Sorcerer Rework
Sorcerer Rework
17-18 You grow a long beard made of feathers that remains 65-66 Up to three creatures you choose within 30 feet of you
until you sneeze, at which point the feathers explode take 4d10 lightning damage.
out from your face. 67-68 You are frightened by the nearest creature until the end
19-20 You cast grease centered on yourself. of your next turn.
21-22 Creatures have disadvantage on saving throws against 69-70 Each creature within 30 feet of you becomes invisible
the next spell you cast in the next minute that involves for the next minute. The invisibility ends on a creature
a saving throw. when it attacks or casts a spell.
23-24 Your skin turns a vibrant shade of blue. A remove curse 71-72 You gain resistance to all damage for the next minute.
spell can end this effect. 73-74 A random creature within 60 feet of you becomes
25-26 An eye appears on your forehead for the next minute. poisoned for 1d4 hours.
During that time, you have advantage on Wisdom 75-76 You glow with bright light in a 30-foot radius for the
(Perception) checks that rely on sight. next minute. Any creature that ends its turn within 5
27-28 For the next minute, all your spells with a casting time feet of you is blinded until the end of its next turn.
of 1 action have a casting time of 1 bonus action. 77-78 You cast polymorph on yourself. If you fail the saving
29-30 You teleport up to 60 feet to an unoccupied space of throw, you turn into a sheep for the spell’s duration.
your choice that you can see. 79-80 An 500-foot-radius sphere centered on you is under
31-32 You are transported to the Astral Plane until the end of the effects of Antimagic Field for the next hour.
your next turn, after which time you return to the 81-82 You can take one additional action immediately.
space you previously occupied or the nearest
unoccupied space if that space is occupied. 83-84 Each creature within 30 feet of you takes 1d10
necrotic damage. You regain hit points equal to the
33-34 Maximize the damage of the next damaging spell cast sum of the necrotic damage dealt.
within the next minute.
85-86 You cast mirror image.
35-36 Roll a d10. Your age changes by a number of years
equal to the roll. If the roll is odd, you get younger 87-88 You cast fly on a random creature within 60 feet of
(minimum 1 year old). If the roll is even, you get older. you.
37-38 1d6 flumphs controlled by the DM appear in 89-90 You become invisible for the next minute. During that
unoccupied spaces within 60 feet of you and are time, other creatures can’t hear you. The invisibility
frightened of you. They vanish after 1 minute. ends if you attack or cast a spell.
39-40 You regain 2d10 hit points. 91-92 If you die within the next minute, you immediately
come back to life as if by the reincarnate spell.
41-42 You turn into a potted plant until the start of your next
turn. While a plant, you are incapacitated and have 93-94 Your size increases by one size category for the next
vulnerability to all damage. If you drop to 0 hit points, minute.
your pot breaks, and your form reverts.
95-96 You and all creatures within 30 feet of you gain
43-44 For the next minute, you can teleport up to 20 feet as vulnerability to piercing damage for the next minute.
a bonus action on each of your turns.
97-98 You are surrounded by faint, ethereal music for the
45-46 You cast levitate on yourself. next minute.
99-00 You regain all expended sorcery points.
Astral Soul (Sorcerous Origin) Phase of the Sun: You release a nova of fire in a 15-foot
radius around you. Any creatures within the radius must
Your blood moves in tune with the rising and setting sun, the make a dexterity saving throw against your spell save DC. On
phases of the moon, and the circling stars above. Cosmic a failed save, a creature takes 8d6 fire damage and is pushed
magic courses through your veins and you unleash it through 10 feet away from you. On a successful save, the creature
sheer force of will and physical discipline. Just as the takes half as much damage and isn't pushed.
constellations move around the sky in a steady, imperturbable Phase of the Stars: Bolts of radiant starlight shoot out
cadence, your spells are strong and unshakeable, and tied to from you to one or several creatures within 60 feet of you.
energies that can outlast all others. The number of stars expelled equal 1 + your Charisma
modifier. Upon being hit by a star the target must succeed on
Bonus Proficiencies a Dexterity saving throw against your Spell Save DC or take
At 1st level, you gain proficiency with shields, simple 4d6 radiant damage and be blinded until the end of your next
weapons, and martial weapons. turn.
Soul of the Cosmic Cycle Total Eclipse
At 1st level, your hit point maximum increases by 1 and At 18th level, as an action on your turn you can you can
increases by 1 again whenever you gain a level in this class. expend 5 sorcery points and turn into an avatar of cosmic
At the end of a short or long rest, the sorcerer can choose a power, combining the power of all phases. This avatar state
cosmic phase and gain its benefits. After casting a spell of lasts for an hour, during which the following effects apply:
first level or higher, the sorcerer may choose to transition to
the next phase, or back to moon if they are in phase of the All phases of Soul of the Cosmic Cycle and Cosmic
stars. Attunement are active simoultaneously.
Phase of the Moon: You gain a bonus to AC equal to the You gain a flying speed of 60 feet.
number of conscious enemies adjacent to you. You also gain If you have used Astral Discharge before using this ability,
restistance to cold damage. it is refreshed and you can use it as if you were in Phase of
Phase of the sun: At the start of your turn, each enemy the Moon. Additionally, you do not suffer its exhaustion
adjacent to you takes fire damage equal to your sorcerer level effect.
divided by 2 (rounded down). You also gain resistance to fire
damage.
Phase of the Stars: Whenever you hit an enemy with a
melee weapon attack, you can teleport up to 10 feet in any
direction. You also gain resistance to radiant damage.
When you deal damage with a cantrip with the damage
type associated with your cosmic phase, you can add your
charisma modifier to the damage.
Cosmic Attunement
At 6th level, you can expend 2 sorcery points to enter a state
of cosmic attunement. This state lasts for a minute during
which you gain one of the following effects depending on
which phase you are currently in.
Phase of the Moon: At the start of your turn, you gain
temporary hit points equal to your sorcerer level.
Phase of the Sun: Your melee weapon attacks deal
additional fire damage equal to your charisma modifier.
Phase of the Stars: After you hit an enemy with a melee
weapon attack and choose to teleport, you can make another
melee weapon attack immediately.
All damage you deal of the type associated with your
current phase ignores the target's resistance to that damage
type.
Astral Discharge
At 14th level, you gain the ability to expel the power of the
current phase as an action, granting an instantaneous effect
and forcing the cycle to transition. You can only expel the
phases in proper order, starting with Phase of the Moon.
After expelling the power of the stars, you must succeed on a
constitution saving throw against your spell save DC, or
suffer a level of exhaustion. Regardless, the cycle resets and
you can't use this ability until you finish a short or long rest.
Phase of the Moon: You restore hit points equal to 6d8 +
Charisma modifier.
Summoner (Sorcerous Origin) Elemental Infusion
At 6th level, the bond with your incarnates allows you to
Your magic stems from the primordial beings of the infuse them with magic energy. As a bonus action, you may
Elemental Chaos, whether you were born in an elemental infuse your incarnate with one of the following effects. An
storm, near a rift to an elemental plane or carry the blood of a incarnate may only have one infusion active at a time.
primordial titan. Your connection to the elemental slag that Farsight Infusion. You spend 1 sorcery point to give your
forged the world allows you to mold the elements into Incarnate's claws a range of 60 feet. These attacks ingore half
sentient sprites of nature. Known as a "summoner", you and three quarters cover.
conjure life from the very elements around you, as did the Power Infusion You spend 2 sorcery points to give your
primordials of old. Incarnate a bonus to its damage rolls equal to its proficiency
bonus. Additionally, the Incarante may make another claw
Elementalist attack as a bonus action after attacking with its claws.
The magic you wield is closely tied to the elements. You can Shadow Infusion You spend 2 sorcery points to give your
speak, read and write Primordial. In addition, you gain the Incarnate the Invisibility action. The incarnate is invisible
following spells at the listed sorcerer level. These spells do until it attacks, casts a spell or loses concentration as if
not count against the number of sorcerer spells you know. concentrating on a spell. Additionally, once per turn if the
Summoner Bonus Spells Incarnate attacks with advantage and hits a creature, the
target takes an extra 2d6 damage from the attack.
Sorcerer
Level spells
Warp Infusion You spend 1 sorcery point to give your
Incarnate teleportation. Your Incarnate may teleport a
1st Find Familiar, Chromatic Orb combined distance no greater than its movement speed. If the
3rd Dust Devil, Flock of Familiars Incarnate targets your space, you switch places with it.
Vitality Infusion You spend 1 sorcery point to give your
5th Conjure Animals, Summon Lesser Demons Incarnate it's proficiency bonus x 10 Temporary Hit Points.
7th Conjure Minor Elementals, Summon Greater Additionally, your Incarnate has a bonus to saving throws
Demon equal to its proficiency bonus.
9th Conjure Elemental, Infernal Calling
Supercharger
Elemental Pools
At 14th level, as an action you may supercharge one or more
At 1st level, When you cast a spell of 1st level or higher that of your Incarnates. Spending 2 or more sorcery points on an
targets one or more creatures and deals acid, cold, fire, Incarnate supercharges it. A supercharged Incarnate gains
lightning, poison or thunder damage, the spell's damage type advantage on attack rolls, any hit automatically becomes a
lingers in an Elemental Pool in a 15 foot cube centered on critical hit. If you spend more than 2 sorcery points on an
every target of the spell. This area counts as difficult terrain. Incarnate during your action, that incarnate's claws deal 1d6
If a creature is standing in the pool at the start of its turn, it additional damage for every sorcery point spent above 2, up
takes 1d4 damage of the pool's type. The area lasts until the to a maximum of 5d6. At the end of its next turn, the
end of your next turn. supercharged Incarante dies. There is no way of preventing
this.
Conjure Incarnate Greater Incarnate
Also at 1st level, as an action you may expend 1 sorcery point At 18th level, your Incarnates evolve to Greater Incarnates. A
to summon an Incarnate. The Incarnate appears in a non- Greater Incarnate gains the following features.
occupied space of your choice within 60 feet, acts on its own • It is a large creature.
initiative and obeys your commands. The Incarnate uses your • Its damage resistance changes to immunity.
proficiency bonus instead of its own. The Incarante's • Its claws deal 2d6 damage and it can attack twice with its
maximum hit points increase by 4 (1d6+1) each time you claws as part of its attack action.
gain a sorcerer level. • its claws count as magical for the purposes of overcoming
If the Incarnate is summoned onto a space inside an resistances and immunities.
Elemental Pool it appears as an Incarnate of that element. An • Its strength score increases to 18.
Incarnate summoned in this way has resistance to that • its constitution score increases to 16, and its hit die
damage type, its claws deal that type and it is granted a changes to d10. It's maximum hit points increase to 153
special action depending on the element as listed at the end (18d10+54). It's maximum Hit Points increase by 1d10+3
of the class description. The Incarnate lasts for an hour or per level after this.
until you dismiss it as a bonus action. You can have a total
number of incarnates active at one time equal to half your
proficiency bonus (rounded up).
Incarnate Elements
An Incarnate summoned in an Elemental Pool gains
Incarnate resistance to its respective damage type and the damage of
Small elemental, unaligned its claw attacks changes to the same damage type.
Additionally, they gain unique abilities as detailed below.
Armor Class 11 (Natural Armor) Acid. The Acid Incarnate gains the Acid Splash cantrip.
Hit Points 4 (1d6+1) Additionally, a creature that hits the Acid Incarnate with a
Speed 30ft. melee weapon attack from a weapon made of non-magical
metal recieves a cumulative -1 penalty to damage rolls with
STR DEX CON INT WIS CHA that weapon permanently.
Cold. The Cold Incarnate gains the Frostbite cantrip.
12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 8 (-1) Additionally, it is always under the effects of the Armor of
Agathys spell as cast with a first level spell slot.
Senses darkvision 60 ft., passive Perception 10 Fire. The Fire Incarnate gains the Firebolt cantrip.
Languages Understands Common, Primordial Additionally, when it hits a creature with a claw attack the
Challenge 1/2 (100 XP) target catches on fire. At the start of each of its turns it takes
1d4 fire damage. The target or a creature within 5 feet of the
Adaptive. The Incarnate's damage types and target can use its action to put out the flames.
resistances changes depending on where it is
summoned.
Lightning. The Lightning Incarante gains the Shocking
Grasp cantrip. Additionally, when it hits a creature with a
claw attack, it deals damage to all creatures adjacent to the
Actions target equal to twice its proficiencty bonus.
Claw Attack. Melee Weapon Attack: +3 to hit, reach Poison. The Poison Incarnate gains the Poison Spray
5ft., one target. Hit 4 (1d6 + 1) slashing damage. cantrip. Additionally, whenever it hits a creature with a claw
attack, the target must succeed on a (DC = 8 + proficiency
bonus) constitution saving throw or take 1d6 poison damage
and be poisoned for 1 hour.
Thunder. The Thunder Incarnate gains the Thunderclap
Greater Incarnate cantrip. Additionally, when it hits a creature with a claw
Large elemental, unaligned attack, the target must succeed on a (DC 8 + proficiency
bonus) strength saving throw or be pushed 10 feet away.
Armor Class 14 (Natural Armor)
Hit Points 153 (18d10+54)
Speed 30ft.
Actions
Multiattack. The Greater Incarnate makes two
attacks with its claws.
Claw Attack. Melee Weapon Attack: +10 to hit,
reach 5ft., one target. Hit 10 (2d6 + 4) slashing
damage.