Spell Rage
Starting when you choose this origin at 1st level, you can fight
and cast spells with primal savagery. On your turn, you can
enter a spell rage as a bonus action.
While you are in a spell rage, you gain the following
benefits if you aren't wearing armor:
- Your AC equals 10 + your Dexterity modifier + your Constitution modifier
- You gain a bonus to your Spell save DC and your Spell attack modifier equal to half your proficiency bonus
- While you are in a spell rage, you can cast and concentrate on your sorcerer spells.
If you have the Rage class feature or a similar feature, you
can't gain the benefits of that feature and a spell rage at the
same time. If you enter one while you are still in the other, the
first feature ends.
Your spell rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you haven't
cast a spell or cantrip since your last turn or taken damage
since then. You can also end your spell rage on your turn as a
bonus action
.
You can use this feature twice, and you regain all expended
uses when you finish a long rest.
You can use this feature three times between long rests
starting at 6th level, four times between long rests starting at
14th level, and five times between long rests starting at 18th
level.
Spell Fury
Starting at 6th level, you can channel your fury into a spell to
make it more powerful. When you cast a spell, you can choose
one of the following options. You can't use this feature and
your Metamagic feature on the same spell.
Merciless. If the spell requires an attack roll, you can add
your Constitution modifier to one of the attack rolls. If you
choose this option, you must choose to use it before you
make the attack roll.
Power. If the spell deals damage, you can roll one of the
spell's damage dice one additional time and add it to the
damage of the spell.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest.
Relentless Rage
Starting at 14th level, your primal rage can keep you fighting
despite grievous wounds. If you drop to 0 hit points while
you're in a spell rage and don't die outright, you can make a
DC 10 Constitution saving throw. If you succeed, you drop to
1 hit point instead.
Each time you use this feature after the first, the DC
increases by 5. When you finish a short or long rest, the DC
resets to 10.
Fury Unleashed
Starting at 18th level, you can call on the primal fury that
feeds your power to unleash a powerful spell. You don't
choose this spell; you only choose the kind of spell you want,
and your fury does the rest. As an action, choose one of the
following options: Single Target, Mass Damage, or Self
Benefit. Roll on the corresponding table below to determine
which spell you cast. You cast that spell at its lowest level
(unless the description says otherwise) without expending a
spell slot, even if it is a spell you don't know. If the spell
requires concentration, you maintain concentration on it as
normal.
If you choose the Self Benefit option, you can only cast the
spell on yourself.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Single Target |
|
d10 |
Spell |
1-2 |
Magic Missile (3rd Level) |
3-4 |
Chromatic Orb (3rd Level) |
5-6 |
Melf's Acid Arrow (3rd Level) |
7-8 |
Scorching Ray (4th Level) |
9 |
Blight |
10 |
Hold Monster |
Mass Damage |
|
d10 |
Spell |
1 |
Erupting Earth |
2-3 |
Tidal Wave |
4-5 |
Fireball |
6-7 |
Lightning Bolt |
8 |
Wall of Fire |
9 |
Vitriolic Sphere |
10 |
Cone of Cold |
Self Benefit |
|
d10 |
Spell |
1 |
False Life (3rd Level) |
2-3 |
Mirror Image |
4 |
Haste |
5 |
Blink |
6-7 |
Greater Invisibility |
8 |
Fire Shield |
9 |
Freedom of Movement |
10 |
Stoneskin |
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