Sorcerer in Ferra | World Anvil
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Sorcerer

Information

Sorcerers are people who have the blood of power running through them or someone who has tapped into their blood to allow them to gain power from their ancestors. They do not cast spells from the magical source from the god of magic but instead use the power within their blood and the world itself to cast. They can augment their magical spells because of this.

Sub-class Options

Destruction Sorcerer
1st Level Features
Magical Decimation
When you cast a spell you roll a 1d6 on a 6 it doesn't consume a spell slot.   Chaos Blessing
You know the chaos bolt spell which isn't applied to your known spells list. When you cast the chaos bolt, you can expend 2 sorcery points to make the spell target bounce to another target regardless of the 2d8 roll, you can use this feature for each bounce of the spell.   6th Level Features
Elemental Destruction
Pick an element at this level (You can change the element every level up or switch it on a long rest at level 18.) When you deal an attack with the chosen element, it deals an additional damage die. Elements you can choose from:
  • Acid
  • Cold
  • Fire
  • Force
  • Lightning
  • Poison
  • Psychic
  • Thunder
  Chaos Blessing Improved
Your chaos blessing feature uses 1 sorcery point instead of 2 and on the first attack of chaos bolt you may choose which element it deals.   14th Level Features
Aura's Destruction
When a spell hits 3 or more targets, roll a 1d6 and on a 6 they take the effects/damage of the spell again.   18th Level Features
Destruction Expulsion
When a creature takes 30 or more damage from a spell you cast, you can teleport 120ft around you. Upon teleporting, you restore sorcery points equal to the damage dealt divide by 10 (rounded down). e.g deal 55 damage, would amount to 5 sorcery points restored.
Time Sorcerer
1st Level Features
Temporal Siphon
At 1st level, you gain the ability to siphon fragments of time from your foes. As a bonus action, you can target a creature within 30 feet of you. That creature must make a Constitution saving throw against your spell save DC. On a failed save, you gain 1 Time Point. The number of uses of this feature is equal to your Charisma modifier, and you regain all expended uses after finishing a long rest.   Temporal Mastery
Starting at 1st level, you learn to harness the Time Points you accumulate. You have a pool of Time Points equal to your sorcerer level. You can use these Time Points to manipulate your spells using metamagic, similar to sorcery points. You can spend Time Points to apply metamagic options to your spells, as if you were using sorcery points.   6th Level Feature
Chrono-Warp
Beginning at 6th level, you can manipulate time to briefly freeze your surroundings. By expending 6 Time Points, you can cast the Time Stop spell without expending a spell slot. While Time Stop is active, you can take one additional action per turn, which doesn't disrupt the flow of time for other creatures. This altered Time Stop lasts for 1d4 rounds instead of the usual 1d4+1 rounds.   14th Level Feature
Temporal Stasis
Starting at 14th level, you can expend 14 Time Points to attempt to place a creature into a state of temporal stasis. As an action, you target a creature within 30 feet of you. The targeted creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature enters a state of temporal stasis. The duration of this stasis is a number of days equal to your Charisma modifier. During this time, the creature remains frozen and unaffected by the passage of time. This effect ends prematurely if you or your allies choose to release the creature or if the creature succeeds on a saving throw against it every hour.   18th Level Feature
Za Worldo
At 18th level, you reach the pinnacle of your temporal manipulation abilities. By expending 18 Time Points, you can invoke a powerful temporal effect known as "Temporal Stop." This allows you to stop time in a localized area for 24 hours. The area must fit within an unoccupied cube of space, up to 120 feet on each side. While time is stopped, you cannot damage any creatures, but you can still manipulate objects and position yourself strategically. You can use your bonus action to resume normal time, but doing so depletes your Time Points entirely.
Summoner Sorcerer
1st Level Features
Flow of the Body
You gain access to these spells at each sorcerer level, and do not count towards your spell known.
 

Flow of the Body

You gain access to these spells at each sorcerer level, and do not count towards your spells known.


  Summoner's Might
As an action you can select points within 30ft of you and summon allies to aid you. The form of these allies are up to the summoner, their damage type of the summons (cannot make multiple types of damage) are chosen by the summoner on creation and cannot be changed until a long rest. The control time for a summon is 1 minute or until it is reduced to 0 hit points.   As a bonus action, you can mentally command any creature you conjured if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.  

Summon statistics


SizeHPACAttackSTRDEX
Tiny2018+8 to hit, 1d4 + 4 damage418
Small2516+6 to hit, 1d8 + 2 damage614
Medium4013+5 to hit, 2d6 + 1 damage1012
Large5010+6 to hit, 2d10 + 2 damage1410
Huge8010+8 to hit, 2d12 + 4 damage186
  A conjured creature is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the creature lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the creature drops to 0 hit points, it goes unconscious for 1 minute before disappearing.   Once per long rest, you can conjure a Tiny summon without the use of a sorcery point.   You can conjure a max amount of creatures equal to your max amount of sorcery points. Tiny & Small count as one sorcery point, Medium count as two sorcery points, Large count as four sorcery points, Huge count as eight sorcery points.   (E.g. You have a max amount of 6 sorc points, then you can have 6 small creatures or have 2 medium creatures and 2 small creatures to a max of 6 sorc points expended.)   6th Level Feature
Summoner's Spirit
Once per long rest, when you cast a spell onto a summon that you have conjured with your "Summoners Might" feature it does not expend the spell slot.   Summoner's Touch
You can cast touch or self spells through your summons as if they are casting the spell instead of you.   14th Level Feature
Improved Summoner's Might
You can now conjure gargantuan and colossal creatures.  

Improved Summon Statistics


SizeHPACAttackSTRDEX
Gargantuan10010+8 to hit, 2d14 + 5 damage204
Colossal15010+9 to hit, 2d20 + 6 damage222
  Gargantuan count as 10 sorcery points, Colossal count as 12 sorcery points.   18th Level Feature
The Peak of Summoning
Once per long rest, You can use an action to expend sorcery points to summon any creature/s from the DnD Bestiary, the CR rating of the creature is the amount of sorcery points required to summon it and the amount of summons works like the "Summoners Might" feature.
Lich-blood Sorcerer
1st Level Features
 

Necromantic Spells

You learn additional spells when you reach certain levels in this class, as shown on the Necromantic 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 Necromancy or Transmutation spell from the sorcerer, warlock, or wizard spell list.


  Soul Capture
When you see a corpse that has been killed within 1 minute, you may use your action to summon an undead variant of the corpse, the cost is sorcery points equal to the CR of the creature (At level 1 you can raise creatures with a CR 0 without cost, while 1/8, 1/4, 1/2 CR count as 1 sorc point). You can command it as a bonus action on your turn, and it may use a single feature that the creature has but as a weakened variant (DM makes it). The range of this effect is affect by your sorcerer level, it being 15ft at level 1, level 5 (30ft), level 11 (60), and level 17 (120ft).   A raised corpse has hit points equal to five times your sorcerer level, and can only be raised for 1 hour or until you lose your concentration (as if you were concentrating on a spell) before it turns to soul dust, if the corpse is reduced to 0 hit points then this effect happens instantly. (<--- End Effect)   The raised creatures stats are reduced depending on your sorcerer level, first level being -5. The reduction decreases by 1 when you reach 5th level (-4), 11th level (-3), and 17th level (-2). If the stat is reduced to 0 or below then it defaults to 1 instead.   You can only have one corpse out at a time, the previous corpse will undergo the End Effect as if it's reached its full duration if you use this feature on another corpse while outside its demi-plane.   6th Level Feature
A Liches Destiny
You count as humanoid but also count as undead for the purpose of effects and spells. You become resistant to Poison and Necrotic.   Ancestor's Demi-Plane
You can store a raised corpse in a demi-plane, this freezes all effects on the corpse including the Soul Capture time limit. When a corpse has been in the demi-plane for a long rest, the soul capture duration is reset. You can store corpses equal to your prof mod, and once per long rest if your corpse should be undergoing the soul capture end effect you can use your reaction to place them inside the demi-plane as long as the corpse is within 30ft of you.   In addition, you do not need to concentrate to keep your raised creature as long as it is within 30ft of you.   14th Level Feature
Karmic Retribution
You lose the humanoid trait and count as undead, you are unable to heal by means of faith (e.g. if they use a Holy symbol as an arcane focus). Instead you heal from necrotic & poison damage but gain vulnerability to radiant (This cannot be reduced).   A Soul for a Soul
When the soul capture end effect early due to being reduced to 0 hit points within 60ft of you, you can use a reaction to capture another soul within range using your soul capture effect without the use of sorcery points but it must be a CR rating equal to or lower to the destroyed corpses CR rating. It keeps the duration left of the destroyed corpse instead of resetting. You can use this feature amount of times equal to your prof mod.   18th Level Feature
PhYlACtEry
When you are reduced to 0 hit points, you can instead expend a corpse in your Ancestors Demi-plane feature and regain half the hit points the corpse had but the corpse undergoes the End effect of the soul capture feature.   You can also have a max amount of corpses out equal to half your CHA mod (Rounded up) instead of one.
Infernos Sorcerer
1st Level Features
  Infernos Magic   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 Evocation or Conjuration spell from the sorcerer, warlock, or wizard spell list.  

Infernos Expanded Spell list

You gain access to these spells at each sorcerer level, and do not count towards your spells known.


  Flaming Spiral
As a bonus action, you can conjure a vortex of flame within 30ft of you. The Flame descends down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. The vortex lasts for 1 minute or until you use this feature to create another vortex.   When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a DEX save against your spell save DC. It takes 1d8 fire damage on a failed save, or half as much damage on a successful one.   On each of your turns, you can use a bonus action to move the vortex up to 30 feet in any direction.   This features damage die increase by an extra d8 depending on your sorcerer level, as shown by the table below;  

Flaming Spiral Damage Die


LevelDamage Die
1-21D8
3-42D8
5-63D8
7-84D8
9-105D8
11-126D8
13-147D8
15-168D8
17-189D8
19-2010D8
  You can summon the Vortex a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   6th Level Feature
Immolating Fall
You can expend two sorcery points to conjure another Flaming Spiral, a creature can only be affected by one at a time (Example; When they make one save against a Flaming Spiral, they do not have to make one for the second one).   In addition, when you deal fire damage and the creature has immunity or resistance to that damage, you can expend one sorcery point to bypass that resistance/immunity.   14th Level Feature
Inferno Rite
You become enshrouded with invisible flames that are harmless to people you choose, if you choose to make the flames harmful then when a creature is within 10ft of you for the first time on a turn or starts its turn there, they must make a CON save or take 2d10 fire damage and regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.   18th Level Feature
Burning Soul
If either your Inferno Rite or Flaming Spiral deals damage to a creature, you can use your reaction to boil the creature from the inside. The damage die double from either your Inferno Rite or Flaming Spiral (Depending on what you used) as if you had critically hit. If this damage reduces a creature to 40 hit points or fewer the creature is killed instantly unless it has fire resistance or immunity.   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.
Hivemind Sorcerer
The Hivemind Sorcerer specializes in tapping into the power of a collective consciousness, forming a psychic bond with creatures around them and forcing them to form friendships with one another.   1st Level Features
 

Hive Expanded Spells

You gain access to these spells at each sorcerer level, and do not count towards your spells known.


  Hive Mind
You can use your action to connect the minds of creatures within 60 feet of you, forming a temporary hivemind. You can choose up to an amount of creatures equal to your prof mod (not including yourself) that you can see and force them to work together towards a common goal. The creatures in the hivemind gain advantage on ability checks made to help one another and on attack rolls made against a creature that has attacked any member of the hivemind since the last turn. The hivemind lasts for 1 minute, or until one of the creatures leaves the area or is knocked unconscious.   Once you use this feature, you can't do so again until you finish a long rest, unless you spend 2 sorcery points to use it again.   6th Level Feature
Forced Friendship
Starting at 6th level, you gain access to the power of forcing people to become your friend. As an action, you can force two creatures within 60 feet of each other to become friends for an amount of hours equal to your CHA mod. The creatures are charmed by you and will not harm one another. If the creatures are hostile towards one another, they must make a Wisdom saving throw (DC equal to your spell save DC) or become friends.   Once you use this feature, you can't do so again until you finish a long rest, unless you spend 2 sorcery points to use it again.   14th Level Feature
Hive Mind Extension
Your hivemind ability improves. The range of your hivemind is now 120ft, and while a creature is connected to the hivemind; at the start of their turn they can choose one damage type and all connected creatures become resistant to it. It lasts until the hivemind ends or until another creature chooses a different resistance.   Additionally, the hivemind now lasts for 10 minutes, or until one of the creatures leaves the area or is knocked unconscious.   18th Level Feature
Psychic Empathy
Starting at 18th level, you gain the ability to sense the emotions of creatures around you. As an action, you can sense the emotions of up to creatures equal to your CHA modifier within 60 feet of you. You learn how each creature is feeling, whether they are frightened, angry, happy, or otherwise. Additionally, you can use their emotions to fuel your hivemind. As a bonus action, while more than one creature is connected to your hivemind, you can choose an emotion that one creature is feeling and share it with the hive for the duration of the hivemind or until you use this effect again. You gain the following benefits depending on emotion;   Happy - Once per turn, they can add a d6 to any attack roll, saving throw, or ability check   Sad - Gains advantage on WIS, CHA, or INT saving throws   Anger - Once per turn, add an additional d6 to damage rolls
Avarice Sorcerer
1st Level Features
 

Greed Extended Spells

You learn additional spells when you reach certain levels in this class, as shown on the Greed 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.


  Beginner's Luck
Starting at 1st level, when a creature forces you to make a saving throw, you can use your reaction to give yourself advantage on that saving throw. If you succeed on the saving throw with this feature, you can store the effect that forced you to make the saving throw within yourself for the next minute. This doesn’t negate the spell effect, if the spell does an effect if you succeed the save like half damage it still happens.   During this time, you can choose to unleash the stored effect as if you cast it as a 1st-level spell without expending the spell slot. You can only store one such effect at a time. If you do not use the stored effect within the minute, it dissipates harmlessly, and you can use this feature again after a short or long rest or at the cost of 2 sorcery points.   The House Always Wins
Also at 1st level, your connection to the avaricious aspect allows you to manipulate the essence of greed within people, including yourself. You gain proficiency in the Persuasion skill. Additionally, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can use your reaction to reroll the result. You must use the new roll, even if it is another 1.   After you have rerolled a 1, you can use your reaction to force another creature within 30 feet of you to roll a 1 on their next d20 roll on subsequent turns within 1 minute. You cannot use this feature again until you have given another creature a 1 or until the end of a long rest.   6th Level Feature
All-In
At 6th level, you learn to harness the magical potential within wealth. As a bonus action, you can expend a number of gold pieces equal to your sorcerer level multiplied by 10 to regain sorcery points. The maximum number of sorcery points you can regain in this way is equal to half your sorcerer level, rounded down every long rest. For example, if you're a 6th-level Avarice Sorcerer, you can expend gold to regain up to 3 sorcery points using this feature before requiring a long rest.   14th Level Feature
There's Never Enough
At 14th level, your spells become more potent when fueled by your avaricious nature. When you cast a spell that deals damage, you can choose to enhance its power by expending gold pieces multiplied by 10. For every gold piece spent, you roll an additional damage die for the spell. You can spend a maximum number of gold pieces equal to half your sorcerer level.   You regain the ability to use this feature after finishing a long rest or by expending 6 sorcery points.   Sustain Me
Also at 14 level, whenever you roll for initiative and have no sorcery points remaining, you can expend gold pieces during the initiative roll. For every gold piece spent, you regain 1 sorcery point. You can regain a maximum number of sorcery points equal to your Charisma modifier (minimum of 1) in this way.   18th Level Feature
Value of Potential
At 18th level, you have mastered the manipulation of avaricious energies to the point where you can directly convert wealth into magical power. As an action, you can choose to cast a spell without expending a spell slot, using gold pieces as a substitute. The maximum spell level you can cast using this feature is 5th level.   For each level of the spell, you must expend gold pieces equal to 50 times the spell level. For example, casting a 3rd-level spell would require 150 gold pieces. You must have the required amount of gold on your person to use this feature. Once you use this feature, the gold pieces are consumed in the casting, and the spell takes effect as if cast using a spell slot.   You can use this feature once, and you regain the ability to use it after completing a long rest or expending sorcery points equal to the spell level casted.

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