0% found this document useful (0 votes)
343 views9 pages

Sorcerer Rework

The document describes the abilities and origins of sorcerers. Sorcerers have innate magical ability in their blood that allows them to cast spells without spellbooks. Their power comes from draconic bloodlines, wild magic surges, or other strange events. While unpredictable, this magic chooses the sorcerer. They can learn to harness their inborn power to discover new ways to unleash magic. As their magic wants to be used, most sorcerers become adventurers to understand and control their abilities.

Uploaded by

tomchristoffer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
343 views9 pages

Sorcerer Rework

The document describes the abilities and origins of sorcerers. Sorcerers have innate magical ability in their blood that allows them to cast spells without spellbooks. Their power comes from draconic bloodlines, wild magic surges, or other strange events. While unpredictable, this magic chooses the sorcerer. They can learn to harness their inborn power to discover new ways to unleash magic. As their magic wants to be used, most sorcerers become adventurers to understand and control their abilities.

Uploaded by

tomchristoffer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 9

Sorcerer

Golden eyes flashing, a human stretches out her hand and


unleashes the dragonfire that burns in her veins. As an
inferno rages around her foes, leathery wings spread from
her back and she takes to the air. Long hair whipped by a
conjured wind, a half-elf spreads his arms wide and throws
his head back. Lifting him momentarily off the ground, a wave
of magic surges up in him, through him, and out from him in
a mighty blast o f lightning. Crouching behind a stalagmite, a
halfling points a finger at a charging troglodyte. A blast of fire
springs from her finger to strike the creature. She ducks back
behind the rock formation with a grin, unaware that her wild
m agic has turned her skin bright blue. Sorcerers carry a
magical birthright conferred upon them by an exotic
bloodline, some otherworldly influence, or exposure to
unknown cosmic forces. One can’t study sorcery as one
learns a language, any more than one can learn to live a
legendary life. No one chooses sorcery; the power chooses
the sorcerer.
Raw Magic
Magic is a part of every sorcerer, suffusing body, mind, and
spirit with a latent power that waits to be tapped. Some
sorcerers wield magic that springs from an ancient bloodline
infused with the magic of dragons. Others carry a raw,
uncontrolled magic within them, a chaotic storm that
manifests in unexpected ways. The appearance of sorcerous
powers is wildly unpredictable. Some draconic bloodlines
produce exactly one sorcerer in every generation, but in other
lines of descent every individual is a sorcerer. Most of the
time, the talents of sorcery appear as apparent flukes. Some
sorcerers can’t name the origin of their power, while others
trace it to strange events in their own lives. The touch of a
demon, the blessing of a dryad at a baby’s birth, or a taste of
the water from a mysterious spring might spark the gift of
sorcery. So too might the gift of a deity of magic, exposure to
the elemental forces of the Inner Planes or the maddening
chaos of Limbo, or a glimpse into the inner workings of
reality. Sorcerers have no use for the spellbooks and ancient
tomes of magic lore that wizards rely on, nor do they rely on a
patron to grant their spells as warlocks do. By learning to
harness and channel their own inborn magic, they can
discover new and staggering ways to unleash that power.
Unexplained Powers
Sorcerers are rare in the world, and it’s unusual to find a
sorcerer who is not involved in the adventuring life in some
way. People with magical power seething in their veins soon
discover that the power doesn’t like to stay quiet. A sorcerer’s
magic wants to be wielded, and it has a tendency to spill out
in unpredictable ways if it isn’t called on. Sorcerers often
have obscure or quixotic motivations driving them to
adventure. Some seek a greater understanding of the magical
force that infuses them, or the answer to the mystery of its
origin. Others hope to find a way to get rid of it, or to unleash
its full potential. Whatever their goals, sorcerers are every bit
as useful to an adventuring party as wizards, making up for a
comparative lack of breadth in their magical knowledge with
enorm ous flexibility in using the spells they know.
The Sorcerer
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2 2 — — — — — — — —
2nd +2 Font of Magic, Metamagic 4 3 3 — — — — — — — —
3rd +2 ─ 4 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 ─ 5 6 4 3 2 — — — — — —
6th +3 Sorcerous Origin Feature, Metamagic 5 7 4 3 3 — — — — — —
7th +3 ─ 5 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 5 9 4 3 3 2 — — — — —
9th +4 ─ 5 10 4 3 3 3 1 — — — —
10th +4 Metamagic 6 11 4 3 3 3 2 — — — —
11th +4 ─ 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 ─ 6 13 4 3 3 3 2 1 1 — —
14th +5 Sorcerous Origin Feature, Metamagic 6 13 4 3 3 3 2 1 1 — —
15th +5 — 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 ─ 6 15 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin Feature, Metamagic 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Sorcerous Might 6 15 4 3 3 3 3 2 2 1 1

Creating a Sorcerer Quick Build


You can make a sorcerer quickly by following these
The most important question to consider when creating your suggestions. First, Charisma should be your highest ability
sorcerer is the origin of your power. As a starting character, score, followed by Constitution. Second, choose the hermit
you'll choose an origin that ties to a draconic bloodline or the background. Third, choose the light, prestidigitation, ray of
influence of wild magic, but the exact source of your power is frost, and shocking grasp cantrips, along with the 1st-level
up to you to decide. Is it a family curse, passed down to you spells shield and magic missile.
from distant ancestors? Or did some extraordinary event
leave you blessed with inherent magic but perhaps scarred as
well? How do you feel about the magical power coursing Class Features
through you? Do you embrace it, try to master it, or revel in As a sorcerer, you gain the following class features.
its unpredictable nature? Is it a blessing or a curse? Did you
seek it out, or did it find you? Did you have the option to Hit Points
refuse it, and do you wish you had? What do you intend to do Hit Dice: 1d6 per sorcerer level
with it? Perhaps you feel like you’ve been given this pow er Hit Points at 1st Level: 6 + your Constitution modifier
for some lofty purpose. Or you might decide that the power Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
gives you the right to do what you want, to take what you modifier per sorcerer level after 1st
want from those who lack such power. Perhaps your power
links you to a powerful individual in the world—the fey Proficiencies
creature that blessed you at birth, the dragon who put a drop Armor: None
of its blood into your veins, the lich who created you as an Weapons: Simple Weapons
experiment, or the deity who chose you to carry this power. Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion
Equipment Sorcerous Origin
You start with the following equipment, in addition to the Choose a sorcerous origin, which describes the source of
equipment granted by your background: your innate magical power: Draconic Bloodline or Wild
(a) a light crossbow and 20 darts or (b) any simple weapon Magic, both detailed at the end of the class description. Your
(a) a dungeoneer's pack or (b) an explorer's pack choice grants you features when you choose it at 1st level and
Two daggers again at 6th, 14th, and 18th level.
Spellcasting Font of Magic
An event in your past, or in the life of a parent or ancestor, left At 2nd level, you tap into a deep wellspring of magic within
an indelible mark on you, infusing you with arcane magic. yourself. This wellspring is represented by sorcery points,
This font of magic, whatever its origin, fuels your spells. See which allow you to create a variety of magical effects.
chapter 10 for the general rules of spellcasting and chapter
11 for the sorcerer spell list. As a sorcerer you can ignore the Sorcery Points
verbal components of your sorcerer spells, as well as any You have 2 sorcery points, and you gain more as you reach
material components that lack a cost and aren’t consumed by higher levels, as shown in the Sorcery Points column of the
a spell. Sorcerer table. You can never have more sorcery points than
shown on the table for your level. You regain all spent sorcery
Cantrips points when you finish a long rest.
At 1st level, you know four cantrips of your choice from the
sorcerer spell list. You learn additional sorcerer cantrips of Sorcerous Restoration
your choice at higher levels, as shown in the Cantrips Known Once per day when you finish a short rest, you can regain all
column of the Sorcerer table. spent sorcery points.
Spell Slots Flexible Casting
The Sorcerer table shows how many spell slots you have to You can use your sorcery points to gain additional spell slots,
cast your spells of 1st level and higher. To cast one of these or sacrifice spell slots to gain additional sorcery points. You
sorcerer spells, you must expend a slot of the spell’s level or learn other ways to use your sorcery points as you reach
higher. You regain all expended spell slots when you finish a higher levels.
long rest. For example, if you know the 1st-level spell burning Creating Spell Slots. You can transform unexpended
hands and have a 1st-level and a 2nd-level spell slot available, sorcery points into one spell slot as a bonus action on your
you can cast burning hands using either slot. turn. The Creating Spell Slots table shows the cost of
creating a spell slot of a given level. You can create spell slots
Spells Known of 1st Level and Higher no higher in level than 5th.
You know two 1st-level spells of your choice from the
sorcerer spell list. The Spells Known column of the Sorcerer Creating Spell Slots
table shows when you learn more sorcerer spells of your Spell Slot Sorcery
choice. Each of these spells must be of a level for which you Level Point Cost
have spell slots. For instance, when you reach 3rd level in this 1th 1
class, you can learn one new spell of 1st or 2nd level. 2nd 2
Additionally, when you gain a level in this class, you can
choose one of the sorcerer spells you know and replace it 3rd 3
with another spell from the sorcerer spell list, which also 4th 4
must be of a level for which you have spell slots. 5th 5
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, Converting a spell slot to sorcery points. As a bonus
since the power of your magic relies on your ability to project action on your turn, you can expend one spell slot and gain a
your will into the world. You use your Charisma whenever a number of sorcery points equal to the slot’s level.
spell refers to your spellcasting ability. In addition, you use
your Charisma modifier when setting the saving throw DC Metamagic
for a sorcerer spell you cast and when making an attack roll At 2nd level, you gain the ability to twist your spells to suit
with one. your needs. You gain four of the following Metamagic options
of your choice. You gain another one at 6th, 10th, 14th, and
Spell save DC = 8 + your proficiency bonus + your 18th level. You can use only one Metamagic option on a spell
Charisma modifier when you cast it, unless otherwise noted.

Spell attack modifier = your proficiency bonus + your


Charisma modifier
Careful Spell
When you cast a spell that forces other creatures to make a
Sorcerous Origins
saving throw, you can protect some of those creatures from Different sorcerers claim different origins for their innate
the spell’s full force. To do so, you spend 1 sorcery point and magic. Although many variations exist, most of these origins
choose a number of those creatures up to your Charisma fall into four categories: a draconic bloodline, wild magic,
modifier (minimum of one creature). A chosen creature Astral Sorcery and Summoning.
automatically succeeds on its saving throw against the spell,
and takes no damage if it would otherwise take half. Draconic Bloodline
Your innate magic comes from draconic magic that was
Distant Spell mingled with your blood or that of your ancestors. Most often,
When you cast a spell that has a range of 5 feet or greater, sorcerers with this origin trace their descent back to a mighty
you can spend 1 sorcery point to double the range of the sorcerer of ancient times who made a bargain with a dragon
spell. When you cast a spell that has a range of touch, you can or who might even have claimed a dragon parent. Some of
spend 1 sorcery point to make the range of the spell 30 feet. these bloodlines are well established in the world, but most
are obscure. Any given sorcerer could be the first of a new
Empowered Spell bloodline, as a result of a pact or some other exceptional
When you roll damage for a spell, you can spend 1 sorcery circumstance.
point to reroll a number of the damage dice up to your
Charisma modifier (minimum of one). You can use Dragon Ancestor
Empowered Spell even if you have already used a different At 1st level, you choose one type of dragon as your ancestor.
Metamagic option during the casting of the spell. The damage type associated with each dragon is used by
features you gain later.
Extended Spell
When you cast a spell that has a duration of 1 minute or Draconic Ancestry
longer, you can spend 1 sorcery point to double its duration. Dragon Damage Type
Black Acid
Heightened Spell
When you cast a spell that forces a creature to make a saving Blue Lightning
throw to resist its effects, you can spend a number of sorcery Brass Fire
points up to the amount of creatures affected by the spell to
give the targets of the spell disadvantage on their saving Bronze Lightning
throws made against the spell. Copper Acid
Gold Fire
Quickened Spell
When you cast a spell that has a casting time of 1 action, you Green Poison
can spend 2 sorcery points to change the casting time to 1 Red Fire
bonus action for this casting.
Silver Cold
Subtle Spell White Cold
When you cast a spell, you can spend 1 sorcery point to cast it
without any somatic components.
You can speak, read, and write Draconic. Additionally,
Twinned Spell whenever you make a Charisma check when interacting with
When you cast a spell that targets only one creature and dragons, your proficiency bonus is doubled if it applies to the
doesn’t have a range of self, you can spend a number of check.
sorcery points equal to the spell’s level to target a second
creature in range with the same spell (1 sorcery point if the Draconic Resilience
spell is a cantrip). As magic flows through your body, it causes physical traits of
your dragon ancestors to emerge. At 1st level, your hit point
Ability Score Improvement maximum increases by 1 and increases by 1 again whenever
When you reach 4th level, and again at 8th, 12th, 16th, and you gain a level in this class. Additionally, parts of your skin
19th level, you can increase one ability score of your choice are covered by a thin sheen of dragon-like scales. When you
by 2, or you can increase two ability scores of your choice by aren’t wearing armor, your AC equals 13 + your Dexterity
1. As normal, you can’t increase an ability score above 20 modifier.
using this feature.
Elemental Affinity
Sorcerous Might Starting at 6th level, when you cast a spell that deals damage
of the type associated with your draconic ancestry, add your
At 20th level, you embody the power of raw magic. Your Charisma modifier to that damage. At the same time, you can
Charisma score increases by 4. Your maximum for those spend 1 sorcery point to gain resistance to that damage type
scores is now 24. for 1 hour.
Dragon Wings After you use this feature, you cannot use it again until
At 14th level, you gain the ability to sprout a pair of dragon after a short or long rest, or a wild magic surge.
wings from your back, gaining a flying speed equal to your
current speed. You can create these wings as a bonus action Bend Luck
on your turn. They last until you dismiss them as a bonus Starting at 6th level, you have the ability to twist fate using
action on your turn. You can’t manifest your wings while your wild magic. When another creature you can see makes
wearing armor unless the armor is made to accommodate an attack roll, an ability check, or a saving throw, you can use
them, and clothing not made to accommodate your wings your reaction and spend 2 sorcery points to roll 1d6 and
might be destroyed when you manifest them. apply the number rolled as a bonus or penalty (your choice)
to the creature’s roll. You can do so after the creature rolls but
Draconic Ascension before any effects of the roll occur.
Beginning at 18th level, you can channel the dread power of
your dragon ancestor as an action, causing you to ascend into Controlled Chaos
a draconic form and take on a more draconic appearance for At 14th level, you gain a modicum of control over the surges
1 hour. During this time, you gain the following benefits. of your wild magic. Whenever you roll on the Wild Magic
Surge table, you can roll twice and use either number.
You get a +2 bonus to your Armor Class.
You become immune to the damage type associated with Spell Bombardment
your draconic ancestry. Beginning at 18th level, the harmful energy of your spells
Your wings sprout, and you gain a flying speed of 60ft. intensifies. When you roll damage for a spell and roll the
When you transform, each hostile creature within 60 feet highest number possible on any of the dice, roll those dice
of you must must succeed on a Wisdom saving throw or again and add the rolls to the damage.
be frightened until the ascension ends or until they
succeed on a saving throw at the end of their turn.
Wild Magic
Your innate magic comes from the wild forces of chaos that
underlie the order of creation. You might have endured
exposure to some form of raw magic, perhaps through a
planar portal leading to Limbo, the Elemental Planes, or the
mysterious Far Realm. Perhaps you were blessed by a
powerful fey creature or marked by a demon. Or your magic
could be a fluke of your birth, with no apparent cause or
reason. However it came to be, this chaotic magic churns
within you, waiting for any outlet.
Wild Magic Surge
When casting spells, your chaotic power can manifest in
unexpected ways. The degree of chaos surrounding your
magic is represented numerically as your Wild Magic
Threshold. This number starts at 1.
Whenever you cast a spell of first level or higher, roll a d20.
If the result is less than or equal to your wild magic threshold,
you have a wild magic surge. Roll a d100 on the Wild Magic
Surge table to determine its effect.
Whenever you cast a spell or cantrip without having a wild
magic surge, your wild magic threshold increases by the
spell's level, with a minimum of 1. Your wild magic threshold
resets to 1 after a short or long rest, or a wild magic surge.
Tides of Chaos
By tapping into the swirling magic within your soul, you can
alter fate to your advantage. You can use this ability to gain
advantage on an attack roll, ability check or saving throw you
make, after you make the roll but before the outcome is
determined.
Altering your fate destabilizes your magic. After using this
feature, your wild magic threshold increases at a faster rate.
Whenever you cast a spell or cantrip, your wild magic
threshold increases by twice the spell's level, with a minimum
of 2. This increasd rate lasts until after a short or long rest, or
a wild magic surge.
Wild Magic Surge
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for 47-48 A unicorn controlled by the DM appears in a space
the next minute, ignoring this result on subsequent within 5 feet of you, then disappears 1 minute later.
rolls.
49-50 You can’t speak for the next minute. Whenever you try,
03-04 For the next minute, you can see any invisible creature pink bubbles float out of your mouth.
if you have line of sight to it.
51-52 A spectral shield hovers near you for the next minute,
05-06 A modron chosen and controlled by the DM appears in granting you a +2 bonus to AC and immunity to magic
an unoccupied space within 5 feet of you, then missile.
disappears 1 minute later.
53-54 You are immune to being intoxicated by alcohol for the
07-08 You cast fireball as a 3rd-level spell centered on next 5d6 days.
yourself.
55-56 Your hair falls out but grows back within 24 hours.
09-10 You cast magic missile as a 5th-level spell.
57-58 For the next minute, any flammable object you touch
11-12 Roll a d10. Your height changes by a number of inches that isn’t being worn or carried by another creature
equal to the roll. If the roll is odd, you shrink. If the roll bursts into flame.
is even, you grow.
59-60 You regain your lowest-level expended spell slot.
13-14 You cast confusion centered on yourself.
61-62 For the next minute, you must shout when you speak.
15-16 For the next minute, you regain 5 hit points at the start
of each of your turns. 63-64 You cast fog cloud centered on yourself.

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.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 8 (-1)

Senses darkvision 60 ft., passive Perception 10


Languages Understands Common, Primordial
Challenge 4 (1100 XP)

Adaptive. The Incarnate's damage types and


immunities changes depending on where it is
summoned.
Magic Weapons. The Greater Incarnate's claw
attacks are magical.

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.

You might also like