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## Sorcerer: Draconic Bloodline **Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.** ### Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later and to determine what bonus cantrip you gain as a sorcerer cantrip. ##### Draconic Ancestry | Dragon Color | Damage Type | Bonus Cantrip | |:---:|:---:|:---|:---:| | Black | Acid | Acid Spalsh | | Blue | Lightning | Shocking Grasp | | Brass | Fire | Produce Flame | | Bronze | Lightning | Thunderclap | | Copper | Acid | Primal Savagery | | Gold | Fire | Guidance | | Green | Poison | Poison Spray | | Red | Fire | Firebolt | | Silver | Cold | Frostbite | | White | Cold | Ray of Frost | You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. ### Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. \columnbreak ### Draconic Presence Beginning at 6th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet.
For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends.
A creature that succeeds on this saving throw is immune to your aura for 24 hours.
You can use this feature a number of times equal to your proficiency modifier and regain all uses of this feature when you finish a long rest or spend 5 sorcery points to gain a additional usage. ### Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. ### Draconic Ascendant Starting at 18th level, you gain the following benefits: - you gain resistance to the damage type associated with your dragon ancestor. - whenever you cast a spell that deals damage of the type associated with your dragon ancestor, you can add your Charisma modifier to one damage roll of that spell. - when you cast a spell that deals damage of the type associated with your draconic ancestry, you can spend 3 sorcery points to have your spell ignore the resistances of the target. > **Author's Note:** > > I've restored pre-erata Elemental Affinity for this subclass. The original points were strong enough to justify their position as level 18 class features, however the third point serves as icing on the cake. \pagebreakNum ## Sorcerer: Storm Sorcery **Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.**
**Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.** > **Author's Note:** > > This rework is aimed at improving the class from a mechanical stand point without taking away the role play potential of the class. Tempestuous Magic now gives you spells which are mostly centered around wind magic. You get Catapult where you use the power of the wind to send items flying towards your enemies as improvised mortar shells. > > This class also provides Lighting spells, but no Thunder spells as those spells feel like they would become obsolete at higher levels of play, so I thought free control spells based off of wind might be better. > > Mage Armor also fits the class fantasy as you are basically dressing yourself in an armor of either lighting, wind or mix of both. (this is just from a roleplay persective, not a mechanical perspective). > ### Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. ### Tempestuous Magic You gain additional spells at the sorcerer levels listed. | Sorcerer Level | Spells | |:---:|:---:|:---|:---:| | 1st | Catapult, Mage Armor | | 3rd | Gust of Wind, Shatter | | 5th | Call Lightning, Wind Wall | | 7th | Summon Elemental, Freedom of Movement | | 9th | Control Winds, Conjure Elemental | Additionally, at 6th level, when you finish a long rest, roll a 1d8 and add your Charisma Modifier to the roll. The maximum amount of Sorcery points you can have increases by that amount until you make another long rest. **This effect is applied before regaining any sorcery points as part of a long rest.** ### Grace of Air Starting at 1st level you can use your bonus action to cause whirling gusts of elemental air to briefly surround you. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
You can activate this feature a number of times equal to your proficiency modifier or by spending 2 sorcery points. You regain all uses after finishing a short or long rest. ### Heart of the Storm At 6th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
In addition, you gain resistance to both lightning and thunder damage. ### Storm's Fury Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. ### Herald of the Storms At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest. > **Author's Note:** > > I decided to be cheeky and add this bit here: you probably didn't catch these changes as you were reading this rework, but at level 6, the Storm Sorcerer gains 1d8 + charisma mod worth of EXTRA sorcery points whenever they finish a long rest AND resistance to both lightning and thunder damage (see Heart of the Storm). \pagebreakNum ## Sorcerer: Pyromancy **Your innate magic comes from the power of elemental fire. You may be a descendant of a fire creature like an Efreeti djinn or some other sort of fire elemental. Or perhaps you were born during a great fire or volcano eruption so powerful that folk still tell stories of it. Regardless of your origin you are fire and fire is you** > **Author's note:** This is a rework of the Pyromancy subclass released in Plane Shift - Kaladesh ### Heart of Fire You gain additional spells at the sorcerer levels listed. | Sorcerer Level | Spells | |:---:|:---:|:---|:---:| | 1st | Hellish Rebuke, Burning Hands | | 3rd | Aganazzar's Scorcher, Flaming Sphere | | 5th | Melf's Minute Meteors, Fireball | | 7th | Fire Shield, Wall of Fire | | 9th | Immolation, Conjure Elemental | Additionally, you gain the Produce Flame and Control Flames cantrips and proficiency in 2 of the following: Arcana, Insight, Intimidation, Performance or Survival. ### Fire Blast At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you.
You can use your bonus action to force a creature within 10 feet of you to make a Dexterity Saving Throw or take 1d6 + your charisma modifier worth of damage. On a successful save that target takes no damage.
Upon reaching the 14th level, this damage increases to 2d6 + charisma modifier.
Additionally this effect counts as a spell and can be affected by your subclass abilities and metamagic abilities. ### Fire in the Veins At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage. ### Burning Malice Starting at 14th level, you can use your bonus action to spend 2 sorcery points and place a mark on the target. Until the start of it's next turn, that creature counts as being vulnerable to fire damage.
If that creatures has resistance to fire damage,then that resistance is canceled out. Creatures immune to fire damage are also immune to this effect. \columnbreak ### Fiery Soul At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Additionally your Burning Malice feature can now be used to make creatures resistant to fire damage become vulnerable to fire damage.
Creatures who are immune to fire damage will count as simply having resistance to fire damage while under the effect of your Burning Malice ability. ## Sorcerer: Sylvan Bloodline ### Expanded Spell List You gain additional spells at the sorcerer levels listed. | Sorcerer Level | Spells | |:---:|:---:|:---|:---:| | 1st | Faerie Fire, Zephyr Strike | | 3rd | Barkskin, Spike Growth | | 5th | Meld into Stone, Wind Wall | | 7th | Guardian of Nature, Hallucinatory Terrain | | 9th | Wrath of Nature, Tree Stride | ### Fey Ancestor You can speak, read, and write Sylvan. Additionally, whenever you make a Charisma check when interacting with fey, your proficiency bonus is doubled if it applies to the check.
Additionaly you can give yourself a bonus to Animal Handling checks equal to your Charisma modifer. ### Blessing of the Fey The fey have acknowledged your might and heritage. You can regain some of your magical energy by sitting in meditation and communing with nature.
During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. \pagebreak ### Misty Escape Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest or until you expend a spell slot of 3rd level or higher to use it again. ### Fey Resilience When you reach 14th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. ### Otherworldly Veil At 18th level, you can magically remove yourself from one creature’s perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t see or hear you for 24 hours.
The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
Once you’ve used this bonus action, you can’t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher with your main action to use it again. ## Sorcerer: Ravenous Soul Eater Bloodline ### Expanded Spell List You gain additional spells at the sorcerer levels listed. | Sorcerer Level | Spells | |:---:|:---:|:---|:---:| | 1st | Hellish Rebuke, Inflict Wounds | | 3rd | Ray of Enfeeblement, Heat Metal | | 5th | Vampiric Touch, Animate Dead | | 7th | Evard’s Black Tentacles, Phantasmal Killer | | 9th | Danse Macabre, Infernal Calling | ### Siphon Soul You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level or three times its level if the spell belongs to the School of Necromancy or deals Necrotic Damage. You don't gain this benefit for killing constructs or undead. \columnbreak ### Harbinger of Havoc Starting at 6th level, the power within you grows.
You gain the Transmuted Spell metamagic option. If you already have this option you can use this feature to select a different metamagic option.
You can now use the Transmuted Spell metamagic option to change the damage type of your spell to Necrotic instead of any of the damage types listed.
Additionally Necrotic damage dealt by your spells and cantrips ignore resistance to necrotic damage. ### Supernatural Resistance At 14th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Damage from silver weapons ignores this resistance. ### Devour Soul Beginning at 18th level, as a reaction to reducing a creature to 0 hit points, you can roll it's hit dice. You regain the result of the roll as sorcery points.
The amount of sorcery points gained cannot exceed the maximum amount of sorcery points you can have. You don't gain this benefit for killing constructs or undead.
You can activate this feature 3 times before needing to finish a long rest.