My Documents
Become a Patron!
### Elder Sorcery Your innate magic comes from ancient secrets of the arcane. You could have granted yourself this power from some heinous ritual, or been blessed by the spirit of a wizard of ages past. Magic as old as yours however, is never pleasant and mages who developed their talents through work often feel cheated by your easily acquired arcane brilliance, placing a target firmly on your back for both the common folk and seasoned arcanists. #### Forgotten Magic Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Forgotten Magic 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 an abjuration or necromancy spell from the sorcerer or wizard spell list. | Sorcerer Level | Spell | |:----:|:-------------| | 1st | *bane, shield* | | 3rd | *find steed, ray of enfeeblement* | | 5th | *nondetection, slow* | | 7th | *resilient sphere, sickening radiance* | | 9th | *synaptic static*, *wall of force* | #### Dark Bulwark Starting at 1st level, you develop magic to protect you from any who would rob you of your ancient secrets. Starting at 1st level, you learn one exotic language of your choice, and you gain proficiency with alchemist's supplies. Additionally, you may perform a ritual with a suit of armor over the course of 1 hour, binding your essence to it. At the end of the ritual, you are considered proficient with that armor and you may use your Constitution score instead of your Strength score for meeting the strength requirement of that armor. #### Leeching Curses Starting at 6th level, you learn to drain a portion of your foes lifeforce when you affect them with your spells. Whenever you cast a sorcerer spell that targets hostile creatures and requires concentration, you can spend 2 sorcery points. If you do so, every creature affected takes psychic damage equal to your Proficiency Bonus, and while you are concentrating on the spell, you gain temporary hitpoints equal to your Sorcerer level at the start of your turn, replacing any you currently have from this feature. You lose these temporary hitpoints if you stop concentrating on the spell. #### Malicious Mirror Beginning at 14th level, you can combine dark magic to create duplicates of yourself of varying quality. You learn the *Simulacrum* spell, which counts as a sorcerer spell for you, but doesn't count against the amount of sorcerer spells you know. \columnbreak Additionally, as an action you can begin to cast *Simulacrum* on yourself without expending a spell slot or material components. When cast this way, the spell gains the following changes: * The casting time of the spell is 10 minutes. * The spell lasts until you finish your next long rest. * The simulacrum does not gain your spells known or spell slots. * The simulacrum's hitpoint maximum is equal to three times your sorcerer level. * The simulacrum's alignment is *Lawful Evil.* * The simulacrum doesn't count against the limit of one simulacrum.
Once you use this feature, you cannot do so again until you finish a long rest or until you spend 5 sorcery points to use it again. #### Blight of Arcana At 18th level, your magic grows even more unnatural, draining the weave out of those around you. As an action, you can cause each hostile create within 30 feet of you to make a Charisma saving throw. On a failure, a creature takes 4d10 force damage and cannot cast spells until the end of their next turn. On a success, they take half as much damage and can cast spells as normal. You gain temporary hitpoints equal to half the total damage dealt. While you have these temporary hitpoints, You have advantage on saving throws against spells and other magical effects.
Once you use this feature, you cannot use it again until you finish a long rest or spend 6 sorcery points to use it again.