Cultist

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Cultist

A hooded figure draws a wicked-looking short sword out from under his cloak, revealing the gleam of blackened armor beneath. With a word lost to time, he charges at his foe, bloodred energy wreathing his blade.

An elf woman bears ancient tattoos on her brow and down both arms proclaiming loyalty to a god long thought dead. The magical energy she draws forth suggests otherwise.

A charismatic halfling in well-tailored robes speaks to a crowd of people, drawing them in with a voice that seems to ring in their very soul. His claims would be unwelcome in most temples, but several in the crowd seem to be eager to join his cause.

Esoteric Worship

Cultists are defined by their worship of deities rejected by most folk. Sometimes, these forces are true gods, or at least possess god-like power, but have been shut away from society by the more common pantheons. Sometimes, they are not proper gods, but fundamental forces usually considered to be under another god's domain.

Stolen Power

The teachings of cults allow their followers to access powers normally restricted to peoples born with magic in their veins. Through forgotten or forbidden rituals, cultists draw on the fundamental forces deemed most important to their object of worship. Infusing those forces into their own souls allows them to access sorcerous magic as if they had been born to it.

To the outside observer, the cultist is not so different from a priest or demon-worshipper, though few of this group would stoop as low as to worship anything less than a full demon-lord. To the discerning observer, the true cultist stands apart, as their rituals bring about real and lasting power, rather than simply being an inefficient way to cast spells.

Unwelcome Practice

Cults are usually rejected by proper society, forcing cultists to rely on heavy symbolism to seek other believers of their flock, and the carving of abstract idols is common in larger cults to act as a sort of holy symbol and badge of station. Cults which are discovered usually are forced to leave the area, and after being rejected from too many towns, often find themselves in overgrown ruins or dark forests full of monsters. As such, cultists are usually well versed in basic combat, even if their rituals have not yet born sorcerous fruit.

When making a cultist, consider the following questions: Who or what do they worship? What practices or sacraments do they pursue in the process? How often does your character meet up with other members of their following? What is your role in the organization of your cult?

Work with your GM to determine how your cult is regarded by others. Consider whether your cultist's nature is known to their party members or if they hide it by pretending to be a natural sorcerer or even a spellcaster.

Quick Build

You can make a Cultist quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the acolyte background.

Multiclass Cultists

In order to multiclass into or out of cultist, you must possess an Intelligence score and either a Strength or Dexterity score of at least 13.

Class Features

As a Cultist, you gain the following features

Hit Points


  • Hit Dice: 1d10 per Cultist level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Cultist level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple and Martial Weapons
  • Tools: One type of artisan's tools

  • Saving Throws: Dexterity and Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial melee weapon and a shield or (b) a longbow with 20 arrows
  • (a) leather armor or (b) scale mail
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Five javelins and a one-handed melee weapon which deals slashing or piercing damage

Athame

At 1st level, you learn a ritual to create a ceremonial blade known as an athame. You must be in possession of a one-handed melee weapon which deals slashing or piercing damage in order to perform this ritual. You perform the ritual over the course of 1 hour, which can be done during a rest. At the end of the ritual, the weapon you chose becomes your athame. Once created, you can call your athame to you as an action on your turn, causing it to appear instantly in your hand. The weapon ceases being your athame if you die, if you perform the ritual on a different weapon, or if you use the 1 hour ritual to break your bond to it.

The Cultist
Level Proficiency
Bonus
Sorcerous
Power
Features Sorceries
Known
Sorceries
Channeled
1st +2 -- Athame, Forbidden Idol - -
2nd +2 1 Fighting Style, Sorcery, Eldritch Surge (2 uses) 2 1
3rd +2 1 Othersight, Rite 2 1
4th +2 1 Ability Score Improvement 2 1
5th +3 2 Extra Attack 2 1
6th +3 2 Infused Athame 2 1
7th +3 2 Rite Feature 3 1
8th +3 2 Ability Score Improvement 3 1
9th +4 3 Eldritch Surge (3 uses) 3 1
10th +4 3 Rite Feature 3 2
11th +4 3 Battle Sorcery 4 2
12th +4 3 Ability Score Improvement 4 2
13th +5 4 Intimidating Mask 4 2
14th +5 4 Twisted Mind 4 2
15th +5 4 Rite Feature 4 2
16th +5 4 Ability Score Improvement 4 2
17th +6 5 Empowered Athame 5 2
18th +6 5 Eldritch Surge (4 uses) 5 2
19th +6 5 Ability Score Improvement 5 2
20th +6 5 Awaken Idol 5 2

You can also convert an existing magical weapon of appropriate type into an athame by performing this ritual while in possession of the weapon. You can't affect an artifact or sentient weapon this way. The weapon ceases being your athame if you die, if you perform the ritual on a different weapon, or if you use the 1 hour ritual to break your bond to it.

Forbidden Idol

Also at 1st level, you undertake ritual worship of a secretive, forgotten, or incomprehensible being of nearly divine power. Choose one of the following idols:

  • The Place Beyond. You worship great old ones who exist outside space and time. Corpus, Spatium, and Tempus are considered cultist sorceries for you. As a bonus action on your turn, you can draw on the Place Beyond to fade from existence, gaining resistance to all damage until the start of your next turn.
  • Many Who Are One. You worship a shared mind. Animus, Faunus, and Tonitrus are considered cultist sorceries for you. As an action on your turn, you can disperse into a swarm of insects, flying to a point within 30 feet of you without provoking opportunity attacks.
  • Primordial Being. You worship raw elemental forces. Aer, Aqua, Ignis, and Terra are considered cultist sorceries for you. When you strike with your athame or manifest idol ability, you can cause the attack to flare with elemental energy, dealing additional fire, cold, or lightning damage equal to your cultist level.
  • Forgotten God. You worship a true divine being, but one dead or forgotten. Acies, Augur, and Vitae are considered cultist sorceries for you. As an action, you can release a stream of divine energy. Each creature in a 15 foot line centered on you either regains 1d4 hit points or takes 1d4 radiant damage. The healing or damage of this feature improve as you take levels in this class. They increase to 2d4 at level 5, 3d4 at level 10, 4d4 at level 15, and 5d4 at level 20. You can choose to include yourself in this effect if you wish.

You can use the ability associated with your Forbidden Idol a number of times equal to your Intelligence modifier (minimum twice). You regain all uses whenever you complete a long rest.

Fighting Style

When you reach 2nd level, you have developed a particular style of combat as your specialty. Choose one of the following options.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Duelist

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Sorcery

At 2nd level, you gain access to a form of inborn magic known as sorcery. The Cultist sorcery list is included at the end of this class, Appendix A gives the rules for sorcerous magic, and Appendix B gives the descriptions of the Cultist sorceries.

You can use your athame as a sorcerous focus for your Cultist sorceries.

Sorceries Known

At 2nd level, you know two sorceries of your choice from the Cultist sorcery list. The sorceries known column of the Cultist table shows when you gain more sorceries of your choice from the Cultist sorcery list.

Additionally, whenever you gain a level in this class, you can choose one of the sorceries you know and replace it with another sorcery from the Cultist sorcery list for which you meet the prerequisites.

Sorceries Channeled

The Cultist table shows how many sorceries you can have channeled at a time. You can channel a new sorcery as an action. If you channel a sorcery that would cause you to exceed your maximum, a sorcery of your choice is unchanneled. Once channeled, sorceries last until you end them as a bonus action on your turn or you complete a long rest, whichever comes first.

Sorcerous Ability

Intelligence is your ability for Cultist sorceries, so you use your Intelligence modifier whenever a sorcery refers to your sorcerous ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcery you channel and when making an attack roll with one.


  • Sorcery Save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Sorcery attack modifier = your proficiency bonus + your Intelligence modifier

Eldritch Surge

At 2nd level, you also gain the ability to unleash energy of a sorcery in a wild burst known as an eldritch surge. Refer to the descriptions of your sorceries for the effect of your eldritch surge.

You can use this ability twice. At certain levels in this class, you gain additional uses of this ability. You can use it 3 times starting at 9th level and 4 times starting at 18th level. You regain all uses of this ability whenever you complete a long rest.

Othersight

At 3rd level, your eyesight functions through otherworldly means. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Rite

Also at 3rd level, you undergo a rite to determine your role in bringing about your idol's great plan. Choose the Rite of the Voice, the Rite of the Guardian, or the Rite of the Watcher. These choices are listed at the end of this class description.

Your choice grants you features at 3rd level and again at 7th, 10th, and 15th 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Infused Athame

At 6th level, the constant movement of sorcerous energy through your athame imbues it with eldritch energy. Your attacks with an athame are counted as magical for the purposes of overcoming damage and resistance.

Battle Sorcery

At 11th level, you learn to blend your bladework and your sorcery into a single fluid style. Whenever you activate a sorcery effect which takes 1 action, you can make a single weapon attack as a bonus action on that turn. Whenever you take the Attack action on your turn, you can channel a new sorcery as a bonus action.

Intimidating Mask

At 13th level, you can draw on a mask of your idol's dread power to intimidate your enemies. As a bonus action, all enemies who can see you must make a Wisdom saving throw or become frightened of you for up to a minute or until they take damage from any source. Once you have used this ability, you cannot use it again until you have completed a short or a long rest.

Twisted Mind

At 14th level, you have become accustomed to seeing, and even embracing, horrors that would break another's mind. You are immune to the charmed and dominated conditions as well as any effect which forces you to act in a way you do not choose, such as confusion. Additionally, you are resistant to psychic damage.

Empowered Athame

At 17th level, your athame draws power from foes as you strike them. Whenever you damage a foe with an athame attack, your sorcerous power increases by 1 until the end of your next turn or until you use an Eldritch Surge. Your sorcerous power cannot exceed 9 in this way.

Awaken Idol

At 20th level, your connection to your idol allows you to bring them forth into the physical world, if only temporarily. Awakening your idol takes an action. The effects of this awakening vary based on the idol you picked at 1st level.

  • The Place Beyond. A hungry maw draws in all things, even time. The maw appears in a space within 50 feet. Any creature other than you which ends its turn within 30 feet of the maw or moves within 30 feet of it for the first time on a turn is drawn 15 feet closer to it. If a creature is drawn all the way to the maw, they take 10 force damage and are immobilized until the end of their next turn, then become immune to the maw's effects until they move at least 30 feet from it.
  • Many Who Are One. The swarm awakens, draining life from nearby enemies to heal you. Each enemy within 60 feet of you takes 5 necrotic damage, and you regain an equal number of hit points, gaining the excess as temporary HP. For the next minute you can use a bonus action on your turn to repeat this effect.
  • Primordial Being. The primordial being awakens as a twisting mass of raw elemental energy which manifests in your space. At the end of each of your turns, the primordial being flies up to 60 feet and deals 20 fire, cold, magical bludgeoning, or lightning damage (your choice each round) to a creature in its new space. The primordial being is immune to all damage and all effects, and dissipates after 1 minute or when you dismiss it as a bonus action.
  • Forgotten God. You become the vessel for your forgotten god's avatar. For 1 minute, you regain 10 hit points at the start of each turn, and you deal an extra 5 damage with all sorceries and attacks. Once before the effect ends, you can activate a sorcerous surge as if through your eldritch surge ability without consuming a use of that feature. For that activation, your effective sorcerous power is 10.

Once you have awakened your idol, you cannot do so again until you have finished a long rest.

Cultist Sorceries

  • Alienis Rituals of the aberrant
  • Daemonis Conjure or banish demons
  • Magicus Manipulate magical energies
  • Mortus Manipulate the dead
  • Obestor Contact or travel to other planes
  • Sanguinus Rituals of blood
  • Umbra Rituals of shadow
  • Venenum Create or manipulate poison

Rites

This section describes the different rites that a cultist can undergo in order to unlock their powers.

Rite of the Voice

The rite of the voice calls the cultist to act as a speaker for their idol. Their purpose is to find new believers, preach to and guide existing believers, and to know the goals of their idol. Cultists who undergo this rite accordingly learn to manipulate and lead better than other rites.

Surging Resonance

At 3rd level when you first undergo this rite, your surges become infused with resonant energy. Whenever you activate a surge using your eldritch surge ability, your weapon also hums with otherworldly energy, dealing an additional 2 thunder damage for a number of rounds equal to your sorcerous power.

Bonus Proficiencies

Also at 3rd level, you gain proficiency in the Deception and Persuasion skills.

Ancient Speaker

At 7th level, the dark ritual you undertook takes full root, giving you the ability to speak all languages perfectly, even secret languages. Any creature hearing you speak always perceives your accent as being the same as their own.

Improved Resonance

At 10th level, your surging resonance ability improves. You now do 2d6 thunder damage instead on the first strike while the effect lasts.

Compelling Voice

At 15th level, you can attempt to compel a creature to listen to you. As an action, you force a creature to make a Wisdom saving throw equal to your cultist sorcery save DC. On a failed save, the target becomes stunned. On a successful save, the target creature instead becomes dazed and may only take a single action or bonus action on their turn, and may only make a single attack with the Attack action, even if a feature or Multiattack would normally allow them to make more. This effect lasts while you concentrate on it, up to a maximum of 1 minute. It ends early if the target takes damage other than psychic damage from any source.

Once you have used this feature, you cannot use it again until you have completed a long rest.

Rite of the Guardian

The rite of the guardian calls the cultist to act as their idol's sword and shield in times of strife. Their purpose is to protect their cult's congregations and to hunt down and destroy those who would act against the cult. Cultists who undergo this rite are the most warlike, developing improved martial skills.

Bonus Proficiencies

At 3rd level when you first undergo this rite, you gain proficiency in heavy armor and Athletics.

Surging Might

At 3rd level when you first undergo this rite, your surges fill you with vigor, making you harder to kill. Whenever you activate a surge using your eldritch surge ability, you manifest your idol into a protective barrier, gaining +2 armor class and temporary hit points equal to your sorcerous power plus your intelligence modifier. This effect lasts a number of rounds equal to your sorcerous power.

Tireless Sentinel

At 7th level, the ritual which fills you with protective vigor also grants you an improved ability to stand watch. You no longer need to sleep, though you must still rest each night, limiting yourself to light activity. Additionally, your passive perception increases by an amount equal your sorcerous power.

Otherworldly Blows

At 10th level, your strikes with your athame are filled with the wrath of your idol, dealing an additional 1d4 force damage.

Void Barrier

At 15th level, you can create a barrier of raw otherworldly energy to protect an ally in combat. As a reaction when an ally within 60 feet of you takes damage, you can redirect all of that damage to yourself and reduce it by half. You continue to redirect damage in this fashion until the end of your next turn. Once you have used this feature, you cannot use it again until you have completed a long rest.

Rite of the Watcher

The rite of the watcher calls the cultist to observe and understand. Their purpose is to read and interpret signs relating to their idol. Cultists who undergo the rite of the watcher develop precognition and the ability to sense things normally hidden.

Surging Insight

At 3rd level when you first undergo this rite, your surges grant you a glimpse into the future. Whenever you activate a surge using your eldritch surge ability, you gain a number of 1d6 insight dice equal to your sorcerous power. Whenever you make an ability check or saving throw, you may roll one of your insight dice and add it to the result of the check. All insight dice are lost after one minute.

Bonus Proficiencies

At 3rd level when you first undergo this rite, you gain proficiency in Arcana and your choice of Nature, Religion, or History.

Eldritch Sense

At 7th level, you can recognize creatures even when they mask their true forms with magic. You have advantage on checks and saves made to see through illusions, and you can sense shapeshifters who are not in their natural form. This ability does not grant you any special ability to know what that creature's true form is.

Sorcerous Might

At 10th level, your sorceries grow stronger. You may add your Intelligence modifier to the damage dealt by any of your sorceries.

Revelation

At 15th level, you learn to peer beyond reality as most know it. As an action, you can make an Intelligence (Arcana) check while observing a creature you can see. If you use an insight die on this check, you may double its result. On a success, you learn any vulnerabilities the creature possesses. Additionally, the next time you deal damage to that creature with a weapon attack or sorcery, you increase the damage by an amount equal to the result of your check. Once you have used this feature, you cannot use it again until you have completed a long rest.

Sorcery Descriptions

The sorceries are presented in alphabetical order.

Acidus

Acid is a physical form, but its effects extend into magic's realm.

Ongoing
  • While you channel this sorcery, you gain a bonus to checks made to escape restraints equal to half your sorcerous power (rounded up).
  • If you have at least 6 sorcerous power, you have resistance to acid damage while you channel this sorcery.
Activated
  • Acid Jet (Action, S) You create a focused jet of acid. Make a ranged sorcery attack against a target within 30 feet. On a hit, they take a number of d8s worth of acid damage equal to half your sorcerous power (rounded up) and their armor class is reduced by 1 until the start of your next turn. If you have at least 6 sorcerous power, the armor class reduction increases to 2.
  • Corrosive Touch (1 minute, S, F) You cause a touched object to break down over 1 minute as if exposed to a strong caustic element. At the end of 1 minute, the object takes acid damage equal to ten times your sorcerous power.
Surge
  • Wave of Acid (Action, S, V, F) You create a swell of acid to wash over your foes. Creatures in a 15 foot cube centered on a point within 30 feet must make a Constitution saving throw. On a failed save, they take 2d8 acid damage, plus an additional 1d8 for each sorcerous power you possess, and their armor class is reduced as if you had struck them with your Acid Jet ability. On a successful save, they take half damage and their armor class is not reduced.

Acies

Your connection to the universe allows you to learn things about objects, places, or creatures.

Ongoing
  • While you channel this sorcery, you gain a bonus on Intelligence (History) checks and Wisdom (Perception) checks equal to half your sorcerous power (rounded up).
  • If you have at least 3 sorcerous power, you may add your sorcerous ability modifier to Initiative checks made while you channel this sorcery.
Activated
  • Psychometry (Action, S, Concentration): You enter a meditative state while touching an item or creature and look into its past. Each round while you concentrate on this ability (up to 1 minute) you learn general details about one major event in the target's past. If the item is a magic item or the creature has spellcasting or sorcerous abilities, you also learn one function of the item or one spell or sorcery the creature has previously used each round while you concentrate.
  • Telepresence (Action, S, F): You cast your sight to a point you can see. A transparent duplicate of yourself appears at the point you choose, lasting up to one minute. When you use this ability and as a bonus action on subsequent turns you can change between perceiving what the duplicate perceives and perceiving with your own senses. The duplicate shares any special senses you possess. If you have at least 6 sorcerous power, you can use Telepresence on any point you or one of your duplicates can see.
Surge
  • Terrible Revelation (Action, V, F): Choose a creature you can see within 120 feet. They must make a Wisdom saving throw. On a failed save, they take psychic damage equal to 2d6 plus an additional 1d6 per sorcerous power you possess and are frightened of you for 1 minute. On a successful save, they take only half the damage and are not frightened.
  • Psycholocation (Action, V, S): Specify a type of creature, object, or structure (such as giants, goblets, or gazebos). You learn the location of each such item within a range of 50 feet times your sorcerous power. If no such item is within the range, you instead learn the direction to the nearest such item, but not its distance. You cannot use Psycholocation to learn the location of a specific item or individual. Psycholocation is blocked by a thin sheet of lead, but penetrates other barriers.
  • Astral Scry (1 minute, V, S): You must have at least 5 sorcerous power to use this Surge. Specify an individual with whom you are aware. An astral projection of yourself appears within 10 feet of the target after 1 minute with 5 hit points per sorcerous power you possess. The target can sense the projection, as can any creature capable of sensing astral forms or invisible creatures. For up to 1 minute, you can see and hear as if you were in its location, and can speak through it and be heard by any creature that can perceive it. Any attacks targeting the astral form automatically hit. If it is reduced to 0 hit points, this effect ends and you take 1d10 psychic damage from the backlash. You can also end the effect early as a bonus action.

Aer

Your attunement to the forces of elemental air allows you to create blasts, walls, or shields of rushing wind.

Ongoing
  • While you channel this sorcery, you can hold your breath for twice as long and you have a bonus on saves against gasses, fogs, or clouds equal to half your sorcerous power (rounded up).
  • Once you have at least 3 sorcerous power, while you channel this sorcery, your armor class against ranged attacks increases by an amount equal to one-third your sorcerous power (rounded down).
Activated
  • Cushion Fall (Reaction, V): When you or a creature you can see within 30 feet would take fall damage, you can use this reaction to reduce that damage by 2d6, plus 1d6 per sorcerous power you possess.
  • Windblast (Action, F): Make a ranged sorcery attack against a creature within 60 feet. On a hit, they take a number of d8s of bludgeoning damage equal to half your sorcerous power (rounded up) and are pushed a number of feet equal to 5 times half your sorcerous power (rounded up).
Surge
  • Wind Wall (Action, V, F): You create a continuous wall of wind with a length up to 10 feet times your sorcerous power. The wall lasts for one minute. While it lasts, treat it as if it blocks line of sight for any sorceries, spells, or attacks. Creatures can see through it freely, but must make a Strength saving throw in order to pass through it. If they succeed, the wall counts as difficult terrain until the end of their turn. If they fail, they cannot pass through it and take 2 bludgeoning damage times your sorcerous power.
  • Tempest Strike (Action, V, S): Each creature in a 30 foot cone centered on you must make a Dexterity saving throw. On a failed save, they take 2d8 bludgeoning damage plus an additional 1d8 per sorcerous power you possess and are knocked back to the end of the cone. If they collide with an object, they take an additional 1d6 damage for each ten feet of knockback remaining.

Alienis

Attunement to a place beyond allows you to warp spacetime, lash out against mental attack, and create ectoplasmic constructs to attack for you.

Ongoing
  • While you channel this sorcery, you gain a bonus equal to half your sorcerous power (rounded up) on saving throws against effects which cause the charmed, dominated, or frightened conditions.
  • If you have at least 3 sorcerous power, you have resistance to psychic damage while you channel this sorcery.
Activated
  • Otherworldly Grasp (Action, S, V): You manifest a grasping limb made of raw energy. Make a melee sorcery attack against a creature within 30 feet. On a hit, the target takes a number of d8s of force damage equal to half your sorcerous power (rounded up) and must make a Strength (Athletics) or Dexterity (Acrobatics) check opposed by your sorcerous save DC or be grappled until the start of your next turn.
  • Psychic Relash (Reaction, F): When a creature forces you to make a saving throw against an effect which causes the charmed, dominated, or frightened condition or when any effect causes you to take psychic damage, you can lash back against that creature. It must make a Charisma saving throw or take 1d6 psychic damage per sorcerous power you possess.
Surge
  • Nether Gate (Action, S, F): You open a portal to a realm outside of space and time. Creatures in a 10 foot sphere centered on a point you can see within 100 feet must make a Constitution saving throw. On a failed save, they take 1d6 psychic and 1d6 force damage for each sorcerous power you possess and vanish into the gate, teleporting to an empty space you designate within 30 feet at the start of their next turn. On a successful save, they take half as much damage and are not teleported.
  • Riftwalk (Bonus Action, S, F, Concentration): You fold planar boundaries, transporting yourself to an open space within 10 feet per sorcerous power you possess. When you arrive, creatures adjacent to that space must make a Dexterity saving throw or take force damage equal to twice your sorcerous power. While you concentrate on this effect, up to a maximum of 1 minute, you can repeat the teleport for no action on subsequent turns.

Animus

Every mind is connected to magic, and with this sorcery, you can tap that shared consciousness.

Ongoing
  • While you channel this sorcery, you can communicate telepathically with creatures within 60 feet of you, provided you share a language with them. If you have at least 3 sorcerous power, you can communicate telepathically with any creature capable of speaking a language, even if you don't share a language. If you have at least 6 sorcerous power, the range of this feature increases to 200 feet.
Active
  • Empathic Pulse (Action, S, Concentration) You tap into the subconscious of a creature within 60 feet, making yourself seem more likable. The creature must make a Wisdom saving throw. It has advantage if you or your friends are fighting it. On a failed save, you have advantage on all Charisma checks against that creature for up to one minute while you concentrate on this effect. If you have at least 3 sorcerous power, this instead inflicts the charmed condition on that creature. If you have at least 9 sorcerous power, this instead inflicts the dominated condition on that creature. Once the effect wears off, the creature is aware that it was charmed. A given creature can only be affected by this action once in a 24 hour period.
  • Mind Shatter (Action, V) You bend your will against a target creature's, attempting to damage their psyche. A creature within 60 feet must make a Charisma saving throw. On a failed save, a number of d4s of psychic damage equal to half your sorcerous power (rounded up) and have disadvantage on their next attack roll before the start of your next turn. On a successful save, they take minimum damage and do not have disadvantage.
  • Read Thoughts (Action, S, Concentration) You attempt to read the thoughts of a creature you can communicate with telepathically. Each round while you concentrate, the creature must make a Charisma saving throw. On a failed save, you can read its surface thoughts and emotions. If a creature fails three saves in a row, you learn any single piece of information about them you wish and the effect ends. If the creature succeeds on three saves in a row, the effect ends early.
Surge
  • Psychic Scream (Action, V, F) You let forth a shriek that resonates in the subconscious of creatures around you. Up to 5 creatures you designate within 30 feet of you must make a Wisdom saving throw. On a failed save, they take psychic damage equal 1d8 plus 1d8 per sorcerous power you possess. On a successful save, they take half as much damage. If a creature fails its save and takes at least 20 psychic damage, they must use their reaction to move as far away from you as possible (potentially provoking opportunity attacks).
  • Compel Sleep (Action, S, F) With a gesture, you attempt to compel creatures in an area to go to sleep. Roll a number of d8s equal to three times your sorcerous power. Creatures within a 10 foot sphere centered on a point within 100 feet of you are affected in ascending order of current hit points (ignoring unconscious creatures). Starting with the creature with the lowest current hit points, each creature affected by this spell falls unconscious for 1 minute, until they take damage, or until someone uses an action to slap them awake. Subtract each creature's hit points from the total of your roll before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
  • Staggering Word (Reaction, V) When a creature you can see makes or is targeted by an attack roll, you can use this reaction to hinder their attack or defense. The target must make a Wisdom saving throw. On a failed save, they take 1d4 psychic damage per sorcerous power you possess and their attack has disadvantage or the attack against them has advantage, whichever applies. On a successful save, they take only half of the damage and no advantage or disadvantage applies.

Aqua

Your attunement to the forces of elemental water allows you to create spears of compressed water, swim like a fish, and even conjure pure drinking water.

Ongoing
  • While you channel this sorcery, you have a swim speed equal to half your land speed. This improves to your full land speed once you have 3 sorcerous power, and again to twice your land speed once you have 6 sorcerous power.
  • If you have at least 3 sorcerous power, you can breathe both water and air.
Activated
  • Water Spear (Action, S, F) You conjure a bolt of compressed water and launch it at a target nearby. Make a sorcerous attack roll against a target within 90 feet. On a hit, they take 1d8 piercing damage. You can create a number of water shards equal to half your sorcerous power (rounded up), making a separate attack roll for each. Shards can target the same or different targets.
  • Liquid Armor (Bonus Action, V, F, Concentration) You create armor of turbulent water on a creature within 30 feet. While this effect lasts, the first time that creature takes damage, the armor absorbs half of that damage and this effect ends. Liquid armor cannot absorb lightning damage (but the effect still ends). Once you have at least 6 sorcerous power, this effect does not require concentration, but you may still only target one creature with this effect at a time.
  • Create Pure Water (1 minute, V, F) After one minute, pure water begins to flow from your sorcerous focus, as if being poured from a jug. You can create one gallon of pure water in this fashion per sorcerous power you possess. Once you have created the maximum, you cannot use this action again until you have completed a long rest, which also resets your limit.
Surge
  • Flood (Action, S, F) You create a temporary surge of flooding waters. Each creature within 20 feet of you must make a Strength saving throw. On a failed save, they take 2d8 bludgeoning damage plus an additional 1d8 per sorcerous power you possess and are pulled 10 feet closer to you. On a successful save, they take only half the damage and are not pulled closer to you. Creatures who are currently flying are not affected by this surge. If this surge deals at least 30 damage to a single creature, that creature is additionally knocked prone (regardless of whether they made their save). Fires in the area of this surge are extinguished.
  • Hydraulic Push (Action, V, S) You create a powerful jet of water. Make a melee sorcerous attack roll against a creature within 20 feet. On a hit, the creature takes 2d10 bludgeoning damage plus 1d10 per sorcerous power you possess and is knocked back 5 feet for every 5 points of damage they took. If they collide with a solid obstacle such as a wall, they take additional damage equal to the number of feet they would have continued traveling and fall prone.

Augur

Time flows ever on, and the right flavor of magic lets you look ahead.

Ongoing
  • While this sorcery is channeled, you sense portions of the future. When you first channel this sorcery following a long rest, roll a number of d4s equal to half your sorcerous power (rounded up) and record the results. When you or a creature within 30 feet rolls a d20, after knowing the die result but before resolving any outcomes, you can subtract or add one of your recorded values to the roll, consuming that value. Whenever you complete a long rest, reroll all stored results.
Activated
  • Read Future (1 minute, V, F) You consider the possible outcomes of something in your future. Describe one plan of action for the next 10 minutes. You learn the most likely drawback (if any) and the most likely benefit (if any) of taking that course of action. If you have at least 3 sorcerous power, you can look an hour into the future. If you have at least 6 sorcerous power, you learn the two most likely consequences and benefits. If you have at least 9 sorcerous power, you can look up to 8 hours in the future.
  • Precognitive Response (Reaction, V) At the start of another creature's turn, you use your reaction learn what their planned actions are. You can then allow yourself or an ally within 30 feet to move up to half speed without provoking opportunity attacks. If you have at least 3 sorcerous power, the movement is up to total speed.
  • Precognitive Action (Action, V) A target you can see within 60 feet gets advantage on their next attack roll, unless that attack roll would have disadvantage. The effect lasts until discharged or the end of your next turn, whichever comes first. If you have at least 6 sorcerous power, this effect becomes a bonus action to use.
Surge
  • Baneful Omen (Action, S, F, Concentration) With a rush of energy, you tie potential negative future outcomes to a single object within 60 feet. This omen affects creatures within 20 feet of the selected object. Creatures in that area must reroll any die which rolls the maximum value and take the new result (even if the new result is also maximum value). Creatures in that area whose current hit points are equal to or lower than five times your sorcerous power additionally have disadvantage on attack rolls. This effect lasts up to 1 minute.
  • Bountiful Omen (Action, S, F, Concentration) With a rush of energy, you tie potential positive future outcomes to a single object within 60 feet. This omen affects creatures within 20 feet of the selected object. Creatures in that area may reroll any die which rolls the minimum value and take the new result (even if the new result is also minimum value). Creatures in that area whose current hit points are equal to or lower than five times your sorcerous power additionally have advantage on saving throws. This effect lasts up to 1 minute.

Corpus

Attuning this sorcery allows the changing of form, whether your own or other creatures'.

Ongoing
  • While you channel this sorcery, you can make minor cosmetic changes to your appearance, such as adjusting hair length or color, eye color, or adding or hiding blemishes, birthmarks, or tattoos at will. This does not require an action, but must be done on your turn. The effects last until you change them again or you stop channeling this sorcery.
Activated
  • Adopt Disguise (Action, S, Concentration) You disguise yourself as another creature of the same size and general shape. The effects do not extend to clothing you are wearing. Creatures who attempt to see through your disguise must make an Intelligence (Investigation) check against your sorcerous save DC. If you use this in conjunction with mundane methods of disguise, you gain a +5 bonus to both the save DC and the disguise check. You can concentrate on this effect indefinitely. If you have at least 3 sorcerous power, you can maintain this effect without concentration, but it only lasts one hour.
  • Natural Weapons (Action, S, Concentration) You rapidly grow a natural weapon, such as horns, claws, or a tentacle. While you concentrate on this effect, you can make one attack with a natural weapon in place of any normal attack or as a bonus action whenever you take the attack action or activate a sorcery with an activation time of 1 action on your turn. Natural weapons are finesse weapons which deal 1d8 slashing, bludgeoning, or piercing damage (chosen when you use this ability).
  • Enhance Senses (Action, V, S) Choose one sense. For one minute or until you use this feature again, you improve your ability to use that sense. Your Wisdom (Perception) checks made relating to the chosen sense receive a bonus equal to half your sorcerous power (rounded up). At 3, 6, and 9 sorcerous power, this ability applies to an additional sense.
Surge
  • Benign Transformation (Action, V, S, Concentration): A willing target you touch transforms into a new shape. Select a beast whose challenge rating is no greater than your sorcerous power. The target assumes the new form, including mental ability scores and hit points. This effect lasts up to 1 minute or until the target reaches 0 HP. Any excess damage dealt is carried over. This surge cannot be used on a target with 0 hit points. While the effect lasts, the target cannot speak, cast spells, or take actions that would not be possible in the new form (such as actions requiring hands if the beast does not have hands). Once you have 3 sorcerous power, the maximum duration of this surge becomes 1 hour. Once you have 9 sorcerous power, you may choose any creature type instead of just beast. Forms with legendary or lair actions do not grant access to those actions.
  • Baneful Transformation (Action, V, S): An unwilling target within 30 feet must make a Constitution saving throw. On a failed save, they take the form of any beast of your choice with a challenge rating no greater than 1/4th. Their statistics are completely replaced with the statistics of the chosen form, though they retain their own personality and alignment. This effect lasts for a number of rounds equal to your sorcerous power plus 2. If you have at least 6 sorcerous power, it instead lasts for a number of minutes equal to your sorcerous power. If the creature is reduced to zero hit points while transformed, they revert to their original form but are stunned until the end of their next turn.

Daemonis

You connect yourself to the lower planes, drawing on the power of demons, devils, and other fiendish beings.

Ongoing
  • You cannot channel the Angelus sorcery while you channel this sorcery.
  • When you channel this sorcery, you are attended by a mote of fiendish fire. It has no initiative or hit points and cannot be targeted or take actions. While attending a creature, it provides a bonus to Intimidate checks equal to half your sorcerous power (rounded up). The mote counts as a fiendish creature and its alignment is neutral evil.
  • When the creature attended by your mote is damaged by a melee attack, the attacker also takes fire damage equal to half your sorcerous power (rounded up).
Activated
  • Unholy Flare (Action, V, S) You cause a burst of punishing flame to erupt on a foe within 60 feet. They must make a Dexterity saving throw. They gain no benefit from cover for this saving throw. On a failed save, they take a number of d12s of fire damage equal to half your sorcerous power (rounded up). On a successful save, they take minimum damage.
  • Harmful Herald (Bonus Action, V) With a word, you command your mote to fly to a friendly creature within 60 feet or to return to you. It remains, attending that creature instead, until you use this action again or it moves more than 100 feet from you. You cannot use this feature while your mote is manifested through Manifest Form.
  • Warding Companion (Reaction, V) With a word, you cause your mote to guard whomever it is attending. When the creature currently attended by your mote takes damage from any source, you can cause half of that damage to be dealt to the mote instead. The mote provides no benefit while damaged, but heals itself of an amount of damage equal to your sorcerous power at the start of each of your turns. You cannot use this feature while your mote is manifested through Manifest Form.
Surge
  • Manifest Form (Action, V, F, Concentration) Your mote takes on a true demonic form temporarily. While you concentrate, up to a maximum of 1 minute, your mote manifests into the form below. The mote takes its own turn immediately following yours and acts according to your wishes. If you do not issue commands to the mote, it will defend itself, you, and anyone it considers to be your ally, but otherwise takes no actions. If the manifested form is reduced to 0 hit points, this effect ends early. This effect also ends early if you cease channeling this sorcery.

Daemonis

Medium Fiend, Neutral Evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 8, plus 5 per sorcerous power of the summoner
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 6 (-2) 11 (+0) 14 (+2)

  • Saving Throws Uses the saving throw bonuses of its master
  • Skills Uses the skill proficiencies of its master, but its own ability bonuses
  • Damage Resistances Fire, poison, cold, slashing, piercing, or bludgeoning from non-magical weapons not made of silver
  • Condition Immunities Charmed, dominated, poisoned
  • Senses Darkvision 120ft, passive Perception 10
  • Languages Abyssal, Infernal, languages its master speaks

Fiendish Heritage. When manifested, choose Winged, Horned, or Serpentine.

  • Winged. Daemonis also has a fly speed of 30 feet. Its natural weapons are claws which deal slashing damage.
  • Horned. Daemonis's armor class increases by one half the summoner's sorcerous power (rounded up). Its natural weapon is a horns attack which deals piercing damage.
  • Serpentine. Daemonis's ground speed increases to 40 feet. Its natural weapon is a slam attack which deals bludgeoning damage. The damage of a serpentine daemonis's fiendfire is increased by 1d6.

Might of the Master. Daemonis adds its summoner's proficiency bonus to its attacks and its summoner's sorcerous power level to its damage rolls with its natural weapon and its fiendfire.

Actions

Multiattack. If the summoner has at least 5 sorcerous power, Daemonis can use this action to make two natural weapon attacks or one natural weapon and one fiendfire attack.

Natural Weapons. Melee Weapon Attack: +2 to hit, 5ft reach, one target. Hit: 1d6 + 2 damage + 1d4 fire damage

Fiendfire. Ranged Spell Attack: +2 to hit, 60ft range, one target. Hit: 1d6 fire damage

Reactions

Fiendward. When a creature adjacent to Daemonis takes damage from any source, Daemonis can use its reaction to take half of that damage instead.

Faunus

Animals are connected to the wild magic of the land. By attuning it, you can manipulate or conjure animals.

Ongoing
  • While you channel this sorcery, you add half your sorcerous power (rounded up) to all Animal Handling checks and to Nature checks made to identify beasts..
  • If you have at least 3 sorcerous power, while you channel this sorcery, you can communicate with beasts as if you shared a language.
Activated
  • Call Beast (Action, V, F) You call to nearby animals. A CR 0 animal appropriate to your terrain comes to you and carries out a simple task such as delivering an object it can carry to a location you describe or standing watch over your campsite. The animal leaves after 1 hour or when its task is complete. If you call another animal, the old animal leaves. Animals called with this ability will not participate in combat. If you have at least 3 sorcerous power, the animal serves for up to 8 hours. If you have at least 6 sorcerous power, you may have two animals in service at a time, each with their own task. If you have at least 9 sorcerous power, the animals serve for up to 24 hours.
  • Sooth Animals (Action, V, S) You attempt to calm nearby beasts. Each beast within 60 feet must make a Charisma saving throw or be charmed by you for 1 minute. Beasts charmed in this way do not know they were charmed, and may remain friendly after the effect ends depending on how you treated them and their normal disposition. A beast which makes its saving throw is immune to this effect for 1 minute.
Surge
  • Primal Guardian (Action, V, F, Concentration) You conjure a spirit of animals in an empty space within 30 feet. The primal guardian takes its own turn immediately following yours and acts according to your wishes. If you do not issue commands to the guardian, it will defend itself, you, and anyone it considers to be your ally, but otherwise takes no actions. If the guardian is reduced to 0 hit points, this effect ends early. This effect also ends early if you cease channeling this sorcery.

Primal Guardian

Medium Beast, Unaligned


  • Armor Class 16 (Natural armor)
  • Hit Points 10, plus 6 per sorcerous power of the summoner
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 10 (+0)

  • Saving Throws Uses the saving throw bonuses of its master
  • Skills Uses the skill proficiencies of its master, but its own ability bonuses
  • Condition Immunities Charmed, dominated
  • Senses Darkvision 60ft, passive Perception 11
  • Languages None

Might of the Master. Primal Guardian adds its summoner's proficiency bonus to its attacks and its summoner's sorcerous power level to its damage rolls with its natural weapons.

Spirit Weapons. The Primal Guardian's weapons count as magical and silvered for the purposes of overcoming damage resistance and immunity.

Actions

Multiattack. The guardian can make two natural weapon attacks. If the summoner has 5 or more sorcerous power, it can instead make three natural weapon attacks.

Natural Weapons. Melee Weapon Attack: +3 to hit, 5ft reach, one target. Hit: 1d8 + 3 damage. The damage type is slashing, piercing, or bludgeoning (chosen at the start of each of the guardian's turns).

Ignis

Fire is often the first force mastered by nascent intelligences. Attuning it allows the sorcerer to create or suppress intense heat.

Ongoing
  • While you channel this sorcery, you add half your sorcerous power (rounded up) to ability checks and saving throws made to resist extreme environmental heat and cold.
  • While you channel this sorcery with at least 6 sorcerous power, you have resistance to fire damage.
Activated
  • Flare (Action, S) With a gesture, a tongue of flame lashes at a target within 90 feet. Make a ranged sorcery attack. On a hit, the takes a number of d12s of fire damage equal to half your sorcerous power (rounded up).
  • Manipulate Flame (Action, S) With a gesture, a small fire (no larger than 5 foot by 5 foot) is extinguished, or an unattended flammable object such as a log is lit aflame.
  • Cloak of Flame (Action, V, Concentration) While you concentrate on this effect, a cape of fire streams from your shoulders. Each time you strike with a melee weapon attack, you deal 1d8 additional fire damage. As a bonus action, you can whip your cape at a target within 5 feet. Make a melee sorcery attack. On a hit, you deal 1d8 fire damage. If you have at least 6 sorcerous power, you additionally have resistance to cold damage while this effect lasts. If you have at least 9 sorcerous power, you can use a bonus action on subsequent turns to give yourself a fly speed equal to your land speed until the end of your turn.
Surge
  • Pillar of Flame (Action, S, F) You create a pillar of fire centered on a point within 120 feet. Each creature within a 10 foot radius, 40 foot high cylinder centered on that point must make a Dexterity Saving throw or take 2d6 fire damage plus 1d6 per sorcerous power you possess. On a successful save, they take half damage. The pillar lasts until the start of your next turn. When a creature starts their turn in the pillar or enters it for the first time, they must repeat their save, taking half of the initial damage on a failed save.
  • Flame Serpent (Action, S, V) A twisting jet of flame issues from your hand. Choose a creature within 60 feet. It must make a Dexterity saving throw or take 1d6 fire damage. The serpent then leaps to another target within 60 feet of the first, repeating this effect up to a maximum number of leaps equal to your sorcerous power plus 1. Each creature struck after the first takes a cumulative 1d6 additional damage (the second target takes 2d6, the third takes 3d6, and so on).

Magicus

Magic exists in many forms, but the method by which mortals access it is a separate force. Attuning it lets you manipulate that power.

Ongoing
  • While you channel this sorcery, you can sense the presence of active magic within a range of 5 feet per sorcerous power you possess, including ongoing magical effects, channeled sorceries, or magic items. This does not grant you the ability to identify characteristics of that magic.
Activated
  • Analyze Arcana (Action, F, Concentration) You concentrate on a magical effect you can perceive, learning its general properties, including its school of magic if it is a spell or magic item, the sorcery that caused it if applicable, and who produced it or is attuned to it, if they are also in range of your magic detection.
  • Counter Magic (Reaction, V) You can use this action when a sorcery, spell, or similar magical effect causes you or another creature within 30 feet to make a saving throw. Instead of the normal saving throw, make a sorcery attack roll. On a success, treat it as if the target had succeeded on their saving throw, but you take damage equal to the effective spell level of the effect.
Surge
  • Seal Magic (Action, F, Concentration) You attempt to prevent the use of magic by a creature. Make a melee spell attack against an adjacent enemy. On a hit, they gain a seal magic effect with a power equal to your sorcerous save DC plus twice your sorcerous power. While the seal magic effect persists, the target must make a concentration check with a DC equal to its power in order to use any activated magic items, spells, or sorceries. At the end of the target's turn, they may make a Wisdom saving throw. On a success, the power of the magic seal is reduced by 5. Otherwise, the power is reduced by 1. If the magic seal is reduced to 0 power or less, this effect ends. Otherwise, it lasts while you concentrate on it, with a maximum duration of 1 minute.
  • Energy Rush (Reaction, S) You unleash your raw magical energy in response to taking damage. Reduce the damage you take by three times your sorcerous power. After you use this surge, you can replace up to half of your channeled sorceries (rounded up) with new sorceries.

Mortus

The forces of death allow you to create or command the undead or drain the life from foes.

Ongoing
  • While you channel this sorcery, you have advantage on death saving throws.
  • If you have at least 3 sorcerous power, all hit point reduction you suffer is halved while you channel this sorcery.
  • If you have at least 6 sorcerous power, you are resistant to necrotic damage while you channel this sorcery.
Activated
  • Decay (Action, S) You touch a creature and cause it to rot. Make a melee sorcery attack against an adjacent creature. On a hit, the target takes a number of d10s of necrotic damage equal to half your sorcerous power (rounded up) and its move speed is reduced by 10 (minimum half its base speed) until the end of its next turn. At 6 sorcerous power, the move speed reduction increases to half the target's base speed.
  • Contact Dead (1 minute, V, F) You attempt to contact a creature's soul which has been deceased for no longer than one day for each sorcerous power you possess. Once you have contacted it, you may ask it three questions, plus an additional question per three sorcerous power you possess, which it must answer truthfully, though it often speaks in metaphor or riddle.
  • Command Dead (Action, S, V) You attempt to force an undead creature to do your bidding. Choose an undead creature within 60 feet. It must make a Charisma saving throw or be dominated by you until the end of your next turn. You can choose to use this action over the course of ten minutes instead, during which time the target must stay in range of you and you must concentrate on this effect. If you do and the creature fails its saving throw, the dominated condition lasts for 24 hours. Regardless of which form you use, a creature which has failed its saving throw against this effect is immune to it until you complete a long rest.
Surge
  • Animate Corpse (Action, V, S, Concentration) You raise a touched corpse or pile of bones, creating a zombie or skeleton as is appropriate. The raised creature has hit points equal to 1d8 per sorcerous power you possess, instead of its normal hit points. While the creature lives, it is under your command, but continues to act on its own initiative. You may use a bonus action to telepathically command the creature. You can concentrate on this effect for up to 1 minute. At the end of the minute or if you lose concentration, the raised creature loses any hit points exceeding the normal amount for its type and ceases all actions, though you may command it with your Command Dead ability. At the next sunrise, it falls apart unless you use this surge again.
  • Raise Fallen (Action, V, F, Concentration) You bring an ally temporarily back to life. Choose a creature that has been dead for no longer than one minute for each sorcerous power you possess. It returns to life with one hit point per sorcerous power you possess, and 1d8 temporary hit points per sorcerous power you possess. You can concentrate on this effect for up to 8 hours. If you lose concentration, the target falls dead once again. If you concentrate for the full duration, however, the target is permanently restored to life.

Obestor

Extraplanar powers bring their own blessings, and connecting to a different plane gives the sorcerer corresponding powers.

Ongoing
  • While you channel this sorcery, you can always remember the path you took from the last place you rested. If you have at least 6 sorcerous power, you can even find a path back to that location if obstacles or shifting conditions have made the original path nonviable.
  • While you channel this sorcery, you gain a bonus equal to half your sorcerous power (rounded up) on Intelligence checks made to identify properties of the plane you travel on or to identify characteristics of extraplanar creatures.
Activated
  • Open Threshold (8 hours, S, V, F) You may only use this ability if you have at least 6 sorcerous power. You attempt to pry open the spaces between planes. At the end of the 8 hours, you and up to 6 other creatures enter the astral plane and from there can travel to any other plane. You do not get lost on the way, but if an ally leaves your presence, they must make an Intelligence saving throw or end up on a random plane.
  • Astral Bolt (Action, S) You create a bolt of unerring astral energy. A target within 15 feet of you takes a number of d4s of force damage equal to half your sorcerous power (rounded up). Effects which block the spell magic missile also block the Astral Bolt ability.
Surge
  • Planar Banishing (Action, V, F, Concentration) You attempt to banish a creature to another plane. Choose a target within 60 feet. That target must make a Wisdom saving throw or be banished for up to 1 minute. If a creature is banished while on a plane it is not native to and remains banished for the full minute, it remains on its home plane and cannot return for 24 hours. Otherwise the creature appears in the nearest open space to where it departed after a minute.
  • Wild Teleport (Action, S, F) You attempt to teleport, bringing yourself and your allies to a distant location. Choose a location with which you are familiar no further away than six times your sorcerous power in miles. Roll a number of d6s equal to your sorcerous power. If you roll greater than the distance in miles to your chosen location, you teleport to that location, arriving at the end of your next turn with up to 6 additional creatures within 5 feet of you. If you roll less than the distance in miles to your chosen location, you instead arrive in a random location a number of miles away equal to your result at the end of your next turn. Some sites, such as teleportation circles created by spellcasters, are easier to teleport to. Such sites have their range measured in tens of miles instead of miles.

Sanguinus

Blood is a symbol of sacrifice and also of power. By attuning to the blood in their own and their enemies' bodies, the sorcerer can drain the life from foes or even paralyze them entirely.

Ongoing
  • While you channel this sorcery, you take half damage from critical hits.
  • While you channel this sorcery with at least 5 sorcerous power, you are also resistance to non-magical slashing, bludgeoning, and piercing damage.
Activated
  • Drain Life (Action, S, F) A jolt of necrotic energy drains a foe, possibly healing the sorcerer. Make a ranged spell attack against a creature within 30 feet. On a hit, they take a number of d4s worth of necrotic damage equal to half your sorcerous power (rounded up). If this damage reduces the target to 0 hit points or if this attack critically hits, you additionally heal for the same amount of damage dealt.
  • Bloodletting (Bonus Action, F) When you deal slashing or piercing damage to a creature on your turn, you can use this bonus action to increase the damage dealt by half your sorcerous power (rounded up).
Surge
  • Blood Paralysis (Action, S, V, F, Concentration) You freeze the blood in a target's veins, paralyzing or hindering them. A creature you can see within 60 feet of you must make a Constitution saving throw. On a failed save, they take necrotic damage equal to 1d6 per sorcerous power you possess and are paralyzed until the end of their next turn. On a successful save, they take half as much damage and are merely restrained. While this effect lasts, the target has resistance to slashing, piercing, and bludgeoning damage.

Spatium

Nothing is still something, magically speaking. By connecting to the emptiness between objects, the sorcerer learns to teleport themselves short distances or even enter pocket realities.

Ongoing
  • While you channel this sorcery, you receive a bonus to Dexterity saving throws and Armor Class equal to one-third your sorcerous power (rounded up).
Activated
  • Jaunt (Action, S, F) You fold space to teleport to a space within 10 feet. At 3 sorcerous power, the range on this ability increases to 30 feet. At 6 sorcerous power, this ability can be used as a bonus action. At 9 sorcerous power, the range on this ability increases to 60 feet.
  • Warp Arrow (Action, S) You bend the flight of a projectile to attack from unusual angles. As part of using this ability, make an attack with a ranged weapon. That attack ignores all cover. The attack also deals an additional number of d6s of extra damage equal to half your sorcerous power (rounded up).
Surge
  • Exit Space (Action, S, Concentration) You fold space around yourself to vanish from sight. While your concentration lasts, up to a number of rounds equal to twice your sorcerous power, you are considered invisible. If you take a hostile action such as attacking while this effect lasts, it uses up two turns of the maximum duration.
  • Group Jaunt (Action, S, Concentration) You and a number of adjacent targets up to your sorcerous ability modifier (minimum 1) attempt to teleport to a distant location. Roll 1d8 plus an additional 1d8 per sorcerous power you possess. The maximum distance you can teleport is equal to the result of your roll times 10 feet. You appear in an open space in the general direction you specify and all affected targets appear adjacent to you. If you have at least 3 sorcerous power, the range of this ability is instead measured in 100s of feat. If you have at least 6 sorcerous power, the range of this ability is instead measured in 1000s of feet. If you have at least 9 sorcerous power, the range of this ability is measured in miles.

Tempus

Time flows ever on, but through magic a sorcerer can grasp it and twist, stretch, or bend it to the sorcerer's need.

Ongoing
  • While you channel this sorcery, your move speed is increased by 5 feet. If you have at least 6 sorcerous power it is instead increased by 10 feet.
Activated
  • Rewind (Reaction, S, V, F) You twist time back, allowing you to reattempt or even change certain actions. You can use this ability at the end of your turn to redo your turn from where you started it. This undoes all damage dealt or received, as well as any resources consumed. Once you have used this feature, your maximum hit points are reduced by an amount equal to your sorcerous power until you complete a long rest.
  • Wither (Action, S, V) You pull on the personal timeline of a target, causing them to rapidly age. A creature you can see within 100 feet of you must make a Constitution saving throw. On a failed save, they take a number of d8s of necrotic damage equal to half your sorcerous power (rounded up).
Surge
  • Accelerate (Action, S, F, Concentration) You cause time to flow more quickly for one individual. A creature you touch gains increased move speed while you concentrate, up to a maximum of one minute. The additional move speed is equal to 5 feet per sorcerous power you possess. While the effect lasts, the target can also use their bonus action to make a single weapon attack. If that attack hits, it deals extra damage equal to your sorcerous power. When this effect ends, the target spends their next turn doing nothing as they adjust.
  • Time Prison (Action, V, F, Concentration) You attempt to trap a creature in a bubble of non-time. A creature you can see within 100 feet must make a Wisdom saving throw. On a failed save, they become paralyzed and immune to all damage while you concentrate on this effect, up to a maximum of 1 round per sorcerous power you possess. When the effect ends, the target takes 1d10 force damage for each round they were affected as their time stream violently reenters normal time.

Terra

Earth is the element of stability. Sorcerers who channel earth learn to stand their ground better and can move enemies through magic force.

Ongoing
  • While you channel this sorcery, any effect which forces you to move only forces you to move half as far. If you are allowed a saving throw against such an effect, you make it with advantage.
  • While you channel this sorcery with at least 6 sorcerous power, you have resistance to critical hits.
Activated
  • Stone Spears (Action, S, V) You cause spires of stone to erupt from the ground at your foes' feet. Choose a number of creatures within 30 feet up to your sorcerous power. Each must make a Dexterity saving throw. On a failed save, they take 1d6 piercing damage.
  • Broken Turf (Action, S, F) You cause the ground around you to crumble and crack. You create an area of difficult terrain with a radius of 5 feet times half your sorcerous power (rounded up) centered on you. This difficult terrain lasts until the start of your next turn. Once you have at least 3 sorcerous power, you can use your reaction to deal a number of d4s of bludgeoning damage equal to half your sorcerous power (rounded down) to a creature that moves over this difficult terrain.
Surge
  • Stoneform (Action, S, V, F) You transform yourself and your gear into living stone for one minute or until you end this effect as a bonus action. While made of stone, your weight is increased tenfold, and all damage you take is reduced by an amount equal to your sorcerous power plus your sorcerous ability modifier. In addition, you may use 1d10 instead of your normal weapon die with any weapon attacks.
  • Sinkhole (Action, S, F, Concentration) You cause a sinkhole to open under a creature you can see within 30 feet which is in contact with the ground. While you concentrate on this effect, up to a maximum of 1 minute, that creature's move speed is reduced to 0 and it cannot benefit from any increase to its move speed. At the start of each of its turns, it takes a number of d6s of bludgeoning damage equal to half your sorcerous power (rounded up). At the end of its turn, an affected creature can make a Strength saving throw to escape the sinkhole, ending this effect early on a successful save. If they fail this saving throw, they take an additional 1d6 bludgeoning damage.

Tonitrus

Using magic, you turn your voice into a thing of power, with your shouts louder than thunder and your whispers heard at great distance.

Ongoing
  • While you channel this sorcery, you gain a bonus to Persuation and Performance checks equal to half your sorcerous power (rounded up).
  • If you have at least 6 sorcerous power, you have resistance to thunder damage while you channel this sorcery.
Activated
  • Thunder Voice (Action, V) You expel a shout which affects a 10 foot cone centered on you. Each creature in the cone must make a Constitution saving throw or take a number of d8s of thunder damage equal to half your sorcerous power (rounded up).
  • Whisper (1 minute, V) You attempt to whisper a message to a creature you know. If the creature is within 100 feet of you per sorcerous power you possess, you can communicate with them in a whisper. They cannot respond unless you have at least 6 sorcerous power. If you have at least 9 sorcerous power, the range is instead 1 mile per surge die you possess.
Surge
  • Rending Voice (Action, V, F) You speak in a voice that tears objects apart. A creature within 60 feet must make a Constitution saving throw or take thunder damage equal 1d8 plus 1d8 per sorcerous power and slashing damage equal to 1d8 per two sorcerous power you possess (minimum 1d8). On a failed save, they additionally are stunned until the end of their next turn. On a successful save, they take only the slashing damage and are not stunned.
  • Echoing Burst (Action, V, S) You create a visible distortion in a 10 ft radius sphere within 100 feet of you. Creatures in the distortion must make a Constitution saving throw. On a failed save, they take thunder damage equal to 2d8 plus 1d8 per sorcerous power you possess. On a successful save, they take half damage. You may choose to concentrate on this effect for up to 1 minute. If you do, as an action on subsequent turns, you can repeat this burst at a new location within 100 feet of you. Each time you do so, your effective sorcerous power for this effect is reduced by 1. If you would be reduced to fewer than 1 surge dice, this effect ends.

Umbra

Shadows are symbolic of the soul and the mind. By manipulating the essence of shadows and the energies of the shadow plane, Cultists can learn to become intangible or mire the senses of their foes.

Ongoing
  • While you channel this sorcery, you gain a bonus to Stealth checks equal to half your sorcerous power (rounded up).
  • If you have at least 3 sorcerous power while you channel this sorcery, you can attempt to hide even if only lightly obscured by naturally occurring shadows.
Activated
  • Shadow Cloak (Bonus Action, S) You grab the stuff of shadows and throw it over yourself. Until the start of your next turn, you are considered to have partial cover and opportunity attacks against you have disadvantage. If you have at least 3 sorcerous power, you additionally ignore difficult terrain and can move through occupied spaces without penalty during this effect.
  • Cover of Darkness (Action, S, F, Concentration) A shroud of pure darkness leaps from your focus to a distant point. A cube of darkness with a size no greater than 5 feet per sorcerous power you possess forms centered on a point within 60 feet, changing bright light to dim light and dim light to darkness within. Creatures inside the cube when it forms or who enter it for the first time must make a Wisdom saving throw. On a failed save, they do not perceive the darkness as coming from a supernatural source. While inside the effect, creatures additional have disadvantage on all Perception checks (even those not relating to sight) unless they succeeded on their Wisdom saving throw.
Surge
  • Deeper Darkness (Action, s, F) You create a cloud of inpenetrable magical darkness centered on a point within 100 feet, filling a sphere with a radius of 5 feet times half your sorcerous power (rounded up). Within the sphere, creatures cannot see even with darkvision, unless their darkvision can penetrate magical darkness. Additionally, all necrotic damage taken by creatures within the sphere is increased by an amount equal to your sorcerous power, and all radiant damage taken by creatures within the sphere is decreased by an amount equal to your sorcerous power.
  • Shadowform (Bonus Action, V, F) With a word, you become a creature of living shadow. You gain temporary hit points equal to five times your sorcerous power, which fade after one minute. While these temporary hit points last, whenever you take damage, you can use your reaction to become invisible until the start of your next turn. Additionally, you can expend 5 of these temporary hit points to move through 5 feet of solid object as part of your movement. You can do this multiple times in the same turn to move through larger objects or through multiple smaller objects. Once you have at least 5 sorcerous power, you only need expend 1 temporary hit point to move through solid objects in this way. When the temporary hit points granted by this effect are depleted, your appearance returns to normal.

Venenum

Magical poisons can affect the body and mind in ways which simple biology do not explain.

Ongoing
  • While you channel this sorcery, you gain advantage on saving throws against poison and resistance to poison damage.
  • If you have at least 6 sorcerous power, you have immunity to poison while you channel this sorcery.
Activated
  • Serpent's Fang (Action, S, V) A spray of poison issues from your outstretched hand. Two creatures within 60 feet must make Constitution saving throws. On a failed save, each takes a number of d6s of poison damage equal to half your sorcerous power (rounded up). Once you have at least 5 sorcerous power, affected creatures who succeed on their saves still take 1d6 poison damage, and affected creatures who fail their saves take half the damage again at the end of their next turn.
  • Paralytic Grasp (Action, S, V) Your touch freezes the reactions of a creature. Make a melee spell attack against a creature within 5 feet. On a hit, the creature takes a number of d10s of poison damage equal to half your sorcerous power (rounded up) and is grappled until the start of your next turn. If you roll a natural 19 or a natural 20 on this check, the creature is additionally poisoned. Once you have 3 sorcerous power, the creature is restrained any time it is poisoned by this effect. Once you have at least 6 sorcerous power, the poison effect occurs on a natural roll of 17 or higher. Once you have at least 9 sorcerous power, the creature is instead paralyzed whenever it is poisoned by this effect.
Surge
  • Toxic Cloud (Action, S, F, Concentration) A cloud of poison fills a 10 foot radius sphere centered on a point within 15 feet. Any creature which starts their turn in the cloud or enters it for the first time in a turn takes a 1d8 poison damage and must make a Constitution saving throw. On a failed save, they take an additional 1d8 poison damage for each sorcerous power you possess and lose half their total movement as they retch. If they lose more movement in this way than they have remaining, they take additional poison damage equal to the extra movement they would have lost and are poisoned for one minute. As a bonus action on subsequent turns, you can cause the cloud to move up to 10 feet. You can concentrate on this effect for up to one minute.
  • Basilisk Gaze (Action, S, V) Your very gaze becomes toxic to creatures. Choose a creature which you can see and which can see you. It must make a Wisdom saving throw. On a failed save, it takes 1d6 poison damage and 1d6 psychic damage per sorcerous power you possess. If this damage reduces the creature to 0 hit points, it magically transforms into stone. Until the start of your next turn, any creature attacking you must either avert its eyes (incurring disadvantage on the attack roll) or repeat this save.
Class Name
Level Proficiency Bonus Features Some Modifier
1st +2 Something
2nd
...
20th
 

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