Vers Rinsei | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Vers Rinsei

7 Level (0/34000 XP for level-up) Dream Savant Background Kalashtar (Spirit-Bound) Race / Species / Heritage Chaotic Good Alignment
Sorcerer
Level 7
Hit Dice: 7/7
1d6+1 Class 1

STR
10
+0
DEX
7
-2
CON
12
+1
INT
11
+0
WIS
14
+2
CHA
18
+4
42
Hit Points
-2
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30ft.
Speed (walk/run/fly)
11 / 11
Sorcery(Psi) Points
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
-2 Dexterity
+4 Constitution
+0 Intelligence
+2 Wisdom
+7 Charisma
saving throws
-4 Acrobatics DEX
+5 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+7 Deception CHA
+0 History INT
+8 Insight WIS
+7 Intimidation CHA
+3 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+7 Perception WIS
+7 Performance CHA
+15 Persuasion CHA
+0 Religion INT
-4 Sleight of Hand DEX
-4 Stealth DEX
+9 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Racial Traits

Kalashtar (Spirit-Born)


Planar variant Kalashtar race born with a compound soul, one part is your own, and the other part is an Aethereal Spirit.

Dual Mind.
You have advantage on all Wisdom saving throws.

Mental Discipline. You have resistance to psychic damage.

Mindlink. You know the mindlink psionic talent. Once you reach 3rd level, you learn the metaconcert augment. Once you reach 5th level, you learn the missive augment. Wisdom or Charisma (your choice) is your psionic ability for these powers.

Naturally Psionic. You gain a reserve of psionic energy represented by an increase in sorcery points. Your sorcery point maximum is 2, or your existing sorcery point maximum from another source (such as levels in a class with the Psionics feature) increases by 2. When you reach 5th level, your sorcery point maximum increases by an additional 2.
All expended sorcery points are restored when you finish a long rest. Your psi limit is 2, and when you reach 5th level your sorcery limit increases by 4, if it is not already higher.

Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not spells and other magical effects that put you to sleep, like sleep.
Background Feature

Dream Savant


You have always had powerful dreams. Vivid, imaginative, evocative dreams, involving nost just familiar faces and places but unfamiliar lands, strangers, and dark shadows. Some of these dreams came to pass, though you wouldn’t exactly call them prophetic - more like symbolic and emotional. When you were supposed to be studying, or learning some trick of your trade, you found that your mind wandered often, dreaming of dreaming.
This potent dreaming comes from a strong latent connection to the Plane of Dreams, where your dreamscape is unusually distinct, and it calls to the denizens of that plane. Some of them impart wisdom, some are threatening, but most simply pass through out of curiosity. Maybe someday your dreaming will mean something that you can act upon, but until then you’ll simply have to live with the vivid night visions of another world in stark contrast to your own.


Dream Of Change.
Your dreams may hold the specter of what’s to come. They aren’t specific enough to be prophecy, but they can still offer glimpses of things to come, especially in times of change. When you take a long rest, you can actively enter a deep dream state to probe for signs of coming change. The DM has the final decision as to what you experience, but it’s usually metaphoric in nature and rarely straightforward. You can use this feature once every other day.
Class Features

Sorcerer Class


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 of 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 magic 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.

Font of Magic


At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

  • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels


Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic


At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

  • Careful Spell : When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

  • Distant Spell : When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

  • Empowered Spell : When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

  • Extended Spell : When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

  • Heightened Spell : When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

  • Quickened Spell : When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

  • Seeking Spell : If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

  • Subtle Spell : When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

  • Transmuted Spell : When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

  • Twinned Spell : When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.


Subclass Features

Wilder Subclass


Sometimes psionic potential manifests in an individual as a massive, volatile outpouring of extreme emotion. Such Wilders can summon intense emotions within themselves to increase the power of their spells. These wild surges can be tremendously powerful, but carry with them their own risks.

Unlike the more regulated and controlled psions, Wilders can appear anywhere, with no formal training beyond mere survival. Wilders are often linked to the Aethereal Planes in some way, be it through circumstance of birth or chance encounters with planar forces.

Wilders are most commonly encountered along the fringes of society and in areas with strong ties to the Aethereal Planes, such as in the Astral Colonies. They might also be found anywhere in the wilds of the world.

Bonus Proficiencies


At 1st level, you gain proficiency with light armor and shields.

Wild Surge


Beginning at 1st level, you learn to spark a wild surge of emotion that can enhance your powers—or overwhelm them. Once on your turn, you can roll a d6, your Wild Surge die, when you cast a sorcerer spell of 1st level or higher. On a roll of 2 or higher, you can cast the spell as if from a spell slot one level greater than the slot you expended. If you roll a 1, you fail and are overcome by the rising tide of emotion; your spell is not cast, the spell slot is unexpended, and you are incapacitated until the start of your next turn. Your Wild Surge cannot increase the effective level of a spell beyond 9th level.

Your Wild Surge die changes when you reach certain levels in this class. The die becomes a d8 at 11th level, and a d10 at 17th level.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Overwhelming Surges


Beginning when you reach 6th level, you regain all of your expended uses of Wild Surges when you finish a short or long rest.

Additionally, you learn to push yourself beyond your limits. You can Wild Surge even after you have expended all uses, but every time your Wild Surge die roll fails, you must step down to the next smaller Wild Surge die size (reducing the maximum number you can roll by 2) until you have completed a long rest, to a minimum die of a d2. For example, if you are 6th level and have failed two or more Wild Surges after expending your uses, your Wild Surge die is a d2.

Volatile Mind


Starting at 6th level, chaotic psionic energies protect your mind from the telepathic probing of others. Unless you allow it, your thoughts can't be read by telepathy or other means and creatures can't telepathically communicate with you. If a creature attempts to read your thoughts, it must make a Wisdom save against your sorcerer spell save DC or take a number of points of psychic damage equal to your sorcerer level.

Inconstant Location


At 14th level, you gain the ability to step into the space between worlds, shifting instantaneously from one point to another. As a bonus action you can magically teleport up to 60 feet to an unoccupied space you can see.

Surging Euphoria


At 18th level, when you successfully use your Wild Surge, you can pull on the euphoria of success, gaining the following benefits for 1 minute:

  • You have a +2 bonus on your spell attack rolls, and your spell save DC increases by 2.

  • You gain temporary hit points equal to your sorcerer level, which disappear after a short or long rest.

  • If you successfully Wild Surge again during this time, you cast the spell as if the spell slot was 2 levels higher.


Once you have used this feature, you can't use it again until you finish a short or long rest.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Sorcery


Sorcerer Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips


At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots


The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher


You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability


Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.


Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack Modifer = your proficiency bonus + your Charisma modifier

Spellcasting Focus


You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Psionic Talents


Mindlink

Mindlink

0-level (Cantrip) Divination

Casting Time: 1 bonus action
Range/Area: 120 feet
Components: Verbal
Duration: Focus
You contact the mind of another creature you can see within range, granting you the ability to communicate with it telepathically while you focus on this power. While you focus, the target can telepathically communicate with you as well. If you don’t share a language with the target, you can convey emotions and feelings, but can’t engage in complex conversation. The target must have an Intelligence of at least 4, otherwise, this spell fails and the casting time is wasted. You can only communicate with the target while it remains in range.   Until your focus ends, you can use a bonus action to switch the target of this spell to another creature you can see within range. The spell ends if the new target does not have an Intelligence of at least 4.
Metaconcert

Metaconcert

1-level Divination

Casting Time: 1 reaction
Components: None
Duration: 1 hour
When you manifest this augment, you begin communicating telepathically using mindlink with a number of additional target creatures equal to your charisma modifier (minimum 1). In addition, for the duration of this augment, you can use a bonus action on your turn to share one memory of your choice with all targets of mindlink, or allow one target to share one of its memories with yourself and all other targets of mindlink. The recipients of a memory gain perfect recall of one thing the sender of the memory saw or did.
At higher levels: Intensify. When you spend extra psi points to manifest this augment, you can add an additional target creature to your mindlink communication for each additional psi point spent beyond the minimum cost.
Missive

Missive

2-level Enchantment

Casting Time: 1 action
Range/Area: Self (500-foot radius)
Components: Verbal
Duration: Instantaneous
You broadcast a short telepathic message of up to 25-words to every creature within range. Any creature you can see, as well as any creatures that you know or know of in the area can be included or excluded from this communication. This communication is one-way only and instantaneous. If a recipient of your communication does not share a language with you, it perceives only garbled mental gibberish.
Spellcasting
Common, Aethereal, and three of your choice.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Sorcerer Class Features

The Sorcerer

Spell Slots Per Level
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 1 Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2 +2 2 Font of Magic 4 3 3 - - - - - - - -
3 +2 3 Metamagic 4 4 4 2 - - - - - - -
4 +2 4 Ability Score Improvement, Sorcerous Versatility (Optional) 5 5 4 3 - - - - - - -
5 +3 5 Magical Guidance (Optional) 5 6 4 3 2 - - - - - -
6 +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
7 +3 7 - 5 8 4 3 3 1 - - - - -
8 +3 8 Ability Score Improvement, Sorcerous Versatility (Optional) 5 9 4 3 3 2 - - - - -
9 +4 9 - 5 10 4 3 3 3 1 - - - -
10 +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11 +4 11 - 6 12 4 3 3 3 2 1 - - -
12 +4 12 Ability Score Improvement, Sorcerous Versatility (Optional) 6 12 4 3 3 3 2 1 - - -
13 +5 13 - 6 13 4 3 3 3 2 1 1 - -
14 +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
15 +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16 +5 16 Ability Score Improvement, Sorcerous Versatility (Optional) 6 14 4 3 3 3 2 1 1 1 -
17 +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18 +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19 +6 19 Ability Score Improvement, Sorcerous Versatility (Optional) 6 15 4 3 3 3 3 2 1 1 1
20 +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Sorcerous Origin

  Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
  • Sorcery Points:You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels

    1)Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
    2)Creating Spell Slots:You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
Creating Spell Slots Chart
Spell Slot per Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifier
hit points at higher levels: 1d6 (or 4) + Constitution Modifier
armor proficiencies: none
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: none
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
you start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a component pouch or (b) an arcane focus

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • Two daggers


spellcasting:
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifer = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.
class features:

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
  • Careful Spell : When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

  • Distant Spell : When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch,

    you can spend 1 sorcery point to make the range of the spell 30 feet.

  • Empowered Spell : When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

    You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

  • Extended Spell : When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

  • Heightened Spell : When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

  • Quickened Spell : When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

  • Seeking Spell : If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
    ou can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell

  • Subtle Spell : When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

  • Transmuted Spell : When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

  • Twinned Spell : When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Sorcerous Versatility (Optional)

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance (Optional)

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
subclass options:

Sorcerous Origin

Seer Origin
The ability to see into distant times and places runs in your family, and due to some combination of this legacy, the favor of primal spirits, or the will of the gods, you are blessed—or cursed—with powers of prophecy.  

Bonus Spells

Starting at 1st level, your clairvoyant gifts manifest as added spellcasting options. You learn the guidance and vicious mockery cantrips. These count as sorcerer cantrips for you, but they do not count against the number of sorcerer cantrips you know. When you cast vicious mockery, instead of insults, you utter prophecies of doom or hint at the target’s darkest sins.   In addition, when your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from any class’s spells, as long as the spell you choose is a divination spell. You must otherwise obey all restrictions for selecting the spell, and it becomes a sorcerer spell for you. If a divination spell you learn in this way references obtaining knowledge from an extraplanar entity (like a deity), the version of that spell you cast as a sorcerer puts you in contact with wise spirits instead (who may or may not be servants of a god or other extraplanar entity).  

Foretold Threat

At 1st level, your preternatural perceptions forewarn you of others’ hostile intent, sometimes allowing you to avoid attacks at the last moment. While you are not wearing armor, your AC cannot be lower than 13 + your Charisma modifier.  

Unwelcome Visions

When you choose this sorcerous origin at 1st level, your magic brings you precognitive visions, whether you want them or not. When you cast a sorcerer spell of 1st level or higher using a spell slot, you gain temporary hit points equal to the spell’s level or your Charisma modifier, whichever is higher. While you still have temporary hit points gained from this feature, you also have resistance to psychic damage.   This power has a drawback however: once awakened, your spirit magic hungers to be used.   Once you gain temporary hit points from this feature, if you go longer than 1 minute without gaining temporary hit points from it again, you must roll a Constitution saving throw against your own sorcerer spellcasting DC. On a failure, you fall unconscious for 1 minute, during which time overwhelming visions consume your mind, and you can’t be awakened by any means. Once you roll this saving throw, whether you succeed or fail, you don’t have to roll it again until the next time you finish a long rest.  

Foreteling Dreams

Beginning at 6th level, whenever you use a spell slot to cast a divination spell of 2nd level or higher, you regain 1 spent sorcery point. In addition, you can spend 2 sorcery points to perform a 1-minute ritual in which you interpret your dreams to reveal dark events to come.   When you finish this ritual, you become immune to the charmed and frightened conditions for 1 hour, and you can roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretold roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.   Each foretold roll can be used only once. When you finish a short or long rest, you lose any unused foretold rolls. Once you perform the ritual for this feature, you cannot do so again until you finish a short or long rest.  

Divinatory Instincts

When you reach 14th level, your supernatural relationship with time has transformed you. You cannot be aged magically and you cannot die of old age until you have lived a number of years that is twice the normal lifespan for a member of your race.   In addition, when you start casting a sorcerer spell on your turn and expend a spell slot of 6th level or higher, you gain all the benefits of the true seeing spell for 1 hour.  

Timeless Soul

Starting at 18th level, your being has become partly detached from any particular time or place. You gain the following benefits:
  • You become proficient with Intelligence and Wisdom saving throws.
  • When you are subjected to an effect that allows you to make a Dexterity or Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • When a creature that you can see within 30 feet of you makes an attack, you can use your reaction to impose disadvantage on the attack roll.
  Abberant Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Psionic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic 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.

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Psionic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

  • Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.


Warping Implosion

At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Soul
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Clockwork Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class

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 abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Bastion of Law

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order

Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

  • At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
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.
Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.


Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Angelic Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.
Shadow Magic
ou are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

Shadow Sorcerer Quirks

At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hound of III Omen

  • At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:
  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Storm Sorcery
our innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
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

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and 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 before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Spirit-Born Kalashtar

Planar variant Kalashtar race born with a compound soul, one part is your own, and the other part is an Aethereal Spirit.
ability score increase: Your Wisdom score increases by 2, and your Intelligence score increases by 1.
age: Kalashtar mature and age at the same rate as humans.
alignment: The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.
Size: Medium
speed: 30ft.
Languages: You can speak, read, and write Common, Aethereal, and one other language of your choice.
race features:
Dual Mind. You have advantage on all Wisdom saving throws.   Mental Discipline. You have resistance to psychic damage.   Mindlink. You know the mindlink psionic talent. Once you reach 3rd level, you learn the metaconcert augment. Once you reach 5th level, you learn the missive augment. Wisdom or Charisma (your choice) is your psionic ability for these powers.   Naturally Psionic. You gain a reserve of psionic energy represented by an increase in sorcery points. Your sorcery point maximum is 2, or your existing sorcery point maximum from another source (such as levels in a class with the Psionics feature) increases by 2. When you reach 5th level, your sorcery point maximum increases by an additional 2. All expended sorcery points are restored when you finish a long rest. Your psi limit is 2, and when you reach 5th level your sorcery limit increases by 4, if it is not already higher.   Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not spells and other magical effects that put you to sleep, like sleep.                                                

Psionic Talents:

Mindlink

0-level (Cantrip) Divination

Casting Time: 1 bonus action
Range/Area: 120 feet
Components: Verbal
Duration: Focus
You contact the mind of another creature you can see within range, granting you the ability to communicate with it telepathically while you focus on this power. While you focus, the target can telepathically communicate with you as well. If you don’t share a language with the target, you can convey emotions and feelings, but can’t engage in complex conversation. The target must have an Intelligence of at least 4, otherwise, this spell fails and the casting time is wasted. You can only communicate with the target while it remains in range.   Until your focus ends, you can use a bonus action to switch the target of this spell to another creature you can see within range. The spell ends if the new target does not have an Intelligence of at least 4.

Metaconcert

1-level Divination

Casting Time: 1 reaction
Components: None
Duration: 1 hour
When you manifest this augment, you begin communicating telepathically using mindlink with a number of additional target creatures equal to your charisma modifier (minimum 1). In addition, for the duration of this augment, you can use a bonus action on your turn to share one memory of your choice with all targets of mindlink, or allow one target to share one of its memories with yourself and all other targets of mindlink. The recipients of a memory gain perfect recall of one thing the sender of the memory saw or did.
At higher levels: Intensify. When you spend extra psi points to manifest this augment, you can add an additional target creature to your mindlink communication for each additional psi point spent beyond the minimum cost.

Missive

2-level Enchantment

Casting Time: 1 action
Range/Area: Self (500-foot radius)
Components: Verbal
Duration: Instantaneous
You broadcast a short telepathic message of up to 25-words to every creature within range. Any creature you can see, as well as any creatures that you know or know of in the area can be included or excluded from this communication. This communication is one-way only and instantaneous. If a recipient of your communication does not share a language with you, it perceives only garbled mental gibberish.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mindlink

0-level (Cantrip) Divination

Casting Time: 1 bonus action
Range/Area: 120 feet
Components: Verbal
Duration: Focus
You contact the mind of another creature you can see within range, granting you the ability to communicate with it telepathically while you focus on this power. While you focus, the target can telepathically communicate with you as well. If you don’t share a language with the target, you can convey emotions and feelings, but can’t engage in complex conversation. The target must have an Intelligence of at least 4, otherwise, this spell fails and the casting time is wasted. You can only communicate with the target while it remains in range.   Until your focus ends, you can use a bonus action to switch the target of this spell to another creature you can see within range. The spell ends if the new target does not have an Intelligence of at least 4.

PHB

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid, Bard (Spirits), Druid (Stars), Sorcerer (Divine Soul)

PHB

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

SRD

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: a drop of blood, or focus
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric

Level 1 Spells

Metaconcert

1-level Divination

Casting Time: 1 reaction
Components: None
Duration: 1 hour
When you manifest this augment, you begin communicating telepathically using mindlink with a number of additional target creatures equal to your charisma modifier (minimum 1). In addition, for the duration of this augment, you can use a bonus action on your turn to share one memory of your choice with all targets of mindlink, or allow one target to share one of its memories with yourself and all other targets of mindlink. The recipients of a memory gain perfect recall of one thing the sender of the memory saw or did.
At higher levels: Intensify. When you spend extra psi points to manifest this augment, you can add an additional target creature to your mindlink communication for each additional psi point spent beyond the minimum cost.

SRD

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A chip of mica, or focus
Duration: instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 2 Spells

Missive

2-level Enchantment

Casting Time: 1 action
Range/Area: Self (500-foot radius)
Components: Verbal
Duration: Instantaneous
You broadcast a short telepathic message of up to 25-words to every creature within range. Any creature you can see, as well as any creatures that you know or know of in the area can be included or excluded from this communication. This communication is one-way only and instantaneous. If a recipient of your communication does not share a language with you, it perceives only garbled mental gibberish.

SRD

Crown of Madness

2-level Enchantment

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.
The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.

Skin of Fiends

Wondrous Item

Rare Requires Attunement

Cursed, Magical

Your fiendish skin graft gives you resistance to fire damage.

Blazing Rebuke. You can activate your fiendish skin's blazing rebuke effect as a reaction. When you activate your skin's blazing rebuke effect, you become dangerously hot to the touch until the start of your next turn. Anyone striking you with a natural weapon or unarmed strike while your blaze effect is active takes 1d6 fire damage. Your own clothing and gear are unaffected, but activating this effect is draining, and you take 1d4 points of damage every time you do so. The effect lasts until the end of your next turn.

Cursed. The Skin of Fiends has been grafted to your flesh, cursing you until you are targeted by the remove curse spell or similar magic. Removing the curse causes the skin to slough off your body slowly, leaving a ghastly lingering injury. The skin must be replaced by another graft or healed with a regeneration or heal spell.


Wand of Telekinetic Tentacles

Spellcasting Focus

Uncommon Requires Attunement

Arcane Focus, Magical

This magic wand has 6 charges and regains 1d4+1 charges at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand turns on you. By activating the magic of the wand as an action and spending 2 charges, you can choose to cause either of the following telekinetic effects:

Tentacle Toss. Up to 3 objects that are not worn or carried and weigh up to 10 pounds each are telekinetically flung towards a target of your choice within 60 feet of you. Make a ranged spell attack for each. On a successful hit, the target takes 1d10 bludgeoning, piercing, or slashing damage per object flung against it, which may vary according to the nature of each object. 

Tentacle Thrust. Choose a creature you can see within 30 feet of you. The creature must make a Strength saving throw. On a failed save, the creature is shoved up to 15 feet in a direction of your choice. This movement provokes attacks of opportunity. If the creature encounters a wall or similar, solid object at any point during this movement, it takes 3d8 bludgeoning damage and falls prone.


Ring of Forged Bonds

Ring

Very Rare Requires Attunement

These rings typically come in pairs but have been known to come in sets of up to four. Each ring is magically connected and can be attuned to by a different creature. While wearing one of the rings, you can use the following property even if you aren't attuned to it:

When another creature that you can see who is also wearing one of the rings drops to 0 hit points, you can use your reaction to cause that creature to drop to 1 hit point instead. Once this property of the rings has been used, it can't be used again until the next dawn.

If you find an additional ring of deathless bonds, you can add it to an existing set by holding all of the rings together for 1 minute. A ring can only be a part of one set at a time, and is removed from a set if it's more than 1 mile away from the other rings for 24 consecutive hours.

If you are the only creature attuned to one of the rings, it gains 5 charges and regains all expended charges daily at dawn. While wearing the ring, you can use an action expend 1 of its charges to cast the cure wounds spell (spellcasting modifier +6). If the target of the spell is another creature wearing one of the rings, the spell's range increases to 30 feet.

If additional creatures are attuned to rings from the set, the rings' collective strength grows and they share a pool of charges instead. For each attuned creature after the first, the rings gain an extra 3 charges. The rings can share a maximum of 20 charges in this way.

The following properties are shared among all attuned creatures who are also wearing one of the rings from the set. The effects are cumulative and are determined by the number of attuned wearers:

2 attuned wearers: When you use the rings to cast cure wounds on another wearer, you can choose to cast it using a bonus action instead, but can only cast it once on the same turn.

3 attuned wearers: When you use the rings to cast cure wounds on another wearer, its range increases to 60 feet, and you can increase the spell slot level by one for each additional charge you expend, up to 4th level.

4 or more attuned wearers: When you use the rings to cast cure wounds on another wearer, you also gain 1d4 + 1 temporary hit points for each charge you spend.

5 or more attuned wearers: When you use the rings to cast cure wounds on another wearer, you also gain the effects of the lesser restoration spell.

6 or more attuned wearers: When you use the rings to cast cure wounds on another wearer, you increase the spell slot level by one for each additional charge you expend, up to 5th level.



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Desari.

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