Alternate Sorcerer: Expanded

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Alternate Sorcerer

Expanded

Alternate
Sorcerer Expanded

In 5e, the Sorcerer class, while balanced, mechanically falls short of the class fantasy. For players that desire mechanics that align with the class fantasy, the Alternate Sorcerer class looks to do so with many mechanical changes. Included here are additional options for the Alternate Sorcerer class:

Additional Metamagic Abilities. The Metamagic abilities included here may be harder to unlock, or require a specific master to teach. Only select a Metamagic option from this document after discussing it with your fellow players.

Sorcerous Feats. The feats included here allow all player characters to share in the abilities of the Alternate Sorcerer.

New Sorcerer Spells. Included here are some thematic spells that help to reinforce the fantasy of playing a Sorcerer.

Additional Sorcerous Origins. Included here are eight Sorcerous Origins for Sorcerers to choose from at 1st level.

Metamagic Abilities

The following Metamagic abilities are available to Alternate Sorcerers in addition to those presented with the base class.

Adamant Spell

When you cast a spell, you can spend Sorcery Points equal
to 1 + the level of the spell to make it immune to anti-magic spells like counterspell, dispel magic, or anti-magic field.

Adjacent Spell

When you cast a spell that requires you to make a ranged spell attack while there is an enemy creature within 5 feet
of you, you can spend 1 Sorcery Point to make your ranged spell attack without the normal disadvantage.

Blinding Spell

When you cast a spell that deals fire or radiant damage, you can spend 1 Sorcery Point to force one target of the spell to make a Constitution saving throw. On a failure, it blinded for one minute. It can repeat the saving throw at the start of each
    of its turns, ending the effect on a successful save.

Brutal Spell

When you cast a spell that deals damage, you can spend 2 Sorcery Points to empower the casting. If you roll the highest number of any of the spell's damage dice you can roll that die again and add it to the total damage. However, if you roll the lowest number on any of the spell's damage dice, you remove that die, and its damage, from the total damage of the spell.

Concussive Spell

When you cast a spell that deals bludgeoning or thunder damage, you can spend 1 Sorcery Point to force one target
of the spell to make a Strength saving throw. On a failure, it
is knocked prone. Creatures that are Large or larger have advantage on the Strength saving throw to resist the effect.

Empowered Cantrip

When you cast a Sorcerer cantrip you can expend 1 Sorcery Point to increase the power of that cantrip to its next level.

For example, a 3rd level Sorcerer, can spend 1 Sorcery Point to cast firebolt as if they were a 5th level Sorcerer, and that firebolt will deal 2d10 fire damage in place of 1d10.

Imbued Spell

When you cast a spell that has a range of self, you can spend Sorcery Points equal to 1 + the level of the spell to instead cast it with a range of touch, targeting a willing creature.

If the spell requires concentration, the creature you cast the spell on must concentrate on the spell.

Linked Spell

When you cast a spell, you can spend 2 Sorcery Points and touch a willing creature within 5 feet, expending one of its spell slots to cast the spell in place of your Sorcery Points.

Overcharged Spell

When you cast a spell has only one target, and requires you to make a ranged spell attack roll, you can spend 2 Sorcery Points to increase the critical hit range of that spell, allowing you to score a critical hit on a roll of 19 or 20 on the d20.

Potent Spell

When you cast a spell that deals damage, you can spend 1 Sorcery Point to have the spell to ignore a single target's resistances to the damage of the spell.

Savage Spell

When you cast a spell that deals bludgeoning, piercing, or slashing damage, you can spend 1 Sorcery Point to change the spell's damage type to another from the list above.

Sorcerous Feats

The feats here allow others to share the abilities of the Alternate Sorcerer. If your game uses Feats, these can be selected in place of an Ability Score Improvement.

Alternate Metamagic Adept

Prerequisite: the ability to cast at least one spell
You have practiced and learned to manipulate your magic in strange and unique ways. You gain the benefits listed below:

  • You increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn one Metamagic Ability from those available to the Alternate Sorcerer. You can use this Metamagic Ability once, without expending Sorcery Points, and you regain the ability to do so when you finish a short or long rest.

Sorcerous Spark

While you may not be a true Sorcerer, within you dwells a small spark of arcane power. You gain the benefits below:

  • You learn one cantrip and two 1st-level spells of your choice from the Sorcerer spell list, and Charisma is
    your spellcasting modifier for all three spells.
  • You gain two Sorcery Points which you
    can expend to cast either of the spells
    that you learned from this Feat, or
    any other Sorcerer spells you
    know. If you already have
    Sorcery Points, these are
    added to your existing pool
    of Sorcery Points. You
    regain your Sorcery
    Points each time you
    finish a long rest.

Sorcerous Origins

The following Sorcerous Origins can be made available to the Alternate Sorcerer, along with those in the base class:

     
The Chained Greensinger Vampiric Soul
Divine Right Hellspawn Voidwielder
Faeblood Ironmonger

The Chained

Once you were an unknowable, all powerful, and far reaching otherworldly entity, but now... now you are but shade of your former self, bound in mortal flesh. The eldritch essence from which you draw your magic is all that remains of your ancient terrible power. Maybe one day you will be able to regain your true power and punish those who did this to you...

Sorcerer Level Feature
1st Eldritch Spells, Ancient Knowledge
6th Unknowable Mind
14th Otherworldly Step
18th Eldritch Revelation

Eldritch Spells

1st-level The Chained feature
The fragment of your former power grants you dark magic. When you learn a Sorcerer spell, you can choose from the Warlock spell list, and it becomes a Sorcerer spell for you.

When you gain a Sorcerer level, you can replace one spell from this feature with another Warlock spell of your choice.

Sorcerer Level Spell
1st arms of hadar, hideous laughter
3rd augury, crown of madness
5th clairvoyance, hunger of hadar LL
7th arcane eye, eldritch tentacles LL
9th contact other plane, dream

Ancient Knowledge

1st-level The Chained feature
You have access to lost knowledge from eons long dead. You gain proficiency in History, and you learn to speak, read, and write, two exotic languages of your choice.

Also, while you sleep during a long rest, you can commune with the ancient knowledge you once had, focusing your mind on one person, place, or object you interacted with in the past 24 hours. Make a Charisma (History) check to learn one fact about the subject, often one forgotten to modern scholars.

Unknowable Mind

6th-level The Chained feature
Your elder mind grants you advantage on saving throws to resist being charmed, frightened, or have your thoughts read.

Additionally, when you are forced to make an Intelligence, Wisdom, or Charisma saving throw to resist the effects of a spell, you can use your reaction to force a creature within 30 feet to become the target of the spell instead of you.

Once you use this reaction you must complete a long rest before you can use it again. If you have no uses of this feature remaining, you can spend 5 Sorcery Points to use it again.

Otherworldly Step

14th-level The Chained feature
You can draw on your eldritch power to move through cracks in reality. When you spend Sorcery Points, you can teleport a number of feet equal to 5 times the number of Sorcery Points you spent, appearing in an unoccupied space within range.

Eldritch Revelation

18th-level The Chained feature
As an action, you can spend 7 Sorcery Points to assume your former power. For 1 minute, you gain the benefits below:

  • You can cast hideous laughter at 1st-level spell as a bonus action on each turn, without expending Sorcery Points.
  • You gain a flying speed equal to your walking speed.
  • You can move through other creatures and objects. If you end your movement inside an object or creature, you are shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were forced to travel.

Divine Right

Once in a generation, a divinely chosen ruler is born amongst the people. Some cults and countries seek out these blessed rulers, trusting the gods to select their leader. However, the existence of these chosen Sorcerers can pose a significant threat to those currently in power. While some will willingly step aside to let the will of the gods rule, other less honorable leaders will hunt down these challengers to their power.

As a Divine Right Sorcerer, you are granted great power, but with that power also comes responsibility. Will you lead the your people to destruction or into a new golden age?

Sorcerer Level Feature
1st Divine Mark, Royal Spells
Words of Authority
6th Words of Vigor
14th Regal Presence
18th Divine Command

Divine Mark

1st-level Divine Right feature
A Divine Mark has manifested somewhere on your body
signifying the type of ruler you are to become. Select one
of the Divine Marks below. Once chosen, your Mark can't
be changed short of the wish spell or divine intervention.

Mark of Elegance. You will be known for diplomacy.
You gain proficiency in Persuasion, and you add double
your proficiency bonus to Charisma (Persuasion) checks.

Mark of Guile. You will be known for your cunning.
You gain proficiency in Deception, and you can add double your proficiency bonus to all Charisma (Deception) checks.

Mark of Might. You will be known for your strength. You gain proficiency in Intimidation, and you add double your proficiency bonus to all Charisma (Intimidation) checks.

Royal Spells

1st-level Divine Right feature
When you gain a level in this class, you can replace one spell from this feature with a conjuration or enchantment spell of the same level from the Cleric, Sorcerer, or Wizard spell list.

Sorcerer Level Spell
1st command, heroism
3rd find steed LL, zone of truth
5th conjure volley LL, tiny servant XGE
7th compulsion, guardian of faith
9th dominate person, geas

Words of Authority

1st-level Divine Right feature
Your voice has been imbued with divine authority, and it is difficult for the weak willed to resist your commands. When you target a creature that can hear you within 5 feet with an enchantment spell, you can force the creature to make its initial saving throw to resist the spell with disadvantage.

Once you use this feature to impose disadvantage, you must finish a short or long rest before you can use it again.
When you have no uses of this feature remaining, you can
    spend 2 Sorcery Points to use it again.

Words of Vigor

6th-level Divine Right feature
The power of your voice uplifts those that choose to follow you. As a bonus action, you can spend a number of Sorcery Points, up to your Charisma modifier and grant one creature that can hear you within 30 feet 1d4 temporary hit points per Sorcery Point expended.

Regal Presence

14th-level Divine Right feature
Your divine presence inspires confidence in your followers. When a creature that can see or hear you within 60 feet is forced to make a saving throw you can use your reaction to grant that creature advantage on its roll.

Also, the range of Words of Authority becomes 15 feet.

Divine Command

18th-level Divine Right feature
You have risen to become a legendary figure of authority for your people, and your voice is blessed with increased divine power. As a bonus action on your turn, you can cast the divine word spell without expending Sorcery Points.

Once you cast divine word in this way you must finish a long rest before you can use it again. When you have no uses remaining, you can spend 10 Sorcery Points to cast it again.

Faeblood

Every so often, a mortal catches the attention of a lord or lady of the Fey. Often, the object of affection or offspring of this relationship is gifted wondrous arcane ability beyond that of other mortals. However, these mortal infatuations are usually brief, and the mortals are left to learn to use their power with little supervision or instruction. Weather you were chosen by a powerful Fey, or were the child of such a relationship or you have been blessed with the whimsical power of the Feywild.

Sorcerer Level Feature
1st Fey Spells, Heartsight
6th Seasonal Attunement
14th Gateway Magic
18th Intoxicating Presence

Fey Spells

1st-level Faeblood feature
When you learn a Sorcerer spell, you can also choose from the Bard spell list, and it becomes a Sorcerer spell for you.

When you gain a Sorcerer level, you can replace one spell from this feature with another Bard spell of your choice.

Sorcerer Level Spell
1st charm person, faerie fire
3rd enthrall, misty step
5th blink, hypnotic pattern
7th compulsion, dominate beast
9th dominate person, seeming

Heartsight

1st-level Faeblood feature
Your affinity with Fey magic grants you heightened empathic abilities. You gain proficiency in Insight, and you add double your proficiency bonus to your Wisdom (Insight) checks.

In addition, you can use an action to touch a creature and attempt to read its current emotional state. Make a Wisdom (Insight) check, contested by its Charisma (Deception) check. On a success, you learn the target's alignment and its surface level emotions. Celestials, fiends, and undead automatically fail. Creatures are unaware you attempted to read their heart.

Seasonal Attunement

6th-level Faeblood feature
You can align your magic and spirit with one of the seasons like a true Fey. At the end of each long rest, choose a season and gain the benefits listed below. Each season grants you a damage resistance and advantage on certain rolls.

Season Resistance Roll with Advantage
Spring Lightning Hit Die Rolls
Summer Fire Initiative Rolls
Autumn Poison Concentration Checks
Winter Cold Death Saving Throws

Gateway Magic

14th-level Faeblood feature
Your magic allows you to slip between the Feywild and the material plane. Whenever you cast a Sorcerer spell of 1st-level or higher, can teleport to an unoccupied space of your choice that you can see within 30 feet.

When you use this feature, you can spend Sorcery Points to increase its range by 10 feet per Sorcery Point spent.

Intoxicating Presence

18th-level Faeblood feature
You exude the intoxicating presence of an Archfey. When you
                          cast a Sorcerer Enchantment spell and target
                            a creature that is within 15 feet that can see
                                    or hear you, the target has disadvantage
                                           on its initial saving throw.

Greensinger

There are many reclusive sages who learn to wield the magic of nature, but a rare few are born with an innate connection to that magic. Known as Greensingers, these wild sorcerers are able to magically manipulate plants, and can even sprout vines from their flesh in order to move about the world. How did you come to bear this primal power? Were you chosen by an ancient forest to serve as its guardian, or are you the child of an ancient prophecy, raised from birth by a Druidic Circle?

Sorcerer Level Feature
1st Verdant Spells, Vigorous Vines
6th Grasping Growth
14th Creeping Defense, Crushing Grip
18th Greensong

Verdant Spells

1st-level Greensigner feature
When you learn a Sorcerer spell, you can also choose from the Druid spell list, and it becomes a Sorcerer spell for you.

When you gain a Sorcerer level, you can replace one spell from this feature with another Druid spell of your choice.

Sorcerer Level Spell
1st earth tremor XGE, entangle
3rd earthbind XGE, spike growth
5th plant growth, speak with plants
7th grasping vine, guardian of nature XGE
9th tree stride, wrath of nature XGE

Vigorous Vines

1st-level Greensigner feature
As a bonus action, you can to extrude (or retract) a thin, yet vigorous, vine from any part of your your body up to 10 feet
in length. You can use this vine to perform simple tasks, but
it can't be used to attack, manipulate tools, or activate items, and it cannot carry more than 10 pounds.

These Vigorous Vines share your Armor Class and have
   a number of hit points equal to your Sorcerer level. If you
   extrude a second Vine, the first instantly withers and dies.

   As you gain Sorcerer levels, you can extrude more Vines
   at one time: at 5th level (2), 11th level (3), and 17th level (4).

            Grasping Growth

                  6th-level Greensigner feature
                  Your Vigorous Vines can grow up to 15 feet in
                length. While your vines are extruded, you can use a
               bonus action to attempt to grapple a creature within
           5 feet of a Vine, making a Charisma (Athletics) check.

Also, while you have at least two Vines extruded, you gain
a climbing speed equal to your walking speed, and you can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Creeping Defense

14th-level Greensigner feature
Each of your Vigorous Vines can grow up to 20 feet in length.

In addition, when you are hit by an attack, you can use your reaction to block the incoming blow with one of your Vines. If the incoming damage would destroy your Vine, you take any damage that would exceed your vine's remaining hit points.

Sapping Grip

14th-level Greensigner feature
At the start of your turn, each creature grappled by one of your Vines takes necrotic damage equal to your Charisma modifier, and you gain temporary hit points equal to the total necrotic damage dealt to all grappled creatures.

Greensong

18th-level Greensigner feature
You and the natural world have become one. You can use an action to enter the Greensong, a state of pure harmony with nature. For the next minute, or until you are incapacitated, you gain the benefits listed below:

  • You immediately extrude the maximum number of Vines.
  • The reach of your Vines temporarily becomes 30 feet.
  • When you take the Attack action, you can make an attack, or attempt a grapple with each Vine. You use Charisma for the attack rolls, and they deal magical bludgeoning damage equal to 1d8 + your Charisma modifier on hit.

Once you enter the Greensong you must finish a short or long rest before you can do so again. When you have no uses left, you can spend 5 Sorcery Points to use this feature again.

Grappling from a Distance

Remember, a creature grappled by you, no matter how far from your body, is able to attack whatever limb, or Vigorous Vine, you are using to grapple it.

Hellspawn

Most mortals who wield the fiendish power of the hells do so through strict contracts with devils and Archdevils. However, some cultists and other mortals connect with more chaotic demonic powers and become Hellspawn. Though not always evil, Hellspawn are fueled by the chaotic magic of the Abyss.

Sorcerer Level Feature
1st Abyssal Spells, Demonic Form
6th Extra Attack
14th Fiendish Resistance
18th Archdemonic Form

Abyssal Spells

1st-level Hellspawn feature
Whenever you gain a Sorcerer level, you can replace
one spell from this feature with another conjuration
or evocation spell of the same level from either the
Sorcerer, Warlock, or Wizard spell list.

Sorcerer Level Spell
1st hellish rebuke, wrathful smite LL
3rd crown of madness, scorching ray
5th bestow curse, blinding smite LL
7th shadow of moil XGE, staggering smite LL
9th cloudkill, insect plague

Demonic Form

1st-level Hellspawn feature
As a bonus action, you can unleash your infernal power to transform into a Demonic Form. While you are transformed your body becomes demonic in appearance and you gain the benefits listed below for one minute:

  • Your hands become wicked natural weapons that deal 1d8 slashing damage on hit, and you can use your Charisma, in place of Strength, for their attack and damage rolls.
  • While you aren't wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
  • As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier (minimum of 1).

Your transformation ends early if you are incapacitated, or you end it as a bonus action. You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses of your Demonic Form transformation left, you can spend 3 Sorcery Points to transform again.

Additionally, you learn to speak, read, and write Abyssal, the language of demons and all creatures of the Abyss.

Extra Attack

6th-level Hellspawn feature
You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer cantrips in place of one of those attacks.

Finally, while you are in your Demonic Form, your natural weapon attacks count as magical for the sake of overcoming resistance and immunity to nonmagical attacks and damage.

Fiendish Resistance

14th-level Hellspawn feature
Your hellish power can shield you from harm. As a reaction, when you take damage while in your Demonic Form, you can expend Sorcery Points to reduce the incoming damage by 2 for each Sorcery Point you expend as part of the reaction.

Archdemonic Form

18th-level Hellspawn feature
You have mastered the fiendish power that dwells within you. Your Demonic Form lasts until you end it. Also, while you are in Demonic Form, you gain the following additional benefits:

  • You can take the Dash action as a bonus action.
  • You are immune to bludgeoning, piercing, and slashing damage from non-magical attacks.
  • When you hit a creature with a natural weapon attack it takes an additional 1d8 magical slashing damage.

Ironmonger

Often born during times of great war and strife, Ironmonger Sorcerers have an affinity for all things forged for use in war. They thrive in the midst of battle, wielding potent war magic on the front lines. Ironmongers are formidable foes, and are sought after by captains and conquerers for their ability to turn the tide of any battle, no matter how hopeless.

Sorcerer Level Feature
1st Iron Spells, Armaments of War,
Blade of Strife
6th Extra Attack, Iron Smite
14th Dancing Blade
18th Storm of Blades

Iron Spells

1st-level Ironmonger feature
Whenever you gain a level, you can replace one spell from this feature with another abjuration or conjuration spell of the same level from the Sorcerer or Wizard spell list.

Sorcerer Level Spell
1st command, compelled duel
3rd cloud of daggers, heat metal
5th conjure volley LL, elemental weapon
7th fabricate, summon construct (metal) TCE
9th animate objects, steel wind strike LL

Armaments of War

1st-level Ironmonger feature
The arcane power within your soul grants you an affinity with the armaments of war. You gain proficiency with all light and medium armor, shields, and all simple and martial weapons
    that lack the heavy or two-handed properties.

Blade of Strife

1st-level Ironmonger feature
You can conjure up the signature weapon of an Ironmonger Sorcerer, the Blade of Strife. As a bonus action, you conjure this mystical Blade at a point you can see within 60 feet. It lasts for 1 minute or until you use this feature again.

When you conjure the Blade, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 magical slashing damage. As a bonus action, you can move the Blade up to 30 feet and repeat the attack.

You can conjure this Blade a number of times equal to your Charisma modifier (minimum of once), and you regain all of your expended uses when you finish a long rest. You can only have one Blade at a time, and conjuring a second causes the first Blade to dispel. Finally, if you have no uses of this feature remaining, you can spend 3 Sorcery Points to use it again.

Extra Attack

6th-level Ironmonger feature
You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer cantrips in place of one of those attacks.

Finally, when your Blade of Strife is within 10 feet of you, you can make attacks with it as part of your Attack action.

Iron Smite

6th-level Ironmonger feature
Once per turn when you hit a Large or smaller creature with a melee weapon or Blade of Strife attack you can force it to make a Strength saving throw. On a failed save it falls prone.

Dancing Blade

14th-level Ironmonger feature
When a creature within 10 feet of your Blade of Strife is hit by an attack, you can use your reaction to add your Charisma modifier to the target's Armor Class against that attack.

Also, your Blade of Strife now deals 2d8 damage on hit.

Storm of Blades

18th-level Ironmonger feature
You have become a god of warfare
and lay waste to your foes. As an action
on your turn, you can destroy your Blade
of Strife in a storm of arcane iron shards,
forcing two creatures of your choice within
30 feet of the Blade to make a Dexterity saving
throw. Targets take 6d8 magical slashing damage on a failed save, and half as much damage on a successful save.

When you use this action, you can spend Sorcery Points to target additional creatures, targeting one additional creature of your choice within 30 feet per Sorcery Point you spend.

Vampiric Soul

The dark magic of undeath is a path to great power for those who are willing to pay the price. Many of the most powerful undead creatures will grant their followers a portion of their dark sorcery in return for their service. Evil vampires, long dead mummy lords, and sinister liches have all been known to curse their most loyal followers with sorcerous abilities.

What have you sacrificed to gain this sinister sorcery? Are you sworn in service to a dark lord or a creature of undeath?

Sorcerer Level Feature
1st Vampiric Spells, Blood Magic
6th Undead Resilience
14th Misty Escape
18th Vampiric Mastery

Blood Magic

1st-level Vampiric Soul feature
You have been gifted an affinity for blood magic. Whenever you cast a Sorcerer spell or use a Sorcerer class feature, you
                                                                can expend your own hit
                                                              points in place of Sorcery
                                                     Points by expending two hit
                                     points for each Sorcery Point you would
                                   have spent. When you do so, your current
                            and your maximum hit points are reduced by
                     the number of hit points you spend. This hit point
      reduction cannot be lessened in any way. Any reduction to your maximum hit points from this feature lasts until the end of your next long rest, at which point it returns to normal.

          Moreover, when you slay a creature with a Sorcerer
        spell of 1st-level or higher, you gain temporary hit points
                            equal to the level at which the spell was cast.
                                      Any temporary hit points you gain from
                                           this feature can be used in place of
                                          your current hit points (but not your
         maximum hit points) for your Blood Magic spellcasting.

    Vampiric Spells

    1st-level Vampiric Soul feature
    When you gain a level in this class, you can replace a spell
    from this feature with a necromancy or enchantment spell,
  of the same level from the Sorcerer, Warlock, or Wizard list.

Sorcerer Level Spell
1st command, inflict wounds
3rd suggestion, spider climb
5th gaseous form, vampiric touch
7th blight, greater invisibility
9th dominate person, enervation XGE
Optional Rule: True Vampirism

Vampires and other sinister masters of necrotic magic are some of the most iconic monsters, but their vampiric power comes at significant cost.

If you choose to play as a true vampire, you gain all of the additional abilities listed below when you take your 1st level as a Vampiric Soul Sorcerer.

Deathless Nature. You no longer need to breathe, eat, or drink in order to survive.

Spider Climb. You gain a climbing speed equal to your walking speed. Beginning at 3rd level, you can use this climbing speed to move across vertical surfaces, including upside down, while leaving your hands free, without having to make an ability check

Superior Darkvision. you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, you can only see shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to see is in direct sunlight.

Undead Resilience

6th-level Vampiric Soul feature
You gain resistance to both necrotic and poison damage, and you have advantage on saves to resist the poisoned condition.

Also, when you have temporary hit points from your Blood Magic feature, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical, non-silvered, attacks.

Misty Escape

14th-level Vampiric Soul feature
As a reaction to when you are reduced to 0 hit points, but not killed outright, you can turn into a cloud of mist, reappearing with 1 hit point in an unoccupied space within 30 feet.

Once you use this reaction you must finish a short or long rest before you can use it again. When you have no uses left, you can spend 5 Sorcery Points to use this reaction again.

Vampiric Mastery

18th-level Vampiric Soul feature
You have mastered the sinister blood magic within
your soul. When you deal necrotic damage to a target
with a Sorcerer spell of 1st-level or higher, you gain temporary hit points equal to half the necrotic damage.

These temporary hit points can also be used in place of your current hit points for your Blood Magic Spellcasting.

Voidwielder

Before the primordial gods formed the world, there was only the Void. This formless, lightless, writhing chaos desires that all creation should return to it. Voidwielders are Sorcerers who wield the entropic power of the Void, working to undo the very acts of creation. They are often nihilistic in their outlook on life, resigned to the fact that all will eventually dissolve into the nothingness of the great primordial Void.

Sorcerer Level Feature
1st Voidwielder Spells, Soul of the Void,
Entropic Touch
6th Negate Spell
14th Disciple of the Void
18th Ray of Annihilation

Voidwielder Spells

1st-level Voidwielder feature
Whenever you gain a level, you can replace one spell from this feature with another abjuration or necromancy spell of the same level from the Sorcerer, Warlock, or Wizard list.

Sorcerer Level Spell
1st inflict wounds, ray of sickness
3rd darkness, ray of enfeeblement
5th counterspell, dispel magic
7th blight, sickening radiance XGE
9th antilife shell, maelstrom XGE

Soul of the Void

1st-level Voidwielder feature
Your innate connection to the primordial void grants you the
    ability to speak, read, and write Primordial.

Entropic Touch

1st-level Voidwielder feature
You can channel the power of the void and send one Tiny or smaller object that you touch into the Void. The item must be non-magical in nature, and cannot be on object that is being worn or carried by another creature.

It remains in the Void for as long as you concentrate on this ability, as if concentrating on a spell. When you maintain concentration for 1 hour, the object is permanently destroyed. If you break your concentration, the object reappears in an unoccupied space as close as possible to its last location.

You can use this feature once without expending Sorcery Points, and cannot do so again until you finish a long rest unless you expend 3 Sorcery Points to use it again.

The size of the non-magical item you can target with this feature increases as you gain levels in this class: at 6th level (Medium), 11th level (Large), and again 17th level (Huge).

Negate Spell

6th-level Voidwielder feature
Your connection to the Void allows you to undo arcane magic. When you cast counterspell or dispel magic and you need to make a spellcasting ability check to determine the result, you can spend 2 Sorcery Points treat a roll of 9 or lower as a 10.

Disciple of the Void

14th-level Voidwielder feature
When you use Entropic Touch, you can send a total number of objects equal to your Charisma modifier (minimum of 1) into the Void at one time. Only one object can be maximum size; the rest must be Small. If you use this ability again, you must choose an object to reappear.

Ray of Annihilation

18th-level Voidwielder feature
The overwhelming power you draw from the Void allows you to unmake creation itself. You can expend one of your Innate Arcanum spell slots to cast disinitgrate at the same spell level of the Innate Arcanum spell slot you choose to expend.

The Alternate
Sorcerer


A multitude of additional options for the Alternate Sorcerer. Includes new Metamagics, Feats, Spells, and eight Origins: The Chained, Divine Right, Faeblood, Greensinger, Hellspawn, Ironmonger, Vampiric Soul, and Voidwielder.

Version 3.3.0 - Created by /u/laserllama

The Alternate Sorcerer class can be found Here.

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