. Additionally, you can use their emotions to fuel your hivemind. As a bonus action, while more than one creature is connected to your hivemind, you can choose an emotion that one creature is feeling and share it with the hive for the duration of the hivemind or until you use this effect again. You gain the following benefits depending on emotion; Happy - Once per turn, they can add a d6 to any attack roll, saving throw, or ability check Sad - Gains advantage on WIS, CHA, or INT saving throws Anger - Once per turn, add an additional d6 to damage rolls
Greed Extended Spells
You learn additional spells when you reach certain levels in this class, as shown on the Greed Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 1 | Identify, Charm Person |
| 3 | Suggestion, Fortune's Favor |
| 5 | Leomund's Tiny Hut, Incite Greed |
| 7 | Fabricate, Leomund's Secret Chest |
| 9 | Creation, Modify Memory |
Starting at 1st level, when a creature forces you to make a saving throw, you can use your reaction to give yourself advantage on that saving throw. If you succeed on the saving throw with this feature, you can store the effect that forced you to make the saving throw within yourself for the next minute. This doesn’t negate the spell effect, if the spell does an effect if you succeed the save like half damage it still happens. During this time, you can choose to unleash the stored effect as if you cast it as a 1st-level spell without expending the spell slot. You can only store one such effect at a time. If you do not use the stored effect within the minute, it dissipates harmlessly, and you can use this feature again after a short or long rest or at the cost of 2 sorcery points. The House Always Wins
Also at 1st level, your connection to the avaricious aspect allows you to manipulate the essence of greed within people, including yourself. You gain proficiency in the Persuasion skill. Additionally, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can use your reaction to reroll the result. You must use the new roll, even if it is another 1. After you have rerolled a 1, you can use your reaction to force another creature within 30 feet of you to roll a 1 on their next d20 roll on subsequent turns within 1 minute. You cannot use this feature again until you have given another creature a 1 or until the end of a long rest. 6th Level Feature
All-In
At 6th level, you learn to harness the magical potential within wealth. As a bonus action, you can expend a number of gold pieces equal to your sorcerer level multiplied by 10 to regain sorcery points. The maximum number of sorcery points you can regain in this way is equal to half your sorcerer level, rounded down every long rest. For example, if you're a 6th-level Avarice Sorcerer, you can expend gold to regain up to 3 sorcery points using this feature before requiring a long rest. 14th Level Feature
There's Never Enough
At 14th level, your spells become more potent when fueled by your avaricious nature. When you cast a spell that deals damage, you can choose to enhance its power by expending gold pieces multiplied by 10. For every gold piece spent, you roll an additional damage die for the spell. You can spend a maximum number of gold pieces equal to half your sorcerer level. You regain the ability to use this feature after finishing a long rest or by expending 6 sorcery points. Sustain Me
Also at 14 level, whenever you roll for initiative and have no sorcery points remaining, you can expend gold pieces during the initiative roll. For every gold piece spent, you regain 1 sorcery point. You can regain a maximum number of sorcery points equal to your Charisma modifier (minimum of 1) in this way. 18th Level Feature
Value of Potential
At 18th level, you have mastered the manipulation of avaricious energies to the point where you can directly convert wealth into magical power. As an action, you can choose to cast a spell without expending a spell slot, using gold pieces as a substitute. The maximum spell level you can cast using this feature is 5th level. For each level of the spell, you must expend gold pieces equal to 50 times the spell level. For example, casting a 3rd-level spell would require 150 gold pieces. You must have the required amount of gold on your person to use this feature. Once you use this feature, the gold pieces are consumed in the casting, and the spell takes effect as if cast using a spell slot. You can use this feature once, and you regain the ability to use it after completing a long rest or expending sorcery points equal to the spell level casted.

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