Sorcerer

Expanded / Revised Subclasses

 

Shadow Magic

You 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. Your power is based on dampening, absorbing, and illusion to the point the spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.   Shadow Magic Quirks
d6Quirk
1You are always icy cold to the touch.
2When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3You barely bleed, even when badly injured.
4Your heart beats once per minute. This event sometimes surprises you.
5You have trouble remembering that living creatures and corpses should be treated differently.
6You blinked. Once. Last week.
 

Shadow Spells

You learn additional spells when you reach certain levels in this class, as shown on the table below. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.  
Sorcerer LevelSpells
1stArmor of Agathys, Disguise Self
3rdMirror Image, Shadow Blade
5thProtection from Energy, Vampiric Touch
7thShadow of Moil, Phantasmal Killer
9thEnervation, Seeming
 

Eyes of the Dark

Starting at 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 Ill 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 magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Player’s Handbook), 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. The hound takes its turn immediately after yours. 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.  

    Dark Essence

    Starting at 14th level, your attunement to the dark forces of the ShadowFell enables you to channel a dark force into your spells, for a price. When you cast a spell of 1st level or higher that deals damage, you may spend 3 sorcery points to weave a dark thread from the shadow weave into it. When you do so, make a Constitution saving throw against your own spell save DC. Regardless of the result, the spell deals additional damage equal to your sorcerer level + your charisma modifier. If you failed your save, you take damage equal to 2d4 per level of the spell after the spell is resolved, and this damage cannot be mitigated in anyway. If you succeeded, you regain hit points equal to half the additional damage you dealt in the attack.   The additional damage only applies to the damage first dealt by the spell, and spells that deal damage over time or can be activated on subsequent turns, such as witchbolt, do not recieve the bonus damage after the initial casting.  

    Umbral Form

    Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically 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

    Your 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 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.  

    Storm Magic

    You learn additional spells when you reach certain levels in this class, as shown on the table below. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.  
    Sorcerer LevelSpells
    1stCreate or Destroy Water, Fog Cloud
    3rdGust of Wind, Misty Step
    5thLightning Bolt, Thunder Step
    7thControl Water, Ice Storm
    9thControl Winds, Maelstrom
     

    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.   Whenever you start casting a spell of 1st level or higher, you may spend a sorcery point to call down a lightning bolt upon a creature you can see within 15ft of you. The bolt deals lightning damage equal to your sorcerer level + your Charisma Modifier. You may spend 1 more Sorcery Points to also force the target creature and all other creatures within 10ft of it to make a Constitution saving throw against your spell save DC and take thunder damage equal to half your sorcerer level + your Charisma Mod on a failure.   The range of your strike increases to 25ft at 12th level, and 50ft at 18th 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.   At 15th level, you learn the Control Weather spell, which is a Sorcerer Spell for you and does not count against your spells known.  

    Jolting Presence

    Upon reaching 14th level, you may use a bonus action that changes the very air around you to be charged just waiting for the right moment to spark. When this aura is active and a creature of enters within 10ft of you for the first time on a turn or start its turn there, it takes lightning damage equal to half your sorcerer level. You can designate any number of creatures to be immune to this affect. The aura lasts for 1 minute and requires your concentration.   Additionally, as a reaction when you are hit with a melee attack, you can force the attacker to make a Strength saving throw against your spell save DC and be pushed 20ft away and knocked prone on a failure.  

    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.

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