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Conduit Core Class: Sorcerer

The Sorcerer

  Sorcerers are natural spellcasters, capable of manipulating magic as effortlessly as a fish swims through water. Sorcerers have a wide range of means of manipulating magic, but have also been altered in some manner or form by the Cataclysm that swept across Dunia. Previously hunted down for their magic casting capabilities, the Sorcerers wander free after the world fell apart.  
 

Archetype Overview

 

Draconic Bloodline

  The Draconic Bloodline is the oldest known type of sorcerer, dating back to long before any of the 'thinning of the veils' or other influential events. Draconic sorcerers would have their awakenings at various times of great need or duress, resulting in a magical explosion that warped the surrounding environment before detonating or altered the area irrevocably.  

Singularity

  It has not been studied on how Singularity sorcerers come to be, but there seems to be an element of the void touching their very fabric of being, imparting the ability to manipulate gravity in such a way that it can unleash violent force upon application of spells.  

Waveshaper

  Notes: Design intent is for a highly mobile subclass that can move into spaces where they have cast their spells and are immune to their own spells, while additionally altering the shapes of their spells however they choose. They can also alter magical volatility within other creatures however they please or invoke anomalies, being a paradoxical force of controlled chaos.  
Player Equipment Category  
Hit Points   Hit Dice: 1d6   Hit Points at 1st Level: 6 + your Constitution modifier   Hit Points at Higher Levels: 1d6 (or 4 if averaged) + your Constitution modifier per Sorcerer level after 1st
Proficiencies   Armor: Light Armor   Weapons: Firearms (Simple), Simple Melee Weapons   Tools: None   Saving Throws: Constitution, Charisma   Skills: Choose two skills from Arcana, Deception, Insight, Intimidation, Persuasion, or Religion.  
Starting Equipment   You start with the following items, plus anything provided by your background.  
(a) a Mundane 2-Handed Simple Longarm with 5 spare magazines
or
(b) a Mundane 1-Handed Sidearm with 8 spare magazines  
(a) Any Common rarity or lower Simple Melee Weapon
or
(b) Two Daggers  
(a) A pack of 5 Frag Grenades
or
(b) A Mundane 1-Handed Sidearm with 3 spare magazines  
(a) Baseline Light Armor
or
(b) Ordinary Clothes and a materials pack of 4 Mundane Metal materials and 4 Mundane Chemical materials   A Dungeoneer's Pack   An Arcane Focus   Ammunition matching the above firearms and a loaded magazine for each  
 

Features

 

1st Level

  Spellcasting   Sorcerers use sheer willpower to move magic through their bodies, calling upon forces beyond themselves. Sorcerers gain their abilities through supernatural events known as Sorcerous Awakenings or their bloodlines. Most of the time they use their whole bodies to simply will a spell into existence through charging the magical particles around them and then moving them by 'waveshaping' the magic into a form that is then unleashed. Their command of magic is unparalleled and they can bend it to their will through a technique referred to as metamagic.   Cantrips   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.   Volatility and Maximum Spell Levels   The Sorcerer table shows your Volatility Threshold with which you have to cast your spells of 1st level and higher. To cast one of these spells, you must raise your volatility by the spell's level. You reduce your volatility by half your current amount when you finish a short rest, and remove all volatility when you finish a long rest. Your maximum spell level is the highest level at which you can cast spells.   For example, if you know the 1st-level spell burning hands but your maximum spell level is at 2nd level, you can cast burning hands at 1st or 2nd level. If you cast it at 2nd level, you raise your volatility by 2.   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 equal to or less than your Maximum Spell Level, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   When you finish a Long Rest, you may change out one of your known spells for another Sorcerer spell of the same 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 equal to or less than your Maximum Spell Level. Similarly, you can change out one of your known cantrips when you gain a level in this class for another cantrip from the Sorcerer spell list.   Spellcasting Ability   You may choose between Constitution or Charisma to cast your Sorcerer spells. Your mastery of magic manipulation comes to you as naturally as breathing. You intuitively know how to shape the magic through channeling your emotions and movements to perform waveshaping. You use your chosen ability modifier whenever a spell refers to your spellcasting ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one. You may choose between either Constitution or Charisma again when you gain levels as a Sorcerer.   Spell save DC = 8 + your proficiency bonus + either your Constitution or Charisma modifier   Spell attack modifier = your proficiency bonus + either your Constitution or Charisma modifier   Ritual Casting   You can cast any sorcerer spell you know as a ritual if that spell has the ritual tag.   Spellcasting Focus   You can use an arcane focus to cast magic in place of components for most spells. At 9th level in this class, you no longer need a Focus and can perform innate casting.   Lifeforce Channeling   As a Sorcerer, you can choose to use your very own vitality to enhance a spellcast. As a Bonus Action, you can empower your spells for 1 minute. For the duration, each time you cast a spell, you may choose to sacrifice an amount of HP up to or equal to your Proficiency Bonus to increase your Attack Rolls or your Spell Save DC by the same amount.   For leveled spells, you sacrifice an additional amount of HP by an amount equal to the spell's level. As an example, if you cast Fireball and raise the DC by 3 as a 5th level Sorcerer while this feature is active, on top of the initial 3 HP consumed, you consume an additional 3 HP.   Once you have used this feature, you cannot use it again until you have finished a short or long rest.  

2nd 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 half of your Sorcery Points per Short Rest, and you regain all spent Sorcery Points when you finish a long rest.   Flexible Casting   You can use your sorcery points to reduce your volatility, or raise your volatility to gain additional sorcery points.   Reducing Volatility with Sorcery   You can use unexpended Sorcery Points to reduce your Volatility as a bonus action on your turn. The Reducing Volatility Cost table shows the cost of reducing Volatility by a given amount. You can reduce your Volatility by no more than 5 at a time.   Any Volatility you reduce with this feature no longer applies when you finish a long rest.   Reducing Volatility Cost   Volatility Reduction | Sorcery Point Cost
  • 1 Volatility | 2 Sorcery Points
  • 2 Volatility | 3 Sorcery Points
  • 3 Volatility | 5 Sorcery Points
  • 4 Volatility | 6 Sorcery Points
  • 5 Volatility | 7 Sorcery Points
  •   Converting Volatility to Sorcery Points   As a bonus action on your turn, you can raise your Volatility by a specified amount and gain a number of Sorcery Points equal to the Volatility generated. All Sorcery Points created in this fashion vanish after you finish a Long Rest.   Metamagic   Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.   You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.   Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.   The following options are available to your Metamagic feature. The options are presented in alphabetical order.   Metamagic Options   Careful Spell   Cost: 1 Sorcery Point   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, 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, and it takes no damage if it would normally take half damage on a successful save.   Distant Spell   Cost: 1 Sorcery Point   When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.   Empowered Spell   Cost: 1 Sorcery Point   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), and you must use the new rolls.   You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.   Extended Spell   Cost: 1 Sorcery Point   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.   If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.   Heightened Spell   Cost: 2 Sorcery Points   When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.   Quickened Spell   Cost: 2 Sorcery Points   When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.   Seeking Spell   Cost: 1 Sorcery Point   If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.   You can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.   Subtle Spell   Cost: 1 Sorcery Point   When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.   Transmuted Spell   Cost: 1 Sorcery Point   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   Cost: 1 Sorcery Point   When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1. Otherwise, you may choose to affect two separate targets with a single target spell or cantrip, such as Firebolt.   Widened Spell   Cost: 1 Sorcery Point + 1 Additional Sorcery Point for every 5 feet added   When you cast a spell, such as Fireball, you can increase the width by a chosen amount of feet up to or equal to 5x your Proficiency Bonus, at the cost of 1 Sorcery Point plus 1 for every 5 feet added.   For example, as a 5th level Sorcerer casting Fireball with this metamagic option, you can increase the radius to 35, up from 20 at the cost of 4 Sorcery Points. As another example, as a 9th level Sorcerer casting Lightning Bolt, you can widen the spell by up to 20 feet, turning it from a 100x5 foot line to a 100x25 foot line at the cost of 5 Sorcery Points.  

    3rd Level

      2nd Level Spells   Your maximum spell level you can cast, starting at 3rd level, are 2nd level spells.   Sorcerous Origin   Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.   Your choice grants you features when you choose it at 3rd level and again at 6th, 14th, and 18th level.   Archetype Features  

    Draconic Bloodline

     

    Singularity

     

    Waveshaper

     

    4th Level

      Ability Score Improvement or Feat   Choose an ASI or feat this level  

    5th Level

      3rd Level Spells   Your maximum spell level you can cast, starting at 5th level, are 3rd level spells.   Chaos Sensic   Starting at 5th level, you can determine whether or not you are in a zone with elevated ambient magic volatility intuitively through your senses. You can intuitively tell when magic is not working the way it should.   Additionally, you can use a Bonus Action to check another target's current Volatility and know their Volatility threshold.   Supernatural Talent   You bend the fates in your favor when the winds are not going your way. 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.  

    6th Level

      Archetype Features  

    Draconic Bloodline

     

    Singularity

     

    Waveshaper

     

    7th Level

      4th Level Spells   Your maximum spell level you can cast, starting at 7th level, are 4th level spells.   Chaos Caster   Starting at 7th level as a Sorcerer, you may now use two Metamagic Options per spellcast, per turn.  

    8th Level

      Ability Score Improvement   When you reach 8th 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.   If your DM allows the use of feats, you may instead take a feat.  

    9th Level

      5th Level Spells   Your maximum spell level you can cast, starting at 9th level, are 5th level spells.  

    10th Level

      Additional Metamagic Options   When you reach 10th level as a Sorcerer, choose two more Metamagic Options from the list.  

    11th Level

      6th Level Spells   Your maximum spell level you can cast, starting at 11th level, are 6th level spells.  

    12th Level

      Ability Score Improvement   When you reach 12th 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.   If your DM allows the use of feats, you may instead take a feat.  

    13th Level

      7th Level Spells   Your maximum spell level you can cast, starting at 13th level, are 7th level spells.  

    14th Level

      Archetype Features  

    Fire and Chrome

     

    Singularity

     

    Waveshaper

     

    15th Level

      8th Level Spells   Your maximum spell level you can cast, starting at 15th level, are 8th level spells.  

    16th Level

      Ability Score Improvement   When you reach 16th 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.   If your DM allows the use of feats, you may instead take a feat.  

    17th Level

      9th Level Spells   Your maximum spell level you can cast, starting at 17th level, are 9th level spells.   Additional Metamagic Options   When you reach 17th level as a Sorcerer, choose two more Metamagic Options from the list.  

    18th Level

      Archetype Features  

    Draconic Bloodline

     

    Singularity

     

    Waveshaper

     

    19th Level

      Ability Score Improvement   When you reach 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.   If your DM allows the use of feats, you may instead take a feat.  

    20th Level

      Chaos Virtuoso   When you reach 20th level as a Sorcerer, you may use any number of your Metamagic Options simultaneously when you cast a spell on your turn. Additionally, you can use one Metamagic Option for free per turn.   Archetype Features  

    Archetype Features

     

    Draconic Bloodline

     

    3rd Level

      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 3rd level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.   Draconic Ancestry   Dragon | Damage Type
  • Black | Acid
  • Blue | Lightning
  • Brass | Fire
  • Bronze | Lightning
  • Copper | Acid
  • Gold | Fire
  • Green | Poison
  • Red | Fire
  • Silver | Cold
  • White | Cold
  •   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   The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.   Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, you gain Armor Grade 1. This improves to Armor Grade 2 when you reach 14th level in this class.   Draconic Spells   When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells available.   Draconic Spells
    Sorcerer Level | Spells
  • 3rd | Alter Self, Chromatic Orb, Command, Dragon's Breath
  • 5th | Fear, Fly
  • 7th | Arcane Eye, Charm Monster
  • 9th | Legend Lore, Summon Dragon
  •  

    6th Level

      Elemental Affinity   Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.   You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.  

    14th Level

      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.  

    18th Level

      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.  

    Singularity

     

    3rd Level

      Gravitic Shift   Targets hit with your spells or cantrips can be pushed or pulled through sudden changes in gravitational forces. For now, you may only choose one target at a time to Push or Pull. The maximum distance is determined by your Proficiency Bonus and your Charisma Modifier. When you make a successful attack roll or the target fails a spell's DC save, you may spend 1 Sorcery Point to Push or Pull a target. Pushed and Pulled targets are Launched by an amount of feet up to or equal to 5x your Proficiency Bonus + Your Charisma Modifier, either towards or away from you. The maximum distance is your Launch modifier. You can choose increments of 5 feet for the distance they are moved.   Targets that are pulled are suspended in the air until the end of your next turn. Suspended targets can be launched by Push through the air for twice the distance of the Launch modifier. Targets that are launched in this manner take falling damage for every 10 feet they were moved.   You may Push or Pull any targets or objects using this method with a weight up to 200 x your Proficiency Bonus, with a maximum of 400 lbs at Level 3. This multiplier increases to 300 x when you reach 6th level, to 500 x when you reach 14th level, and to 1500 x when you reach 18th level in this class.   Singularity Spells   When you reach a Sorcerer level specified in the Singularity Spells table, you thereafter always have the listed spells available.   Singularity Spells Table
    Sorcerer Level | Spells
  • 3rd | Thunderwave, Lightning Surge, Magic Missile, Void Spear
  • 5th | Graviton Lance, Slow
  • 7th | Dimension Door, Phantasmal Killer
  • 9th | Gravity Well, Telekinesis
  •  

    6th Level

      Force Redirector   You have achieved greater control over how forces are applied to objects. When you choose to Push or Pull a target or an object, you now get to choose what direction it is moved in, including upwards.   You now also know how to use the Crush method on targets. Crush will force a target to the ground, keeping them prone and unable to attack or cast spells with the Somatic component unless they succeed on a Strength saving throw against your Spellcasting DC on their turn. To apply Crush, you must spend 1 Sorcery Point. The effect lasts for a duration of rounds equal to your Proficiency Bonus, and ends early when the target succeeds on their saving throw.   Additionally, whenever you cast a leveled spell, you gain an additional amount of flying movement equal to 5x your Proficiency Bonus for the rest of your turn. Using this movement does not trigger ranged or melee Opportunity Attacks. If you are in the air when you end your turn, you will have the effects of Feather Fall until you land.  

    14th Level

      Antimatter Ripper   You now know how to tap into negative matter, weakening those that you have struck with your magic. When you make a successful attack roll or the target fails a spell's DC save, you may spend 1 Sorcery Point to have an effect called a Void Tear applied to them. Void Tear makes a target vulnerable to a single damage type of your choice until the end of your next turn.   Targets that are afflicted with Void Tear can have the effect detonate when you apply a Crush, Push, or Pull effect. Doing so ends the Void Tear effect. The detonation combo creates a 15 foot radial explosion centered on the target, dealing damage matching the detonating spell's damage type, equal to half your Sorcerer level (rounded down) plus your Charisma Modifier. All targets in the radius must make a Dexterity saving throw against your Spellcasting DC. Failed saves take the full damage and successful saves only take half damage.0   You may now also apply any of your force effects: Crush, Push, or Pull to multiple targets that have been affected by your spells by spending 1 Sorcery Point for each additional target you choose.  

    18th Level

      Graviton Singularity   When you cast a spell, you may choose to create a Singularity in its center by spending half of your maximum Sorcery Points. This Singularity grows over time and pulls targets into its center, where it applies the Void Tear effect to them until the Singularity expires. The Void Tear effect's damage type vulnerability will be the same across all affected targets. Targets in the Singularity's radius must make a Strength saving throw against your Spellcasting DC or be pulled into the center. Targets inside the radius may attempt to grab onto something to get out of the Singularity at the start of each of their turns by making a Strength saving throw against your spellcasting DC. While inside the Singularity, it counts as difficult terrain. If a target starts their turn inside the Singularity they take 1d6 unmitigated bludgeoning damage for each round they are inside the Singularity's radius.   Whenever a target is pulled to the center, it takes unmitigated falling damage for every 5 feet it was away from the center. The falling damage does not apply to Void Tear's effects. If there is a target in the space it was pulled to, both targets take an equal amount of damage.   The Singularity lasts for 6 rounds or until you detonate it as an Action, launching all targets away from its center for the same distance as your Launch Modifier, where they take unmitigated falling damage for every 5 feet they were launched.   Singularity Size Table
  • 1st Round: 15 ft sphere
  • 2nd Round: 20 ft sphere
  • 3rd Round: 25 ft sphere
  • 4th Round: 30 ft sphere
  • 5th Round: 35 ft sphere
  • 6th Round: 40 ft sphere
  •   Back to the Archetype Overview  

    Waveshaper

     

    3rd Level

      Spellbender   You change the course of magic surrounding you, acting as the eye of the storm. With any spell you cast, you are immune to its harmful and damaging effects when you are inside the area of effect.   Spellshaper   You gain the ability to alter the flow of magical particulate in a spellcast, changing the spell's shape to one of your choosing. You may now alter damaging spells into the following patterns or manipulate line attacks by spending a Sorcery Point. This does not count as Metamagic.   Non-damaging spells cannot have their sizes changed, and spells that create multiple areas of effect like Fire Storm cannot be changed either. See the Shape Transmutation Table for what shapes you can change the spells into and their ranges.   Line spells like Lightning Bolt can be 'steered' through a battlefield using a Sorcery Point. Once a line spell overlaps a target, a new line can be created from that target in whichever direction the next desired target is, until the 100 feet have been used up.   Single target spells can be converted to Area of Effect spells, but at the cost of subtracting an amount of damage dice equal to the spell's level. The inverse is also true, converting an area spell to a single target spell adds an amount of damage dice equal to the spell's level.   The shapes available to transmute are dependent on the size of the original spell at its base level. For example, the 3rd level spell Lightning Bolt can be turned into a Sphere attack, but will have the same arange as a 20 ft sphere instead of a 100 ft line, similarly, Fireball can become a 45 ft cone or a 45 ft cube (centered on oneself) or a 90 foot line as outlined in the table below.  
      Waveshaper Spells   When you reach a Sorcerer level specified in the Waveshaper Spells table, you thereafter always have the listed spells available.   Waveshaper Spells Table
    Sorcerer Level | Spells
  • 3rd | Burning Hands, Chromatic Orb, Force Sentinel (New Spell), Thunderwave
  • 5th | Hypnotic Pattern, Lightning Bolt
  • 7th | Evard's Black Tentacles, Hallucinatory Terrain
  • 9th | Cloudkill, Cone of Cold
  •  

    6th Level

      You move magic in such a way that you can teleport into its effects. Starting when you reach 6th level as a Sorcerer, when you have cast a spell as an action, you may choose as a Bonus Action to teleport inside one of the spaces that the spell affects, or in a space adjacent to the target if it is a single target spell. Teleporting costs 1 Sorcery Point and is not counted as Metamagic.   When you do so, you create a rippling shockwave in a 5 foot radius around you, with its type matching the damaging spell's type. If it is not a damaging spell, then it will inherit the spell's effects instead of dealing damage. The shockwave's damage is equal to your Charisma Modifier, plus half of your Sorcerer level, rounded down. Targets in the vicinity of the shockwave must make a Dexterity saving throw against your save DC or take damage. Failed saves also receive the effects of the initial spellcast, if it does anything other than damage.  

    14th Level

      Elevated Waveshaper Casting   You know how to harness elevated volatility in such a way that you can use its excitation to deal substantial damage. Upon casting a spell, you can choose to create a Elevated Volatility Zone inside of its area of effect, which lasts for a duration of 10 minutes once created. Inside the zone, all spells that you cast are for double their volatility, but you also double the number of damage dice. Any backfire penalties as outlined in the Volatility article are also doubled while in this zone. Similarly, when you are in an area with elevated ambient magical volatility, such as an MEZ, you gain these effects.   Non-damaging spells requiring a DC save have their Spellcasting DC raised by twice your Charisma Modifier. As an example, a 14th level Sorcerer with a Charisma Modifier of +5 will increase their Spell Save DC from 18 to 23.   Any other targets' spellcasts while inside the Zone are for double the Volatility, but they do not receive the benefits you do.  

    18th Level

      Waveform Anomalies   Your masterful understanding of how magical volatility functions is your weapon. Inside any area with heightened ambient magical volatility, you can summon an Active or Hazard anomaly at the cost of 2 Sorcery Points, but you do not choose which. Summoned Anomalies will ignore you or have no effect upon you and up to 6 other targets of your choice. Summoned Anomalies will persist for up to 10 minutes.   Roll a 1d20 to determine which Anomaly and type is summoned from the table below.  
      Back to the Archetype Overview

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