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View Full Version : D&D 5e/Next The Theurge: A Variant Cleric (Entry in 5e Base Class Contest VII) [PEACH]



MoleMage
2019-06-17, 05:48 PM
I've been working on this for my entry in the current 5e Base Class Contest (http://www.giantitp.com/forums/showthread.php?587919-D-amp-D-5e-Base-Class-Contest-VII-Remix-Mastery), and I was hoping to get feedback on both the class and the magic system built for it (which, once the wrinkles are ironed out, I hope to apply to at least two additional full classes and two subclasses). The class entry is below, and I need two additional posts for the magical effects associated with it (You can also see it on gmbinder if your computer doesn't hate gmbinder by clicking the class name below). Once all that is up, I welcome any feedback on...well...anything I post in this and the next two posts.

TL;DR on the new magic system:

Sorcery (name subject to change) is a way of representing innate magic. Rather than learning discrete spells, sorcerous magic users, such as the Theurge and the yet uncreated Wilder, can attune to conceptual groupings of magical effects, which develop as they take additional levels in the class. Sorceries, as I am currently calling these different magical effects, grant a number of ongoing and activated effects which can be used at-will while they are channeled, and also one or more surges which share a very small resource pool that refreshes on a long rest. Changing a channeled sorcery out for another can be done at any time with no cost associated.

My design goals were A: Create a usable subsystem that can be transferred to multiple classes, B: Create a magic system that feels more thematic to intuitive magic users, and C: return the short-term flexibility offered by sorcerers in 3.X, which was lost when spontaneous casting was. Balance is a separate but also important concern, but I would rather meet these three goals first, and then rebalance once I feel like the fun is there.

The Theurge (https://www.gmbinder.com/share/-LfQyd83NqwLGIi6Z1xc)

Variant cleric using my newly designed "sorcery" magic system.

Born of Gods
While Clerics gain their power through long study and worship of their gods, Theurges are born with divine power flowing through their very veins. They can manifest this divine power in a way very similar to traditional magic, but it is developed through practice and personal growth rather than study and prayer. Sometimes, Theurges are literally nascent demi-gods, born to a divine parent and a mortal one, but just as often they are purely mortal beings whose birth was blessed by circumstance or divine will.

Compelled to Act
Theurges are drawn to adventure by their very nature. The power they are born with has a will of its own and it wishes to be used in the progress of whatever Divine Calling the Theurge develops. In many cases, the Theurge's calling is part of some grander divine plan, whether to thwart or advance some unknowable goal of the god who created the Theurge. In others, the Theurge's drive is simply a manifestation of their powers wishing to be used. Sorcerous powers like the theurge's are hard to keep idle, and most theurges become adventurers.

Creating a Theurge
Theurges are born, not trained, though their powers can manifest at any age, from infancy to their last days of life. Most commonly, their powers are revealed in their childhood or shortly after adulthood, and the specifics can change how a theurge grows up. Consider when your theurge manifested their abilities. What sorts of skills (if any) did they master before becoming vessels for godly magic? What formative events happened before and after their awakening? Did their community embrace, celebrate, or revile their gifts? Do they know their godly benefactor? Work with your DM to determine your theurge's place in the world.

Quick Build
You can make a Theurge quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the folk hero background.


In order to multiclass into or out of theurge, you must possess a Wisdom score of at least 13. Characters who multiclass into theurge gain proficiency in light armor, medium armor, and shields, but no other proficiencies granted by the base class.

Table: The Theurge


Level
Proficiency Bonus
Features
Divine Surge
Sorceries Known
Sorceries Channeled


1st
+2
Sorcery, Divine Surge (2 uses), Calling
2d8
1
1


2nd
+2
Calling Feature, Channel Divinity
2d8
2
1


3rd
+2
Godly Visage
3d8
2
1


4th
+2
Ability Score Improvement
3d8
2
1


5th
+3
Divine Surge (3 uses)
4d8
3
2


6th
+3
Calling Feature
4d8
3
2


7th
+3
Channel Divinity (2/rest)
5d8
3
2


8th
+3
Ability Score Improvement
5d8
4
2


9th
+4
Calling Feature
6d8
4
2


10th
+4
Divine Surge (4 uses)
6d8
4
2


11th
+4
Channel Divinity: Greater Surge
7d8
5
3


12th
+4
Ability Score Improvement
7d8
5
3


13th
+5
Swift Channel
7d8
5
3


14th
+5
Calling Feature
8d8
6
3


15th
+5
Divine Surge (5 uses)
8d8
6
3


16th
+5
Ability Score Improvement
8d8
6
3


17th
+6
Miracle
9d8
7
4


18th
+6
Calling Feature, Channel Divinity (3/rest)
9d8
7
4


19th
+6
Ability Score Improvement
9d8
7
4


20th
+6
Apotheosis
10d8
8
4



Class Features
As a Theurge, you gain the following features

Hit Points
Hit Dice: 1d8 per Theurge level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Theurge level after 1st.

Proficiencies
Armor: Light armor, medium armor, and shields
Weapons: Simple weapons
Tools: One set of Artisan's Tools
Saving Throws: Wisdom and Charisma
Skills: Choose two from Insight, Medicine, Nature, Perception, Religion, and Survival

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


(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol



Sorcery
At 1st level, you gain access to a form of inborn magic known as sorcery. The theurge 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 Theurge sorceries.

You can use a holy symbol as a sorcerous focus for your theurge sorceries.

Sorceries Known
At 1st level, you know two sorceries of your choice from the theurge sorcery list, plus one sorcery based on your Calling. The sorceries known column of the Theurge table shows when you gain more sorceries of your choice from the theurge 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 theurge sorcery list for which you meet the prerequisites.

Sorceries Channeled
The Theurge 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
Wisdom is your ability for Theurge sorceries, so you use your Wisdom modifier whenever a sorcery refers to your sorcerous ability. In addition, you use your Wisdom 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 Wisdom modifier
Sorcery attack modifier = your proficiency bonus + your Wisdom modifier


Divine Surge
At 1st level, you also gain the ability to unleash the power of a sorcery you are channeling in a burst of energy known as a Divine Surge. Divine Surges call for you to roll a certain number of dice, as noted in table: The Theurge. Refer to the descriptions of each sorcery for details on what its divine surge does.

You can use this ability twice. At certain levels in this class, you gain additional uses of this ability. You can use it an additional time at 5th, 10th, and 15th level. You regain all uses of this ability when you complete a long rest.

Calling
Also at 1st level, you must select a calling. Your calling represents the divine purpose for which you were born or the divine heritage to which you belong. Several possible callings are described at the end of this class. Your choice gives you a special sorcery and features when you pick it and again at levels 2, 6, 9, 14, and 18.

Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your diety, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your Calling. Some Callings grant you additional effects as you advance in levels, as noted in the Calling description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your theurge sorcery save DC.

Beginning at 7th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Godly Visage
At 3rd level, as an action you can manifest an aura of divine energy representative of your Calling. For example, a Theurge with the Life Calling might cause greenery to erupt from the ground around them, while a Theurge of the Storm Calling might cause electricity to flicker around their hair and fingertips. While this effect lasts, you have advantage on Charisma (Intimidate) and Charisma (Persuasion) checks. You can maintain your visage for up to a minute or end it early as a bonus action. Once you have manifested this visage, you cannot do so again until you have completed a short rest.

Channel Divinity: Greater Surge
At 11th level, when you activate a Divine Surge, you can use one of your uses of Channel Divinity to make it a Greater Surge. After rolling the Surge, you can reroll any number of its dice, but must use the new results. For each die you reroll in this fashion, one creature of your choice gets advantage or disadvantage on its saving throw against the Surge (if any).

Swift Channel
At 13th level, you can channel a new sorcery as a bonus action. You cannot use a Divine Surge in the same turn that you channel a new sorcery in this way.

Miracle
At 17th level, you gain the ability to work true miracles. As an action, you can do one of the following:


Restore hit points to a creature equal to half its hit point maximum.
Negate one damage resistance or damage immunity of a creature you can see within 60 feet of you for one minute.
Bless a weapon you touch, granting it a +3 to its attack and damage rolls for 1 minute. It is also considered to be magical for the duration.
Cause a creature you can see within 60 feet of you to automatically fail its next saving throw before the start of your next turn.
Cause a creature you can see within 60 feet of you to automatically succeed on its next saving throw within 1 minute.


Once you have worked a miracle, you cannot do so again until you have completed a long rest.

Apotheosis
At 20th level, you become a demi-god in all but name. When you complete a short rest and have no Divine Surges remaining, you regain one Divine Surge. Additionally, when you use your Divine Surge ability, you can choose to make it an Apotheosis. Treat every result on your Surge roll lower than 5 as if you had rolled a 5. Once you have used this feature, you cannot use it again until you have completed a long rest.





Acies Discover information about the past or present
Aer Create or manipulate wind
Angelus Call on angels for aid
Animus Manipulate minds and hearts
Aqua Create or manipulate water
Artis Manipulate crafted items
Augur Discover information about the future
Caelum Manipulate weather and celestial
Corpus Manipulate physical bodies
Daemonis Conjure or banish demons
Ferrus Improve weapons and armor
Fortis Bolster the strength of creatures
Fortuna Manipulate luck and fate
Lux Create or manipulate light
Magicus Manipulate magical energies
Mortus Manipulate the dead
Obestor Conjure or travel to other planes
Potentia Manipulate force energies
Tutela Protect from harm
Virtus Detect and manipulate alignment
Vitae Restore or bolster health





This section describes the different callings that a Theurge can pursue. Callings are a manifestation of their divine heritage or blessing, and most often align with a domain offered by their godly benefactor or parent.

Calling Sorceries
Each calling offers a choice between sorceries that you gain when you first select it. The chosen sorcery is always known (and does not count against your number of sorceries known). Additionally, you can always trigger Surges for your calling sorcery, even if you do not have it currently channeled.


The calling of knowledge is about learning and understanding. Theurges who pursue this calling gather secrets and knowledge both magical and mundane.

Calling Sorcery
When you first select this calling at 1st level, you learn the Acies or the Augur sorcery as your calling sorcery.

Blessings of Knowledge
At 1st level, you know two additional languages of your choice. You also become proficient in one of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus for that skill is doubled.

Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with your chosen skill or tool.

Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to a creature's mind to command it.

As an action, choose one creature you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on its saving throw, you cannot use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without consuming a spell slot. The target automatically fails its save against the spell.

Potent Sorcery
At 9th level, when you deal damage with a theurge sorcery, you may add your Wisdom modifier to the damage dealt.

Empowered Channeling
At 14th level, you may have an additional sorcery channeled. You cannot use Surges for this additional sorcery.

Improved Divine Surge
At 18th level, you may use one surge from your Augur sorcery without using one of your uses of Divine Surge. Once you have done so, you cannot do so again until you have completed a short or a long rest.


Theurges who pursue the calling of Life focus on healing and protection above all else, and often have personal goals relating to curing the sick and injured or destroying the undead.

Calling Sorcery
When you first select this calling at 1st level, you learn the Corpus or the Vitae sorcery as your calling sorcery.

Disciple of Life
At 1st level when you restore hit points with a sorcery, you restore additional hit points equal to your Wisdom modifier.

Bonus Proficiency
Also starting at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your theurge level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Blessed Healer
Starting at 6th level, your sorceries that heal others also heal yourself. When you restore hit points with your Preserve Life ability or through the use of a Divine Surge, you also gain hit points equal to your Wisdom modifier.

Divine Strike
Starting at 9th level, your connection to the gods imbues your weapon attacks with greater power. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage.

Improved Divine Strike
At level 14, your Divine Strike ability increases to 2d8 damage.

Improved Divine Surge
At 18th level, when you use your Divine Surge ability to restore hit points or deal radiant damage, you may roll an additional 2d8 and add them to the total.

Theurges who pursue the calling of Light embrace ideals of rebirth and renewal, truth and justice. Often they take on symbols relating to the sun.

Calling Sorcery
When you first select this calling at 1st level, you learn the Ignis or the Lux sorcery as your calling sorcery. Regardless of your choice, the Ignis sorcery is considered a theurge sorcery for you.

Sorcerous Light
When you deal fire or radiant damage with a Divine Surge, you deal additional damage of the other type equal to half your theurge levels (rounded up). Creatures with sunlight sensitivity or a similar feature have disadvantage on their saving throws against your Divine Surges.


Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your theurge level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Dazzling Radiance
At 6th level, your Sorcerous Light ability improves. When you use your Sorcerous Light feature, affected creatures which fail their saves are also *blinded* until the start of their next turn. If the triggering Surge does not normally require a save, creatures may make a Constitution save to avoid this feature.

Potent Sorcery
At 9th level, when you deal damage with a theurge sorcery, you may add your Wisdom modifier to the damage dealt.

Empowered Channeling
At 14th level, you may have an additional sorcery channeled. You cannot use Surges for this additional sorcery.

Improved Divine Surge
At 18th level, you may use any Surge ability which deals fire or radiant damage without consuming one of your uses of Divine Surge. If you do so, you treat your Surge Dice as 3d8 and any healing granted by the Surge is instead treated as temporary hit points.

Theurges who pursue the calling of Nature revere natural places, creatures, and plants. They may choose to hunt evil monstrosities that damage natural places or bless harvests of those whose ideals align with their own.

Calling Sorcery
When you first select this calling at 1st level, you may learn the Florus sorcery or the Faunus sorcery as your calling sorcery. Regardless of your choice, both the Florus and Faunus sorceries count as Theurge sorceries for you.

Acolyte of Nature
At 1st level, you learn one druid cantrip of your choice, using your sorcery ability as your spellcasting ability for that cantrip.

Bonus Proficiencies
Also at 1st level, you gain proficiency with heavy armor and your choice of Animal Handling, Nature, or Survival.

Channel Divinity: Charm Animals and Plants
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that source of damage.

Divine Strike
Starting at 9th level, your connection to the gods imbues your weapon attacks with greater power. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice).

Improved Divine Strike
At level 14, your Divine Strike ability increases to 2d8 damage.

Improved Divine Surge
At 18th level, your Divine Surges improve. Whenever a beast, plant, or elemental makes a save against one of your Divine Surge abilities, you can choose to grant them advantage or disadvantage. If you grant advantage and the target would already have advantage, they instead automatically succeed on their save.


Theurges who pursue the calling of the Tempest are agents of power. Though often born to dieties of the storm or weather, they can also represent vengeance, justice, or even simple raw energy.

Calling Sorcery
When you first select this calling at 1st level, you may select the Fulgar or the Tonitrus sorcery to be your calling sorcery. Regardless of your choice, both the Fulgar and the Tonitrus sorceries count as Theurge sorceries for you.

Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning damage or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful save.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Destructive Wave
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike
At 9th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage.

Improved Divine Strike
At 14th level, your Divine Strike ability increases to 2d8 damage.

Stormborn
At 18th level, your Divine Surges improve. While you are channeling the Tonitrus or Fulgar sorceries, you additionally have a fly speed equal to your current walking speed, as long as you are outdoors.

Gods of trickery create theurges seemingly on a whim. More than any other calling, the trickery calling tends to have no obvious purpose, but often they cause great change simply by being in a region.

Calling Sorcery
When you first select this calling at 1st level, you learn the Animus or the Praestigis sorcery as your calling sorcery. Regardless of your choice, the Praestigis sorcery is a calling sorcery for you.

Blessing of the Trickster
Starting when you choose this calling at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 320 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can use sorceries as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature.

Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack, cast a spell, or use an activated ability of a sorcery (channeling a new sorcery does not end your invisibility by itself).

Divine Strike
At 9th level, you gain the ability to infuse your weapon strikes with poison. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage.

Improved Divine Strike
At 14th level, your Divine Strike ability increases to 2d8 damage.

Improved Duplicity
At 18th level, you can create up to four duplicates of yourself when you use Invoke Duplicity. You can move any number of duplicates with the same bonus action.

The calling of War is varied. To some, it is a calling of destruction and cruelty brought to enemies. To others, it is a calling of courage and loyalty to allies and friends. Regardless, theurges who pursue this calling exceed with weapons and armor more than any other calling.

Calling Sorcery
When you first select this calling at 1st level, you learn the Ferrus or the Fortis sorcery as your calling sorcery.

Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.

Born of War
From 1st level, your divine heritage gives you inspiration while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.

Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: War God's Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Strike
At 9th level, your weapons are infused with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type as the weapon.

Improved Divine Strike
At 14th level, your Divine Strike ability increases to 2d8 damage.

Improved Calling Sorcery
At 18th level, your calling sorcery improves. You are always considered to have your chosen sorcery channeled, and you can share its ongoing benefits with allies within 10 feet of you. The allies gain only the first level benefits granted by your chosen sorcery.



05/25: Godly vigor removed (All sorceries will have improved usage at 5th level instead). Sorcery list updated (Removed: Ignis, Terra. Added: Aer, Daemonis, Fortis). Callings now all grant a choice from two sorceries instead of some granting one and some granting a choice. Any available choices are added to the theurge list even if unpicked. Acies sorcery written.
05/29: Angelus Sorcery written. Sorceries adjusted (power increases are now tied to sorcery dice rather than level, to fix potential multiclassing problems)
05/30: Animus and Aqua sorceries written.
06/05: Augur, Caelum, Corpus, and Daemonis sorceries written. Multiclassing rules moved to first post.
06/13: Ferrus, Fortis, and Fortuna posted. Sorceries now split into two posts due to character limit. Number of sorceries known reduced (now 1-8 instead of 2-11) and number of sorceries channeled reduced (now 1-4 instead of 1-6). Multiclassing rules also updated to account for the new sorceries channeled limitations.
06/17: Lux sorcery added.
06/18: Magicus sorcery added.
06/20: Mortus sorcery added.
06/25: Obestor Sorcery added
06/26: Tutela, Virtus, Faunus, and Flora sorceries added.


Sorcery Rules

A sorcery is similar to a spell in many aspects, and they share certain rules. In essence, if a spell is a limited, specific shaping of magical energies, a sorcery is a broadly usable connection to magical energies. Unlike spells, sorceries can generally be used indefinitely, until the user decides to connect to a different sorcery.

Other than that, sorceries are as varied as spells. They can heal, harm, build, destroy, conjure, protect, and even restore life to the dead.

Sorcery Level and Spell Level
Unlike spells, sorceries do not have a level. However, if an effect would target spells of a certain level, you may treat a sorcery as a spell with a level equal to half the number of surge dice the channeler possesses, rounded down.

Known and Channeled Sorceries
Before a sorcerer or theurge can use a sorcery, they must first learn it. Sorcerous classes learn different sorceries as they progress in level, and opportunities to change their choices outside of that progression are rare.

Using a Sorcery
When a character uses any sorcery, the same basic rules are followed, regardless of the character's class or the sorcery's effects.

Range, Duration, and Areas of Effect
Sorceries use the same rules for these characteristcs as spells. Refer to the spellcasting rules for more information.

Components
Sorceries may grant additional actions which have verbal, somatic, or focus components. This will be noted in the sorcery's entry as (V), (S), or (F) following the action's name. Sorceries with focus components must use a sorcerous focus appropriate to the class that granted the sorcery. Component pouches have no benefit for sorcerous classes.

Level
Some sorceries grant benefits that have a level requirement. Unless otherwise noted, this level requirement is equal to your level in the class which grants the sorcery.

Activation Time
Activated portions and surges of sorceries typically take a single action to use, but some require a bonus action, reaction, or additional time to use. Refer to the individual sorceries for more information.

Saving Throws
Many sorceries grant abilities which specify that a target can make a saving throw to avoid some or all of its effects. The sorcery specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your sorceries is equal to 8 + your sorcerous ability modifier + your proficiency bonus + any special modifiers.

Attack Rolls
Some sorceries require the caster to make an attack roll to determine whether an effect hits the intended target. Your attack bonus with a sorcerous attack equals your sorcerous ability modifier + your proficiency bonus.

Most sorceries that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

Channeled
A sorcererous character can only maintain a connection to a certain number of sorceries at a time. This is known as channeling a sorcery. Many sorceries give an ongoing benefit while they are channeled, which requires no action on the part of the channeler to maintain. Others may grant additional actions. Unless otherwise noted, channeling a sorcery or gaining its ongoing benefits does not have verbal or somatic components; the sorcerous character simply focuses briefly and the magic becomes a part of them.

Surges
While most of the common effects of sorcery can be used indefinitely, sorcerous characters also have access to a limited resource of magical energy, known as a surge. A surge is a more potent effect which is draining to use. Finishing a long rest restores any expended surges.

Unless otherwise noted, a surge may only be activated for a sorcery which is currently being channeled. Refer to the individual descriptions of each sorcery for more details on what its surge or surges do.

Combining Magical Effects
The effects of different sorceries add together while their durations overlap. The effects of the same sorcery used multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those uses applies while their durations overlap.

For example, if two theurges use the Fortuna sorcery's Lucky Dodge ability on the same target, that character gains the benefit only once; he or she doesn't get to roll two bonus dice.


Multiclassing is possible with sorcerous classes in much the same way as normal classes. Use the standard multiclassing rules for experience points, hit points and hit dice, proficiency bonus, proficiencies, and class features such as Channel Divinity, Extra Attack, and Unarmored Defense. There are specific rules for multiclassing in multiple sorcerous classes, as noted before:

Sorcery
Your capacity for sorcery depends partly on your combined levels in all your sorcerous classes and partly on your individual levels in those classes. Once you have the sorcery feature from more than one class, use the rules below. If you multiclass but have the Sorcery feature from only one class, you follow the rules as described in that class.


Sorceries Known and Channeled You determine what sorceries you know for each class individally, as if you were a single-classed member of that class. If you are a Cultist 4/Theurge 3, for example, you know two Cultist sorceries based on your levels in the cultist class. As a 3rd level theurge, you also know 2 theurge sorceries (not counting your Calling sorcery).

Each sorcery you know is associated with one of your classes, and you use the sorcerous ability of that class when you channel the sorcery or use one of its surges. Similarly, a sorcerous focus, such as a holy symbol, can only be used for the sorceries from the class which provided the feature.

The number of sorceries which you can channel at a time is determined by adding together all your levels in theurge and wilder, half your levels (rounded down) in cultist, or one third your levels (rounded down) in primal soul barbarian or exorcist monk and consulting the sorceries channeled portion of the Multiclass Sorcerer table.


Surges You determine the potency of your available surges by adding together all your levels in theurge and wilder, half your levels (rounded down) in cultist, or one third your levels (rounded down) in primal soul barbarian or exorcist monk. Use this total to determine your surge dice by consulting the Multiclass Sorcerer table.

You determine the number of surges individually for each class. Sorcerous classes which you multiclass into after the first grant one fewer surge use than normal (to a minimum of 1). Surges may only be used for sorceries associated with the class which granted them, and class features may apply to specific types of surge as well. For example, a 3rd level theurge/2nd level wilder would have 2 uses of Divine Surge for their theurge sorceries and one use of Arcane Surge (the wilder's base 2 uses, minus one for being the second sorcerous class). Regardless of which type of surge was used, the surge dice would be 4d8.



Lvl.
Surge Dice
Sorceries Channeled


1
2d8
1


2
2d8
2


3
3d8
2


4
3d8
2


5
4d8
3


6
4d8
3


7
5d8
3


8
5d8
3


9
6d8
3


10
6d8
4


11
7d8
4


12
7d8
4


13
7d8
4


14
8d8
4


15
8d8
4


16
8d8
4


17
9d8
5


18
9d8
5


19
9d8
5


20
10d8
6

MoleMage
2019-06-17, 05:50 PM
Theurge Sorceries (Acies-Fortuna)
A list of sorceries learnable by the theurge and their effects.

Acies

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

While you channel this sorcery, you have advantage on Intelligence (History) checks and Wisdom (Perception) checks. If you have at least 7 surge dice, you also add +5 to your passive perception.
If you have at least 4 surge dice, 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, F, Concentration): You cast your sight to a point you can see. While you concentrate, a transparent duplicate of yourself appears at the point you chose. As a bonus action 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 7 surge dice, you can use Telepresence on any point you or one of your duplicates can see.


Surge

Terrible Revelation (Action, V, F): Roll your surge dice and 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 the result of your roll 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): Roll your surge dice and specify a type of creature, object, or structure (such as Giants or Gazebos). You learn the location of each such item within a range of 10 feet times the result of your roll. 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 4 surge dice to use this Surge. Roll your surge dice and specify an individual with whom you are aware. As astral projection of yourself appears within 10 feet of the target after 1 minute with hit points equal to the result of your roll. 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 advantage on saves against gasses, fogs, or clouds. You can hold your breath indefinitely starting when you gain your 7th surge die.
Once you have at least 4 surge dice, while you channel this sorcery, your armor class against ranged attacks increases by +2. This improves to +3 at 17th level.


Activated

Cushion Fall (Reaction, V): When you or a target you can see within 30 feet would take fall damage, you can use this reaction to reduce that damage by 2d6. This improves to 4d6 at when you gain your 4th surge die, 6d6 when you gain your 7th surge die, and 8d6 when you gain your 9th surge die.
Windblast (Action, F): As an action, make a ranged sorcery attack against a creature within 60 feet. On a hit, they take 1d8 bludgeoning damage and are pushed 5 feet. This improves to 2d8 and 10 feet when you gain your 4th surge die, 3d8 and 15 feet when you gain your 7th surge die, and 4d8 and 20 feet when you gain your 9th surge die.


Surge

Wind Wall (Action, V, F): Roll your surge dice. You create a continuous wall of wind with a length up to 10 feet plus the result of the roll in feet (round up to the nearest 5). 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 1 bludgeoning damage for every 5 feet of length the wall possesses as it forces them back.
Tempest Strike (Action, V, S): Roll your surge dice. Each creature in a 30 foot cone centered on you must make a Dexterity saving throw. On a failed save, they take damage equal to the result and are knocked back 20 feet. If they collide with an object, they take an additional 1d6 damage for each ten feet of knockback remaining.


Angelus
You connect yourself to the upper planes, drawing on the power of solars, divas, and other angelic beings.

Ongoing

You cannot channel the Daemonis sorcery while you channel this sorcery.
While you channel this sorcery, you are attended by a mote of angelic light. It has no initiative or hit points and cannot be targeted or take actions, and it always occupies your space without impeding you. It grants you advantage on Religion and Insight checks while it exists. The mote counts as a celestial creature and its alignment is neutral good.
Once you have at least 4 surge dice, your angelic companion improves. It now has half your maximum hit points and an armor class of 10. Attacks and effects can target it as normal. You can restore your companion to its maximum hit points by completing a short or long rest (even if you no longer have this sorcery channeled).
Once you have at least 7 surge dice, your angelic companion improves again. It now has an armor class equal to your sourcerous save DC and resistance to radiant and necrotic damage. Certain actions refer to your mote.


Activated

Sacred Flare (Action, V, S) You cause a burst of purifying light 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 1d10 radiant damage. On a successful save, they take minimum damage. The damage improves as you gain more surge dice. At 4 surge dice, the damage increases to 2d10. At 7 surge dice, it increases to 4d10. At 9 surge dice, it increases to 5d10.
Guiding Guardian (Bonus Action, V) You must have at least 4 surge dice to use this action. With a word, you command your mote to fly to a friendly creature within 60 feet or to return to you. While the mote is attending a creature, that creature's damage rolls deal an additional 2 radiant damage. This increases to 3 radiant damage once you have at least 9 surge dice. If your mote ever moves more than 200 feet away from you, it automatically returns to you. If the mote is manifest through the Manifest Form surge, it applies this bonus damage to its own damage rolls instead.
Warding Companion (Reaction, V) You must have at least 7 surge dice to use this action. With a word, you cause your mote to guard whomever it is attending. When the creature currently attended by your mote takes damage from a source that does not also damage your mote, you can cause half of that damage to be dealt to the mote instead. If the mote is manifest though the Manifest Form surge, it can take this action instead to protect an ally within 5 feet of it.


Surge

Manifest Form (Action, V, F, Concentration) Roll your surge dice. Your mote gains temporary hit points equal to the result (even if it normally has no hit points). While you concentrate, up to a maximum indicated on the table below, your mote manifests into a chosen form for which you meet the prerequisites on the following table. While transformed, the mote's statistsics are replaced with the game statistics of the chosen form. If the chosen form has any legendary or lair actions, the mote cannot use them. If the chosen form is not a celestial, it becomes a celestial. The mote retains its own hit points (plus the temporary hit points granted by this surge), and if it is reduced to 0 hit points, its transformation ends early. The mote has its own initiative score 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.




Surge
Dice
Maximum
Concentration
Possible
Form


2
1 minute
Small beast of CR 1/4 or lower


3
1 minute
Small or medium beast of CR 1 or lower


4
1 hour
Beast of CR 2 or lower, Pseudodragon, Quasit, Pixie


5
1 hour
Gargoyle, Pegasus, Dragon Wyrmling (Brass or Copper)


6
1 hour
Beast of CR 3 or lower, Dragon Wyrmling (Bronze or Silver)


7
1 hour
Beast of CR 4 or lower, Dragon Wyrmling (Gold)


8
1 hour
Coatl


9
1 hour
Unicorn


10
12 hours
Beast of CR 6 or lower




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 4 sorcery dice, 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 7 sorcery dice, 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 4 surge dice, this instead inflicts the charmed condition on that creature. If you have at least 9 surge dice, 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, they take 1d4 psychic damage 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. The damage improves to 3d4 once you have 4 surge dice, 5d4 once you have 7 surge dice, and 7d4 once you have 9 surge dice.
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. Roll your surge dice. 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 to the result of your roll. 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 your surge dice twice. 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. Roll your surge dice. The target must make a Wisdom saving throw. On a failed save, they take psychic damage equal to the result of your surge dice 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 ice, swim like a fish, and even conjure pure drinking water.

Ongoing

While you channel this power, you have a swim speed equal to half your land speed. This improves to your full land speed once you have 4 surge dice, and again to twice your land speed once you have 7 surge dice.
If you have at least 4 surge dice, you can breathe both water and air equally easily.


Activated

Ice Spear (Action, S, F) You conjure a shard of ice 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 an additional shard when you reach 4, 7, and 9 surge dice. Each shard can target a different creature or the same creature. If you have at least 7 surge dice, you can choose for a single shard to explode, dealing half its damage to creatures within 5 feet of the primary target if it hits.
Frost Armor (Action, V, F, Concentration) You create armor of packed ice on a creature within 30 feet. While this effect lasts, the first time that creature takes damage, the frost armor absorbs half of that damage and this effect ends. Frost armor cannot absorb fire damage (but the effect still ends). Once you have at least 7 surge dice, 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 for each sorcery die 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. Roll your surge dice. Each creature within 20 feet of you must make a Strength saving throw. On a failed save, they take bludgeoning damage equal to the result of your roll 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. Roll your surge dice and make a sorcerous attack roll against a creature within 20 feet. On a hit, the creature takes damage equal to the result of the roll and is knocked back 5 feet for every 5 points of damage they took. If they collide with a wall, they take additional damage equal to the number of feet they would have continued traveling and fall prone.


Artis
Intelligent creatures unknowingly imbue anything they make with a spark of potential, and with this sorcery you can tap into that spark to bring out the best in magic items.

Ongoing

While you channel this sorcery, objects you are wielding or carrying are bolstered. Whenever an item requires rolling dice (such as when you drink a potion of healing or a wand regains charges), you can roll twice and choose either result. Whenever an effect would target an item you are carrying (such as the Disarming Attack battlemaster maneuver), you have advantage on saving throws or your Armor Class is increased by 2 for that effect.


Activated

Mend Object (1 minute, S, F) You repair a break or tear in an object you touch. This effect leaves no trace of the former damage. The maximum size of the break cannot be greater than half your surge dice (rounded down) in any one dimension. Magic items do not have their magic restored by this effect.
Awaken Object (Action, V, F, Concentration) You cause an object to become animate for a brief time. The object can move in a manner appropriate to its shape (tables walk on their legs, carpets slither like a snake, plates roll) with a speed of 20 feet. When you use this effect and as an action on your subsequent turns while this effect lasts you can give the object an order. The object acts on your turn. The object uses your sorcerous attack bonus for its attacks and deals damage based on its size. The damage type is either slashing, piercing, or bludgeoning as appropriate for its form. The object's Armor Class is also based on its size. If it is attacked, you make a saving throw using your sorcerous ability score with a difficulty equal to the damage dealt. On a failed save, this effect ends as if you had lost concentration on the effect and that object cannot be affected by this ability again. At 7 or more sorcery dice, you can animate additional objects. All objects act in unison following a single command you issue (they must target the same target, take the same actions, etc.).




Surge
Dice
Maximum
Object Size
Object AC
Object Damage



2
Tiny
18
1d4


3
Small
16
1d6+1


4
Medium
13
1d8+2


5
Large
10
1d10+3


6
Huge
10
2d6+4


7
+1 Object
---
---


8
---
+1 AC
+2 damage


9
+1 Object
------


10
---
+1 AC+2 damage




Identify Object (1 minute, F) You identify the effects of a magical item which is in your possession. You learn its general purpose and functions, as well as any command words necessary to activate it. This effect does not reveal curses on the item unless you have at least 7 surge dice.


Surges

Bound Weapon (Action, S, Concentration) With a flick of your wrist, you create a magical weapon out of pure potential. You can summon the weapon in your hands or the hands of any willing creature within 30 feet. Choose any simple or martial weapon. While this effect lasts, the weapon can be wielded as if the holder was proficient in it. If they wish, they may use the ability score which is your sorcerous ability modifier for attack and damage rolls instead of Strength or Dexterity (for example, if this surge is used by a theurge, the wielder may use their own Wisdom score). The weapon's damage dice change to 2d8, and half of the damage is force damage instead of its normal type. The weapon may strike a number of times equal to your number of surge dice. Once all strikes are used up, this effect ends.
Bound Sheild (Bonus Action, S, Concentration) With a flick of your wrist, you create a magical shield out of pure potential. You can summon this shield in your own hands or the hands of any willing creature within 30 feet. While this effect lasts, in addition to the normal bonus to AC offered by a shield, the wielder can use their reaction to reduce the damage of any weapon attack by 2d8. Once this reaction has been used a number of times equal to your surge dice, this effect ends.


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 single d4 and record the result. Once, 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 the recorded value to the roll. At 4 surge dice, you store two separate results and can use each once. At 11 surge dice, you roll a d6 instead of a d4. If you cease and later resume channeling this sorcery, the stored results do not change. Whenever you complete a long rest, reroll all stored results.
While this sorcery is channeled and you have at least 7 surge dice, you have a +1 bonus to Dexterity saving throws and a +1 bonus to AC as you sense threats before they occur.


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 4 surge dice, you can look an hour into the future. If you have at least 7 surge dice, you learn the two most likely consequences and benefits. If you have at least 9 surge dice, 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 4 surge dice, the movement is up to total speed.
Precognitive Action (Action, V, Concentration) 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 7 surge dice, 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. Roll your surge dice twice and add them together. 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 the result of your roll 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. Roll your surge dice twice and add them together. 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 the result of your roll additionally have advantage on saving throws. This effect lasts up to 1 minute.


Caelum
Stellar bodies and weather patterns have magical potential, which you can tap to create clouds or starlight.

Ongoing

While you channel this sorcery, you can always retrace your steps to any outdoor location you have been in the last 24 hours, provided the path to that point has a view of the sky. If you have at least 4 surge dice, you instead know the shortest path to that point. If you have at least 7 surge dice, the location can be any location you have visited in the last week. If you have at least 9 surge dice, the location can be any location you have visited in the last year.
While you channel this sorcery, you always know which direction is north, what time of day it is, and prevailing weather conditions in your area. This functions even if you are indoors or underground.
While you channel this sorcery and have at least 7 surge dice, you can see through fog, snow, rain, and other weather phenomenon without penalty.


Activated

Cloud Cover (Action, S, F) A cloud bank begins to issue from your focus. The area within 5 feet of you becomes covered in a thick fog that heavily obscures vision. While the fog lasts, you can use your bonus action to increase its radius by 5 feet (up to a maximum of 5 feet per surge die you possess or to move the center up to 10 feet. The fog lasts up to 1 minute or until dispersed by a moderate or stronger wind (at least 10 miles per hour).
Starlight (Action, S, Concentration) Motes of starlight begin to gather in a halo around your wrist. When you use this action at at the start of each following turn, a mote of starlight gathers at your wrist, up to a maximum of twice your surge dice. As a bonus action on your turn, you can make a sorcerous spell attack to hurl any number of gathered motes at a target within 60 feet. On a hit, the target takes 1d4 radiant damage per hurled mote. On a miss, half of the hurled motes (rounded down) return to you. You can concentrate on this effect for up to 10 minutes.


Surge

Folded Moonlight (Action, S, F) You gather lunar energy into a 10 foot radius pool centered on yourself. This effect starts out with a number of dice equal to your maximum surge dice. At the end of your turn, if you are standing in a pool, you can travel to a point within 60 feet as a ray of light, dealing the current dice as radiant damage to creatures between the two points. When you arrive, you create a new pool at your destination, and the number of current dice for this effect is reduced by 1. If the number of dice is reduced to 0 all pools dissipate and the effect ends. If you have at least 4 surge dice, you can choose to take any number of creatures in the same pool along with you when you use this effect. They appear within 5 feet of your arrival point. If you have at least 7 surge dice, the range is increased to 500 feet. If you have at least 9 surge dice, you can send each creature in the pool to a different destination. All creatures that do not travel to the same destination as you create their own pool on arrival and use up one of the dice of this effect.
Create Weather (10 minutes, V, F) You create an instance of weather that affects an area with a radius of 100 feet centered on where you use this surge. You must be outdoors to use this surge. Roll your surge dice and declare weather conditions which are possible for your location and time of year (you could not declare snow during summer in a tropical region, but could declare rainfall). You cannot declare wind speeds greater than moderate or unbearable temperatures, but if those conditions already exist you can choose not to change them. The weather you declare comes into effect and lasts for a number of minutes equal to the result of your surge dice plus ten. If you have at least 4 surge dice, the radius of this effect becomes one mile. If you have at least 7 surge dice, the duration of this effect increases to ten minutes times the result of your surge dice, and you can choose to create strong winds or unbearable temperatures if the region's weather patterns would permit them. If you have at least 9 surge dice, the radius becomes 10 miles, the duration becomes 30 minutes times the result of your surge dice, and you can choose any weather condition, even if the region's weather patterns would not support it (you could choose unbearable cold, storm winds, and hail in a tropical rainforest, or unbearable heat in a tundra for example).


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 7 surge dice, you can maintain this effect without concentration, but it only lasts one hour.
Natural Weapons (Bonus Action, S) You rapidly grow a natural weapon. Choose one of the following options. The natural weapon lasts until the start of your next turn. Once you have at least 4 and at least 9 surge dice, each type of weapon gains a bonus feature.





Weapon
Effects
Damage
4 dice
9 dice


Claws
Finesse
1d8 slashing
Extra Attack
Extra Attack (2)


Horns

1d10 piercing
Charge
Trample


Tentacle
Reach
1d8 bludgeoning
+1d8 damage
+10 ft reach


Bite
Finesse
1d8 piercing
+1d4 bleed
+1d4 bleed


Finesse, Reach: As the weapon ability. The tentacle's reach increases by an additional 10 feet at 9 dice (for a total reach of 20 feet).
Extra Attack: As the fighter class feature.
Charge: Move an extra 10 feet towards target as part of attack action.
Trample: When making a charge attack, deal an additional 3d6 damage.
Bleed: Targets bleed for two rounds, taking the listed damage. Any source of healing or effect which can stabilize a dying creature ends the bleeding.


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 number of surge dice. At 4, 7, and 9 surge dice, this ability applies to an additional sense.


Surge

Benign Transformation (Action, V, S, Concentration): A willing target you touch transforms into a new shape. Roll your surge dice and select a beast whose challenge rating is no greater than target's challenge rating or level. The target assumes the new form, including mental ability scores and hit points. If the new form's hit point total would be less than the result of your surge dice roll, it is instead equal to the result of your surge dice. 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 4 surge dice, the maximum duration of this surge becomes 1 hour. Once you have 7 surge dice, the hit points gained by your surge are cumulative with the creature's existing hit points. Once you have 9 surge dice, 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. Roll your surge dice. This effect lasts for a number of rounds equal to the result. If you have at least 7 surge dice, it instead lasts for a number of minutes equal to the result.


Daemonis
Ongoing

You cannot channel the Angelus sorcery while you channel this sorcery.
While 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, and it always occupies your space without impeding you. It grants you advantage on Intimidate and Religion checks while it exists. The mote counts as a fiendish creature and its alignment is neutral evil.
Once you have at least 4 surge dice, your fiendish companion improves. It now has half your maximum hit points and an armor class of 10. Attacks and effects can target it as normal. You can restore your companion to its maximum hit points by completing a short or long rest (even if you no longer have this sorcery channeled).
Once you have at least 7 surge dice, your fiendish companion improves again. It now has an armor class equal to your sourcerous save DC and resistance to fire and acid damage.


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 1d12 fire damage. On a successful save, they take minimum damage. The damage improves as you gain more surge dice. At 4 surge dice, the damage increases to 2d12. At 7 surge dice, it increases to 4d12. At 9 surge dice, it increases to 5d12.
Harmful Herald (Bonus Action, V) You must have at least 4 surge dice to use this action. With a word, you command your mote to fly to a friendly creature within 60 feet or to return to you. While the mote is attending a creature, the first time each turn the creature is attacked in melee combat, the attacker takes 2 fire damage. If you have at least 7 surge dice, the damage increases to 3. If you have at least 9 surge dice, the damage applies to all attacks, instead of just the first in a turn.
Warding Companion (Reaction, V) You must have at least 7 surge dice to use this action. With a word, you cause your mote to guard whomever it is attending. When the creature currently attended by your mote takes damage from a source that does not also damage your mote, you can cause half of that damage to be dealt to the mote instead. If the mote is manifest though the Manifest Form surge, it can take this action instead to protect an ally within 5 feet of it.


Surge

Manifest Form (Action, V, F, Concentration) Roll your surge dice. Your mote gains temporary hit points equal to the result (even if it normally has no hit points). While you concentrate, up to a maximum indicated on the table below, your mote manifests into a chosen form for which you meet the prerequisites on the following table. While transformed, the mote's statistsics are replaced with the game statistics of the chosen form. If the chosen form has any legendary or lair actions, the mote cannot use them. If the chosen form is not a fiend, it becomes a fiend. The mote now has its own initiative score 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. The mote retains its own hit points (plus the temporary hit points granted by this surge), and if it is reduced to 0 hit points, its transformation ends early. This effect also ends early if you cease channeling this sorcery.




Surge
Dice
Maximum
Concentration
Possible
Form


2
1 minute
Small beast of CR 1/4 or lower


3
1 minute
Small or medium beast of CR 1 or lower


4
1 hour
Beast of CR 2 or lower, Pseudodragon, Quasit, Pixie


5
1 hour
Gargoyle, Spined Devil, Dragon Wyrmling (Brass or Copper)


6
1 hour
Beast of CR 3 or lower, Dragon Wyrmling (Bronze or Silver)


7
1 hour
Beast of CR 4 or lower, Dragon Wyrmling (Gold)


8
1 hour
Incubus/Succubus


9
1 hour
Barbed Devil, Mezzoloth


10
12 hours
Beast of CR 6 or lower



Ferrus
Raw iron has unique magical properties. By tapping into them you can enhance metal armors and resist magical effects.

Ongoing

While you channel this sorcery, you have a +1 bonus to saving throws which do not already add your proficiency bonus against spells and sorceries. This bonus improves to +2 at 4 surge dice, +3 at 7 surge dice and +4 at 9 surge dice.
If you have at least 4 surge dice, while you channel this sorcery metallic weapons you wield are magical.


Activated

Sharpen Blade (Action, S, F) You touch a metallic weapon and imbue it with more power. Until the end of your next turn, the touched weapon counts as magical and gains +1 to hit and damage. If you have at least 4 surge dice, this effect requires only a bonus action. If you have at least 7 surge dice, you can extend the duration to 1 minute by concentrating on this effect. If you have at least 9 surge dice, the bonus increases to +2.
Ferrokineses (Action, S) With a gesture you fling metal away from you or draw it closer. Target a single metallic object within 100 feet with a weight no greater than 5 pounds for every surge die you possess. If a creature is wearing or holding the object, that creature may make a Strength saving throw to cancel this effect. On a failed save or if the object is not attended, you move it in a straight line up to 10 feet closer or nearer to you. Creatures in the path of the object must make a Dexterity saving throw or take 2d4 bludgeoning damage. The damage and range increase to 20 feet and 4d4 at 4 surge dice, 30 feet and 7d4 at 7 surge dice, and 10d4 and 40 feet at 9 surge dice.
Armor Boost (Reaction, V) With a word, you bolster a creature’s armor. When a creature wearing metal armor or wielding a metal shield is attacked within 30 feet of you, you can grant them a +2 bonus to their armor class against the triggering attack. If the attack still hits, reduce any slashing, bludgeoning, or piercing damage they take from it by 1. When you have at least 4 surge dice, the damage reduction increases to 3. When you have at least 7 surge dice, the armor class bonus increases to +3. When you have at least 9 surge dice, the damage reduction increases to 5.


Surge

Iron Heart Surge (Action, F) You tap the antimagical properties of cold iron to end one magical effect targeting yourself or another creature within 30 feet of you. You can take this action even if a spell or sorcery would prevent you from acting. Roll your surge dice. A single spell or sorcerous effect which is affecting your target ends. The original caster of that effect takes necrotic damage equal to half the result of your surge roll. If the affected spell’s level was less than half your total number of surge dice (rounded down), the original caster instead takes the full damage of your surge roll.
Steel Aegis (Action, S, F) You conjure a steel barrier into being to provide cover for your allies. The wall is 5 feet tall, 1 foot thick, and has a length no greater than 5 feet per surge die you possess and must be continuous. If you wish, it is topped with spikes which deal magical piercing damage equal to your number of surge dice to creatures attempting to climb over it. Roll your surge dice twice to determine the wall’s hit points. A creature receiving cover from the wall may use their reaction when damaged by an attack or effect allowing a Dexterity save to cause the wall to take the damage instead. The wall has resistance to all damage. This effect lasts for up to 1 minute or until the wall runs out of hit points.


Fortis
By infusing creatures with magic, you can increase their strength, grace, and heartiness.

Ongoing

While you channel this sorcery, you have resistance to poison damage and advantage on saving throws against poison. The resistance increases to immunity once you have 7 surge dice.
While you channel this sorcery and have at least 4 surge dice, you have advantage on saving throws against disease. This improves to disease immunity once you have 9 surge dice.


Activated

Ability Boost (Bonus Action, V, Concentration) A target creature within 60 feet gains a boost to their Strength, Dexterity, or Constitution. The next time they make an ability check using the chosen ability within 1 minute, they may add an additional 1d4 to the result of their check. If you have at least 4 surge dice, this effect applies to all checks with the chosen ability in that time. If you have at least 7 surge dice, the bonus improves to 1d8. If you have at least 9 surge dice, this effect does not require concentration, though you may only affect one creature at a time with it.
Sap Power (Action, S) You drain the strength of a creature within 60 feet. Choose strength, dexterity, or constitution. The target creature must make the corresponding saving throw. On a failed save, they have disadvantage on ability checks with the chosen feature until the end of their next turn. If you have at least 4 surge dice, you also have advantage on the corresponding check until the end of your next turn if they fail their save. If you have at least 7 surge dice, this effect’s duration is 1 minute, though the target can end it early by making the corresponding saving throw at the end of their turn. If you have at least 9 surge dice, this effect also applies to saving throws.


Surge

Strength Surge (Bonus Action, V, F) A creature within 60 feet of you receives a temporary surge to their strength. They receive a pool of dice equal to your surge dice. Whenever they make a strength ability check or deal weapon damage with strength, they can choose to expend one of these dice and add it to the result. Once all dice are expended or after a minute this effect ends.
Speed Surge (Bonus Action, V, F) A creature within 60 feet of you receives a temporary surge to their dexterity and speed. They receive a pool of dice equal to your surge dice. On their turn, they may expend one of these dice and use a bonus action to take the Dash, Disengage, or Attack (single weapon attack only) action. If they roll an 8 on this die, the die is not consumed. They can also spend one of these dice as a reaction when they are attacked to increase their armor class by the result. Once all dice are expended or after a minute this effect ends.
Fortitude Surge (Bonus Action, V, F) A creature within 60 feet of you receives a temporary surge to their toughness. They receive a pool of dice equal to your surge dice. As a reaction when they take damage, they may spend one of these dice to roll it twice and reduce the damage they take by the result. Once all dice are expended or after a minute this effect ends.


Fortuna
Luck is a very real force, especially to the magically inclined. You can attune that force to make it work for you.

Ongoing

While you channel this sorcery, whenever an effect which you are not aware of (such as a trap or hidden enemy) makes an attack roll against you or forces you to make a saving throw, you add your sorcerous ability modifier to the armor class or saving throw against that effect. Once you benefit from this effect, you cannot benefit from it again for 1 hour. This improves to once per minute at 4 surge dice and no longer has a limit at 7 surge dice.


Activated

Lucky Find (Action, S, V) You search your surroundings and find a simple mundane object which can help with your situation. A simple mundane object suitable for use as a bottle or flask or ten feet of rope or chain can be found. If you have at least 4 surge dice, you can additionally find a light source such as a lamp, a crowbar, or a hammer. If you have at least 7 surge dice, you can additionally find thief's tools. If you have 9 surge dice, you can find specific items such as "the key to this chest" or "a list of the passwords for this secret order". In all cases the item is on your person or your immediate surroundings. Items found through this effect break after a single use. Once you find a given item, you cannot find an item of the same type until you have completed a short or a long rest.
Lucky Dodge (Bonus Action, S, F, Concentration) A target creature within 30 feet always seems to dodge in just the correct way. Their armor class increases by +1. When an attack roll misses them while this effect lasts, they may use their reaction to deal 1 bludgeoning damage to the attacker. You can concentrate on this effect for up to 1 minute. At 4 surge dice, the armor class bonus increases to +2 and the damage increases to 1d4. At 7 surge dice, the damage increases to 1d6. At 9 surge dice, the armor class bonus increases to +3 and the damage increases to 1d8.


Surge

Winds of Fate (Action, V, F) You create a nexus of fortune centered on yourself. Roll your surge dice + 1d20 and note the total down (minimum 11). For the next minute, you can replace a d20 roll you make with an amount equal to or less than the result of this roll. Once you do so, reduce the result by the amount you chose. Once the result is reduced below 10, this effect ends. You cannot assign a value higher than 20 or lower than 10 using this effect. Values assigned using this effect do not count as natural values for the purposes of critical hits or similar effects that trigger based on the result of a roll.

MoleMage
2019-06-17, 05:52 PM
Theurge Sorceries (Lux-Vitae, Calling Sorceries)

Lux
Light is a fundamental force. Channeling light allows the sorcerer to see in the dark, create flashes of light, and reveal the unseen.

Ongoing

While you channel this sorcery, you have darkvision to a range of 60 feet. If you already had darkvision of 60 feet or greater, its range is increased by 30 feet.
Once you have at least 9 surge dice, you can see invisible creatures while you channel this sorcery.

Activated

Ray of Radiance (Action, S, F) With a gesture, you fire a ray of scintillating energy at a target within 100 feet. Make a ranged sorcery attack. On a hit, the target takes 2d6 radiant damage. If you roll a natural 19 or natural 20, the next attack against the target has advantage. At 4 sorcery dice, the damage improves to 4d6 and the additional effect triggers on a natural 18 or better. At 7 sorcery dice, the damage improves to 7d6 and the additional effect triggers on a natural 17 or better. At 9 sorcery dice, the additional effect always triggers.
Revealing Light (Action, S, V, F) A command causes a flare of light to emit from you. Invisible creatures within 5 feet of you must make a Charisma saving throw or become revealed for 1 minute. During this time, a halo of light surrounds them and prevents them from becoming invisible. The range of this effect increases to 10 feet at 4 surge dice, 15 feet at 7 surge dice, and 20 feet at 9 surge dice.
Glimmerlight (Bonus Action, S) You create a hovering orb of light, which sheds bright light for 20 feet and dim light for an additional 20 feet. It lasts until you dismiss it on your turn and always hovers in your space.

Surge

Destroy Undead (Action, V, F) Radiant energy is anathema to undead creatures. As an action, you may force each undead within 30 feet to make a saving throw. Undead with specific weaknesses to light or sunlight, such as vampires, make this save at disadvantage. On a failed save, undead creatures take radiant damage equal to twice your surge dice. On a successful save, they take half damage. Living creatures in this area are unaffected.
Moonblast (Action, S, F) A glimmer of moonlight bursts forth from your hand, affecting all creatures within a 30 foot cone. Roll your surge dice twice. Each creature in the cone with more current hit points than the result must make a Constitution saving throw or be blinded until the end of their next turn. Each creature in the cone with fewer than or the same number of hit points as the result must make a Constitution saving throw or be blinded until the next time they complete a long rest. Regardless of hit points or saving throw result, affected creatures take 2 radiant damage for each surge die you possess.


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 in persons you touch, including ongoing magical effects, channeled sorceries, or magic items. This does not grant you the ability to identify characteristics of that magic. At 7 surge dice, you instead detect active magic within 30 feet of you.

Activated

Analyze Arcana (Usage Time Varies) You concentrate on a magical effect you can perceive. After 10 minutes, you learn the general purpose of that magical effect, including command words for magical items. If you have at least 4 surge dice, this only takes 1 minute. If you have at least 9 surge dice, this is an action.
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) Roll your surge dice and make a melee spell attack against an adjacent enemy. On a hit, they gain a seal magic effect with a power equal to the result of the roll. 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.


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 4 surge dice, all hit point reduction you suffer is halved while you channel this sorcery.
If you have at least 9 surge dice, 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 1d10 necrotic damage and its move speed is reduced by 10 (minimum half its base speed) until the end of its next turn. A 4 surge dice, this damage increases to 2d10. At 7 surge dice, the damage increases to 4d10, and the move speed reduction improves to half the target's base speed. At 9 surge dice, the damage increases to 6d10.
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 surge die you possess. Once you have contacted it, you may ask it three questions, which it must answer truthfully, though it often speaks in metaphor or riddle. You can ask it an additional question at 4 surge dice, 7 surge dice, and 9 surge dice.
Command Dead (Action, S, V) You attempt to force an undead creature to do your bidding.

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 only 1 hit point, but receives temporary hit points equal to the result of your surge dice. 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, the raised creature loses all temporary hit points but does not die. It does not act unless you command it to with your Command Dead feature. 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 sorcery die you possess. It returns to life with one hit point per sorcery die you possess, and temporary hit points equal to the result of your surge roll. 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 7 surge dice, you can even find your way back to that location if obstacles or shifting conditions have made the original path unviable, by finding a new path.
If you have at least 4 surge dice, you have advantage on Intelligence checks made to understand properties of any plane you are on or to identify extraplanar creatures.

Activated

Open Threshold (8 hours, S, V, F) You may only use this ability if you have at least 7 surge dice. 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.
Call Elemental (1 minute, S, V, Concentration) You attempt to call forth an elemental from another plane. Choose an elemental whose challenge rating is no greater than half your maximum number of surge dice, rounded down. At the end of the minute, that elemental appears and serves you for up to a minute while you maintain concentration. If you have at least 4 surge dice, the elemental serves you for up to an hour. If you have at least 7 surge dice, you can use this ability as an action. Regardless, after an elemental has served you, no elemental of the same plane will serve you again for one week.
Astral Bolt (Action, S) You create a bolt of unerring astral energy. A target within 15 feet of you takes 1d4 force damage. If you have at least 4 surge dice, the range improves to 30 feet and the damage improves to 2d4. If you have at least 7 surge dice, the range improves to 60 feet and the damage improves to 4d4. If you have at least 9 surge dice, the range improves to 120 feet and the damage improves to 6d4.


Surge

Planar Banishing (Action, V, F, Concentration) You attempt to banish a creature to another plane. Roll your surge dice and choose a target within 60 feet. That target must make a Wisdom saving throw or be banished for up to 1 minute. Each round on their turn while banished, they take 2 force damage. If the total damage they take from this effect exceeds the result of your surge dice, this effect ends early. If a creature is banished while on a plane it is not native to and remains banished for the full minute, it is banished for 24 hours and ceases taking damage. 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 your maximum surge dice result in miles. Roll your surge dice. 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.


Tutela
Applying magical forces to create protective barriers is a useful technique.

Ongoing

While you channel this sorcery, you reduce the damage you take from non-magical piercing, slashing, or bludgeoning attacks by 1 (to a minimum of 1). If you have at least 4 surge dice, this improves to 2. If you have at least 7 surge dice, this improves to 3 and applies even to magical attacks. If you have at least 9 surge dice, this improves to 5.


Activated

Energy Barrier (Action, S, Concentration) You conjure a barrier around a creature within 30 feet. Specify fire, cold, lightning, poison, or acid. Until the end of your next turn, that target has resistance to the specified damage type. At 4 surge dice, you can also select psychic, radiant, or necrotic. At 7 surge dice, this effect lasts up to a minute and you can also select force. At 9 surge dice, you can select two targets and two damage types when you use this ability.
Force Shield (Reaction, V) When you are attacked, you may use this reaction to protect yourself. Your Armor Class against the triggering attack is increased by 2. If you have at least 7 surge dice, you can use this effect to protect allies up to 30 feet away as well. If you have at least 9 surge dice, you also get resistance against the triggering attack if it still hits.
Hinder Movement (Action, S, F) You attempt to restrain a target within 60 feet. The target must make a Strength saving throw. If they fail, their move speed is reduced by half until the end of your next turn. At 4 surge dice, you also prevent them from taking the Dash action if they fail their save. At 7 surge dice, their move speed is reduced to 0 instead, or half if they succeed on their save. At 9 surge dice, they also cannot take the Dodge action if they fail their save.


Surge

Protective Sphere (Action, F, Concentration) Roll your surge dice twice. You create a 10 foot radius sphere centered on a point within 100 feet. It has HP equal to the result of your roll. While the sphere lasts, creatures inside the sphere are immune to all damage. Each time a creature inside the sphere would take damage, the sphere loses 5 HP. At the start of each of your turns, the sphere also loses 5 HP. Once the sphere is depleted to 0 hit points, this effect ends. As an action on subsequent turns, you can designate a number of creatures equal to your sorcerous ability modifier to not benefit from the sphere.
Repelling Shout (Action, V) You attempt to hurl enemies away from you. Specify a number of targets within 30 feet up to your number of surge dice. Each target must make a Strength saving throw or be flung back a number of feet equal to the result of a surge dice roll (rounded down to the nearest 5 foot increment, minimum 5), falling prone, and additionally take half the result in thunder damage. On a successful save, they are knocked back half the distance and do not fall prone or take damage.


Virtus
Good and evil are universal forces, not just personal mindsets.

Ongoing

While you channel this sorcery, you have advantage on saves against spells and effects created by celestials or fiends.


Activated

Detect Alignment (1 minute, F) You focus on a target for one minute. At the end of the minute, you learn one axis of their alignment (good/evil or lawful/chaotic). For the next 24 hours, you have advantage on Wisdom and Charisma checks against that creature. If the creature wishes to hide its alignment, it may make a Charisma saving throw. If it succeeds, it appears to be neutral on both axes to this effect. If you have at least 7 surge dice, this ability can be used as an action.
Sense Otherworldly Beings (Action, F, Concentration) You concentrate on this effect for up to one minute. While you concentrate, you can detect the presence of any celestial or fiend within 60 feet. If you have at least 4 surge dice, you can detect the type of creature (either celestial, fiend, or both). If you have at least 7 surge dice, you can detect the number of each type of creature and this effect does not require concentration. If you have at least 9 surge dice, you can detect the location and type of each individual creature.
Rebuke Alignment (Action, V, F) You attempt to stagger creatures of a specific alignment. Choose either Good, Evil, Lawful, or Chaotic. Creatures whose alignment contains the chosen component within 30 feet of you must make a Wisdom saving throw. On a failed save, they are stunned until the start of their next turn. Once a creature fails their save against this effect, they are immune to it until the next time you complete a long rest. If you have at least 4 surge dice, the stunned condition instead lasts until the start of your next turn. If you have at least 7 surge dice, creatures may be affected once for each applicable alignment they possess (a lawful good creature could be affected once by Rebuke Law and once by Rebuke Good). If you have at least 9 surge dice, you can also select Neutral as an alignment.


Surge

Word of Axiom (Action, V, F, Concentration) You must be Lawful to use this surge. Roll your surge dice and record the result. While this effect lasts, whenever you roll a d20, change the result to 10 (if even) or 11 (if odd) and reduce your recorded surge dice result by either 2 (if you rolled an even result) or 3 (if you rolled an odd result). Once the surge dice result is reduced to 0, your next d20 roll is replaced by either a 1 (if even) or a 20 (if odd) and this effect ends. If you have at least 7 surge dice, you may use your reaction to apply this effect to a d20 roll used by another creature you can see.
Word of Chaos (Action, V, F) You must be Chaotic to use this surge. Declare a target within 60 feet. Each time the target takes an action or moves on their turn, they must make a Charisma saving throw or roll on the following chart. After they have rolled on the chart a number of times equal to your number of surge dice, or after a minute, this effect ends. If a row lists multiple possible results, the affected creature must take the first result if possible.





d8 Result
Action
Movement


1
Do Nothing
No Movement


2
Attack a random target in range
All movement is the opposite of the intended movement


3
Use the Help action on a random target in range
Movement halved this turn


4
Cast a random known spell at lowest possible level OR Attack a random enemy in range
Movement ends in a random space adjacent to intended space


5
Cast a random known spell at highest possible level OR Attack a random ally in range
Movement ends in a random space adjacent to starting space


6
Take the Dash Action instead
Movement speed increased by 5 this turn


7
Take the Dodge Action instead
Movement ignores rough terrain this turn


8
Act as normal
Choose a movement result from this chart




Word of Purity (Action, V, F) You must be Good to use this surge. Declare a target within 60 feet. All magical effects (including attuned magical items), diseases, curses, and poisons affecting that target are suppressed while this effect lasts. If the target is also good aligned, they receive a +1 bonus to any check in which they are proficient for the duration. After a number of rounds equal to 1/6th your surge dice result (rounded down) plus one, this effect ends.
Word of Corruption (Action, V, F) You must be Evil to use this surge. Declare a target within 60 feet. At the start of each of their turns, they take 1 necrotic damage for each magical effect (including attuned magical items), disease, curse, or poison affecting them. After a number of rounds equal to 1/6th your surge dice result (rounded down) plus one, this effect ends.


Vitae

The energies of life flowing through you allow you to heal yourself and others.

Ongoing

While this sorcery is channeled, you gain temporary hit points equal to your sorcerous ability modifier each time you roll initiative. This improves to 5 + your sorcerous ability modifier once you have at least 7 surge dice.
If you have at least 4 surge dice, each time you or an ally within 30 feet receives healing from a spell of 1st level or higher or from a sorcerous surge, you may also convert all of their temporary hit points into healing.
If you have at least 9 surge dice, you gain temporary hit points equal to your sorcerous ability modifier at the start of each turn if you do not already have temporary hit points.


Activated

Bolster Life (Action, V, S, F): You grant a creature within 60 feet 1d8 temporary hit points. This improves to 2d8 at 6 surge dice and 3d8 at 9 surge dice. These temporary hit points fade after one minute.
Counter Blight (Reaction, V, S): You have at least 4 surge dice to use this ability. When a creature you can see makes a saving throw against poison or disease, you grant them advantage on that saving throw.
Life Transfer (Action, S): You touch a creature and lose a number of hit points up to your sorcerous ability modifier. The target creature gains those hit points.


Surge

Restore Life (Action, V, S, F): Roll your surge dice. Up to five creatures within 60 feet are healed for an amount equal to half the result.
Beacon of Life (Action, V, S, F): Roll your surge dice and grant a single touched creature the result as healing, plus an equal number of temporary hit points. The temporary hit points fade after one minute.



The following sorceries are available to theurges only if they possess specific callings.

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 have advantage on all Animal Handling checks and Nature checks made to identify beasts.
If you have at least 4 surge dice, 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 4 surge dice, the animal serves for up to 8 hours. If you have at least 7 surge dice, you may have two animals in service at a time, each with their own task. If you have 9 surge dice, 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 Guardian has HP equal to twice your surge dice result, Armor Class equal to your sorcerous saving throw DC, a 30 foot move speed and size medium. It uses your saving throw bonuses. On its turn, it can make a single attack using your sorcerous attack bonus which deals 1d8 slashing, piercing or bludgeoning damage (chosen when it is summoned) for every two surge dice you possess, plus your sorcerous ability modifier. This effect ends early if the Guardian is reduced to 0 hit points, but otherwise lasts while you concentrate on it, up to a maximum duration of 1 minute.


Flora
By tapping the wild magic of the land, you control the local plantlife or even create new plantlife.

Ongoing

While you channel this sorcery, you ignore difficult terrain caused by natural plantlife. If you have at least 4 surge dice, you also ignore magical plantlife in this way.
While you channel this sorcery, you do not need to eat food as long as you spend at least 1 hour each day in direct sunlight. You still require water and air.


Activated

Vine Lash (Action, S) You conjure a long vine into your hand and strike a nearby target. Make a melee sorcery attack against a target within 15 feet. On a hit, the target takes 1d8 slashing damage plus your Strength or Dexterity score (your choice). If you have at least 4 surge dice, this damage increases to 2d8 and counts as magical. If you have at least 7 surge dice, you can make two such attacks each time you use this feature, against the same or different targets. If you have at least 9 surge dice, this damage increases to 3d8.
Thornhide (Bonus Action, S, Concentration) You cause a touched creature's flesh to become hard and thorny. While you concentrate on this effect, the affected creature has a +1 bonus to its armor class as long as it is not wearing armor, and each time another creature strikes the target in melee combat, the target may use their reaction to deal damage to the attacker equal to your sorcerous ability score. The bonus to armor increases to +2 at 7 surge dice. The damage increases by 2 at 4 surge dice and again at 7 and 9 surge dice.


Surge

Field of Nettles (Action, S, F) You cause nettles and thorns to spring from the ground in a 20 foot radius circle centered on a point within 60 feet. Roll your surge dice and note the result (minimum 3). The affected area counts as difficult terrain, and creatures who move through it take piercing damage equal to your number of surge dice divided by 2 for every 5 feet they move. At the start of each of your turns, reduce the result you noted by 3. When the result reaches 0, this effect ends.
Spore Sap (Action, S, F) You attempt to drain the health of an adjacent creature. Roll your surge dice and make a melee sorcery attack against an adjacent target. On a hit, the target takes necrotic damage equal to the result of your roll and you restore hit points equal to half that result. On a miss, the target still takes half of the rolled damage, but you do not regain any hit points.


Fulgar
Tapping the primal force of lightning allows the sorcerer to hurl blasts of electricity and even become electricity themselves.

Ongoing

While you channel this sorcery, your move speed is increased by 5 feet.
If you have at least 7 surge dice while you channel this sorcery, you have resistance to lightning damage.


Activated

Shockbolt (Action, S) You fling a bolt of electrical energy at a target within 60 feet. Make a ranged sorcery attack. On a hit, this does 1d10 lightning damage. This damage improves to 2d10 at 4 surge dice, 4d10 at 7 surge dice, and 6d10 at 9 surge dice.
Living Lightning (Bonus Action) You must have at least 4 surge dice to use this feature. As a bonus action, you move in a straight line to a point within 20 feet. Any creature you pass through during this movement must make a Dexterity save or take damage equal to your sorcerous ability modifier. The range of this feature increases to 40 feet at 7 surge dice and again to 60 feet at 9 surge dice.


Surge

Stormwake (Action, S, F) You create a blast of lightning that radiates out from you. Choose three 30 foot lines centered on you. Creatures in those lines must make a Dexterity save or take damage equal to your surge dice. On a successful save, they instead take half damage.
Ride the Lightning (Action, S, F, Concentration) You become a bolt of pure electricity. While this effect lasts, your move speed is doubled, you do not provoke opportunity attacks, and you cannot take any action except those granted by this sorcery or the Dash action. At the end of each of your turns, choose a target within 10 feet of you to take 1d8 lightning damage. If no target is in range, you take the damage instead. Once you have dealt this damage a number of times equal to your number of surge dice, this effect ends.


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 have advantage on ability checks and saving throws made to resist extreme environmental heat and cold. If you have at least 7 surge dice, this also applies to spells and effects which deal fire or cold damage.


Activated

Flare (Action, S) With a gesture, flame bursts around a target within 90 feet. The target must make a Dexterity saving throw. On a failed save, they take 1d12 fire damage. The damage increases to 2d12 at 4 surge dice, 4d12 at 7 surge dice, and 6d12 at 9 surge dice.
Suppress Flame (Action, S) With a gesture, a small fire (no larger than 5 foot by 5 foot) is extinguished.
Cloak of Flame (Bonus 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 on subsequent turns, 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 4 surge dice, you additionally have resistance to fire and cold damage while this effect lasts. If you have at least 7 surge dice, the damage of both effects increases to 2d8. If you have at least 9 surge dice, 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 fire damage equal to your surge dice. 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 take half of your surge dice in fire damage.


Praestigis
Attuning to a realm between thought and reality, the sorcerer can conjure illusions to confuse their foes.

Ongoing

While you channel this sorcery, you have advantage on Performance checks and saving throws against the Praestigis sorcery or spells of the illusion school.


Activated

False Sensation (Action, F) You create a false sensation which manifests to a single sense. The sensation appears in a 5 foot square within 30 feet of you. You can use this ability multiple times, adding more effects in the same location (you might create a creature, then add sound for that creature, then add a sense of touch to people contacting that creature, and so on). As a bonus action on subsequent turns, you can control the false sensation, including any additional effects added to it, moving it or adjusting its appearance. The effect must remain within 30 feet of you. After a minute, a given effect fades. Creatures which interact with the False Sensation receive an Intelligence save to recognize it as false.
Clone Self (Action, S, Concentration) You create a illusory clone of yourself, which occupies the same space as you. While the effect lasts, attack rolls against you have disadvantage. You can concentrate on this effect for up to 1 minute. If an attack roll against you has disadvantage and misses when the larger die would hit, this effect ends early. Once you have at least 7 surge dice, the effect does not end early until two attacks have missed in that fashion.


Surge

Phantasmal Duplicate (Action, S, F) You summon a phantasmal duplicate of yourself with hit points equal to the result of your surge dice. This duplicate appears within 30 feet. As a bonus action on your turn, you may swap places with your phantasmal duplicate. Whenever you make an attack or use a sorcery, you can treat the phantasm's location as your location. The phantasm has your armor class and move speed, and uses your saving throw and ability bonuses. On your turn, the phantasm automatically moves as you mentally direct it. As a bonus action, you can command the phantasm to make a single weapon attack or use any sorcery you possess which deals damage. If it does so, affected targets instead take psychic damage equal to your sorcerous ability score.


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 have advantage on Persuation checks and Perception checks which rely on hearing.
If you have at least 9 surge dice, 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 1d8 thunder damage. At 4 surge dice, the size of the cone improves to 15 feet and the damage improves to 2d8. At 7 surge dice, the size of the cone improves to 20 feet and the damage improves to 3d8. At 9 surge dice, the size of the cone improves to 30 feet and the damage improves to 5d8.
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 surge die you possess, you can communicate with them in a whisper. They cannot respond unless you have at least 7 surge dice. If you have at least 9 surge dice, 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 to your surge dice and slashing damage equal to half your surge dice. 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 your surge dice. 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 number of surge dice is reduced by half (rounded up). If you would be reduced to fewer than 1 surge dice, this effect ends.

MoleMage
2019-06-20, 10:36 PM
Magicus and Mortus sorceries are now written. Only 89 to go!

MoleMage
2019-06-28, 12:56 PM
This class is now feature-complete. Interested in any feedback people may have about the system or the class or individual sorceries.