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Thread: Sorcerer Remix [PEACH]
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- Sep 2013
Sorcerer Remix [PEACH]
More Edit: The revision is done. The sorcerer now has spell slots as normal, but gets more sorcery points relative to the RAW/PHB sorcerer. Instead of 1.5 the number of spell slots compared to other casters, as in 3.5, the sorcerer gets 1.5 the number of sorcery points compared to the RAW/PHB sorcerer. I considered giving the sorcerer one extra sorcery point per spell level when cashing in slots for sorcery points, but I think that's too many extra sorcery points - if I hadn't given it more base sorcery points, I could have given it the extra sorcery points for burning slots. Also, there is a cap on the number of spell slots a sorcerer may create of any given spell level.
Edit: After some back-and-forth on another topic, I've gone back to thinking about this 'brew and decided it's far too fiddly for 5e. If I'm being honest, the sorcerer would have been better served using the warlock's casting system, with the warlock either using the normal "full caster" slot progression, or something else entirely. But I don't want to go that far in remixing the sorcerer. So I'll re-visit this with a view to meeting my stated goals in a less complicated fashion. Long story short: I like the flexibility spell points give the sorcerer, conceptually, but upon further thinking, making a player have to work with dozens or hundreds of such points is a step too far away from how 5e gets things done. Look for a revision soon!
Hey, all. Here's a remix of the sorcerer, with adjusted metamagic and some new sorcerous origins.
Discussion & Design Goals
In 3.5, when the sorcerer appeared as a class, its shtick was that it knew fewer spells than the prepared casters, but could cast them more often. Of course, back then sorcerers could know a total of 34 spells, not counting cantrips. This was a key part of Xykon's strategy for beating his various foes - the fact that he could keep on trucking after they'd run out of juice. In 4e, the sorcerer lost this part of its identity when everyone used the same power use and refresh mechanic. Overall a 3.5 sorcerer had 1.5 times the slots any other caster did, not counting bonus slots from high ability scores.
Now, in 5e, the sorcerer has lost most of this capacity. Not only do they know far fewer spells (15 excluding cantrips), they also get the same number of spell slots as everyone else. Sorcerers can use sorcery points to get extra spell slots, but that often means foregoing their most notable unique feature: metamagic. And if they burn lower-level slots and sorcery points to cast 4th and 5th-level spells, they'll not only not get to use metamagic, but they'll also have fewer slots overall.
I'd like to bring a little of that 'more mojo' back into the game. Warlock casting in 5e complicates things, because warlocks get so many castings of highest-level spells, and if you try to let sorcerers beat them at that game it can get out of hand, especially right at the top end of tier 2 when 5th-level spells come online but warlocks haven't got their third slot.
So the primary goal of this remix is to give the sorcerer the ability to cast more spells than can a character with access to a slot recovery mechanic (wizards and land druids) without sacrificing its ability to use metamagic too much - in other words, either more slots or more sorcery points - without letting them completely outpace such a character. Such ability is limited to spells of 5th level or lower, of course. They can do any two of cast more slots overall (assuming they spread them out), cast more high-end slots (up to a limit), or pile on metamagic. Or they can do a reasonable mix of all three.
The other weakness of the sorcerer is that it doesn't get any distinguishing features in the core class other than metamagic and the sorcery points that fuel it. To a certain extent, that's the result of the design restrictions imposed on the class. I'd like to change that, although not too much.
A lesser problem is the sorcerer's limited spells known. It's not so much of a problem if you're not concerned about char-op the way folks on discussion boards such as this one tend to be, but it's not no problem. I don't want to give the sorcerer more freely-selectable spells known in the core class, but I do think that giving origin spells (similar to ranger archetype spells) is a way to give a sorcerer a thematic set of extra spells known (of up to 5th level, natch).
Spell Slots per Spell Level
Proficiency Bonus Cantrips Known Sorcery Points Spells Known
1st +2 4 2 2 2 - - - - - - - - - Sorcerous Origin, Sorcery 2nd +2 4 3 3 3 - - - - - - - - 2 known Spell Shaping, Sorcerous Sense 3rd +2 4 5 4 4 2 - - - - - - - 3 known - 4th +2 5 6 5 4 3 - - - - - - - 3 known Ability Score Improvement 5th +3 5 8 6 4 3 2 - - - - - - 3 known - 6th +3 5 9 7 4 3 3 - - - - - - 3 known Sorcerous Origin 7th +3 5 11 8 4 3 3 1 - - - - - 3 known - 8th +3 5 12 9 4 3 3 2 - - - - - 3 known Ability Score Improvement 9th +4 5 14 10 4 3 3 3 1 - - - - 3 known - 10th +4 6 15 11 4 3 3 3 2 - - - - 4 known Sorcerous Restoration 11th +4 6 17 12 4 3 3 3 2 1 - - - 4 known - 12th +4 6 18 12 4 3 3 3 2 1 - - - 4 known Ability Score Improvement 13th +5 6 20 13 4 3 3 3 2 1 1 - - 4 known - 14th +5 6 21 13 4 3 3 3 2 1 1 - - 4 known Sorcerous Origin Feature 15th +5 6 23 14 4 3 3 3 2 1 1 1 - 4 known - 16th +5 6 24 14 4 3 3 3 2 1 1 1 - 4 known Ability Score Improvement 17th +6 6 26 15 4 3 3 3 2 1 1 1 1 5 known - 18th +6 6 27 15 4 3 3 3 3 1 1 1 1 5 known Sorcerous Origin Feature 19th +6 6 29 15 4 3 3 3 3 2 1 1 1 5 known Ability Score Improvement 20th +6 6 30 15 4 3 3 3 3 2 2 1 1 5 known Sorcerous Paragon
As a sorcerer, you gain the following class features.
Hit Dice: 1d6 per sorcerer level.
Hit Points at 1st Level: 6 + your Constitution modifier.
Hit Points at Subsequent Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.
Saving Throws: Constitution, Charisma.
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
You start with the following equipment, in addition to any equipment granted by your background:
- (a) a light crossbow with 20 bolts, (b) any simple weapon.
- (a) a dungeoneerís pack or (b) an explorerís pack.
- Two daggers.
You have a sorcerous origin: a bloodline, destiny, or other circumstance that explains the source of your innate magical power. Choose one of the following sorcerous origins, detailed at the end of this chapter: Aberrant Bloodline, Arcane Heritage, Draconic Bloodline, Fey Bloodline, Fel Heritage, Flame Sorcerer, Undead Origin, and Wild Magic.
Your choice grants you features when you choose it at 1st level, and again at 6th, 14th, and 18th level.
Each sorcerous origin has a list of spells Ė its origin spells Ė that you can learn at the sorcerer levels noted in the origin description. Whenever you reach a sorcerer level that has origin spells, choose one spell from the origin spell list for that level to learn. Once you gain an origin spell, you always know it, and it doesnít count against the number of sorcerer spells you can learn. See the Sorcery feature for more information on spellcasting.
If you have an origin spell that doesnít appear in the sorcerer spell list, that spell is nonetheless a sorcerer spell for you.
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. Magic flows through your body, fuelling your ability to cast and shape spells.
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest. For example, if you know the 1st level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your sorcerer spells. You use Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Because you have inherent access to magic, you neednít rely on the material crutches that other spellcasters do, with some rare exceptions. You donít need material components to cast a spell unless they have a monetary cost associated with them or are consumed during the casting of the spell.
Font of Magic
The currents of magic flowing through the world are known by many names. This magic flows through you inherently, represented by a pool of sorcery points you expend to cast spells and use other sorcerer class features. You have 2 sorcery points, and you gain more as you gain levels in this class, as shown in the Sorcerer table. Whenever you finish a long rest, you regain any spent sorcery points.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th, and you can't create a spell slot of a level for which you do not already possess a spell slot, as shown in the Spell Slots per Spell Level columns of the Sorcerer table.. Any spell slot you create with this feature vanishes when you finish a long rest.
For example, if you are 3rd level, you have 5 sorcery points. If you know the 1st-level spell burning hands, you can use your bonus action to create a 1st-level spell slot by spending 2 sorcery points, or a 2nd-level spell slot by spending 3 sorcery points, and then use your action and expend that slot to cast burning hands as a 1st- or 2nd-level spell, respectively.
The maximum number of slots you may create at any given level equals your Charisma modifier (minimum 1 slot). Whenever you finish a long rest, the number of slots you have created in this fashion resets to 0.
Converting Spell Slots to Sorcery Points. As a bonus action, you can expend a spell slot and transform it into a number of sorcery points equal to the level of the expended slot.
Font of Magic
Spell Slot Level Sorcery Point
Sorcery Point Cost 1st 2 4th 6 2nd 3 5th 7 3rd 5 - -
Starting at 2nd level, you learn how to modify your spells to suit your needs. You learn two Spell Shaping options of your choice from the list provided at the end of the class description. You learn one additional such option at each of 3rd, 10th, and 17th level.
Whenever you cast a sorcerer spell, you may spend additional sorcery points to apply one spell shaping option that you know. You can only apply a single spell shaping option on a spell when you cast it, unless otherwise noted.
Spoiler: Design NotesSpell shaping is the new name for metamagic. I've so renamed it in order to make it more "sorcerer-y". "Metamagic" just sounds too... "wizard-y", if you take my meaning, whereas "spell shaping" just sounds more like something a sorcerer does.
Also at 2nd level, whenever a creature you can see uses its action to cast a spell, you easily perceive the magical threads it is pulling together. You immediately know the level and school of magic of the spell the creature is casting, and you can identify which spell it is without requiring any sort of action with a successful Intelligence check whose DC is 8 + the spell level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You canít increase an ability score above 20 using this feature.
Beginning at 10th level, you regain 2 spent sorcery points whenever you finish a short rest, increasing to 4 sorcery points starting at 20th level.
When you reach the pinnacle of sorcerous power at 20th level, you can choose one of the following features, gaining its benefits:
Improvised Magic. When you create a spell slot of 5th level or lower, you may spend additional sorcery points to cast a spell you donít know from the sorcerer spell list. You must spend 1 additional sorcery point to cast a spell of 1st, 2nd, or 3rd level in this manner, or 2 additional sorcery points to cast a spell of 4th or 5th level. After using this feature, you must finish a long rest before you can do so again.
Leisurely Concentration. When you cast a spell of 5th level or lower that requires concentration as part of its duration, you may spend 1 sorcery point to ignore the requirement to concentrate on the spell for 1 minute. After using this feature, you must finish a long rest before you can do so again.
Sorcerous Empowerment. When you cast a sorcerer spell of 1st through 4th level that you know, you can cast it as if from a slot level up to one level higher than the spellís base level without spending additional sorcery points. After doing so, you must finish a short or long rest before you can use this feature again. For example, if you know color spray, you can cast it from a 2nd-level spell slot while only spending the sorcery points to create a 1st-level spell slot.
Spell Shaping Mastery. You may apply up to two spell shaping options whenever you cast a sorcerer spell by spending one additional sorcery point per spell shaping option applied.
Spell Shaping Options
Spoiler: Design NotesI ought to come up with a few more metamagic options at some point.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spellís full force. To do so, you spend 1 sorcery point and choose a number of creatures up to your Charisma modifier (minimum of 1 creature). Each creature so chosen automatically succeeds on its saving throw against the spell.
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of damage dice up to your Charisma modifier (minimum of one die). You must use the new rolls.
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
When you cast a spell that forces one or more creatures to make a saving throw to resist its effects, you can spend 1 sorcery point to give one target of the spell disadvantage on its first saving throw made against the spell.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
When you cast a spell, you can spend 1 sorcery to cast it without requiring any verbal or somatic components.
When you cast a spell that targets only one creature and doesnít have a range of ďSelfĒ, you can spend sorcery points to target a second creature in range with the same spell. The number of sorcery points you must spend depends on the spell's level, as shown in the Twinned Spell table.
A spell must be incapable of targeting more than one creature at the spellís current level to be eligible for this spell shaping option. For instance, magic missile and scorching ray arenít eligible, but ray of frost and chromatic orb are.
Sorcery Point Cost Cantrip 1 5th 3 1st 1 6th 3 2nd 2 7th 4 3rd 2 8th 4 4th 3 9th 5
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Re: Sorcerer Remix [PEACH]
Different sorcerers have different origins for their magic. Some sorcerers might magic as a result of a heritage passed down from their ancestors, the result of long-ago contact with dragons, fey, or fiends. Others might have magic in their blood as a result of an exposure to unusual energies or planes of existence, failed or successful magical experiments, or the destruction of powerful artifacts.
A sorcerer with an aberrant bloodline has a taint in his or her past. Perhaps a distant ancestor was affected by forbidden lore not meant for mortal minds, or perhaps the sorcerer was born in a place corrupted with eldritch energies. Aberrant sorcerers struggle constantly against the strain of the mind-breaking forces that flow through their veins.
You gain origin spells at the sorcerer levels listed in the Aberrant Bloodline Spells table. See the Sorcerous Origin class feature for how origin spells work.
Aberrant Bloodline Spells
Sorcerer Level Spells 1st dissonant whispers 3rd crown of madness 5th hunger of Hadar 7th confusion 9th contact other plane
At 1st level, the whispers in your mind have taught you utterances in a tongue filled with eldritch power. You learn the Unutterable Word warlock invocation. See the warlock class description for details.
As you gain levels in this class, you can learn warlock invocations that have the Unutterable Word invocation as a prerequisite:
- When you reach 6th level, you learn either the Frightful Word or Scourging Word invocation (your choice).
- When you reach 10th level, you learn either the Bewitching Word or Repellant Word invocation (your choice).
Spoiler: Unutterable WordSince I don't have my homebrewed invocations here, here is a description of these invocations. There's a whole set of invocations that you can use with the Unutterable Word.
Originally Posted by Unutterable WordOriginally Posted by Frightful WordOriginally Posted by Scourging WordOriginally Posted by Bewitching WordOriginally Posted by Repellant Word
Starting at 6th level, you can manifest the strange energies flowing through you as bizarre new growths or modifications to your body. As an action, you can spend 2 sorcery points to create one of the following effects of your choice for 1 hour.
- Digging Claws: You gain a burrowing speed of 15 feet.
- Elongated Arms: Your reach increases to 10 feet.
- Gills and Fins: You gain a swimming speed of 30 feet, and can breathe both water and air.
- Long Legs: Your walking speed increases by 10 feet.
- Pseudopod: You gain an extra arm.
- Vestigial Face: A second face grows on your head. You canít be blinded unless both sets of eyes are affected, and you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find objects or notice hidden creatures.
Beginning at 14th level, you can sense things that are amiss, and learn to rely on strange senses beyond the normal. You have advantage on Wisdom (Perception) checks to avoid being surprised, and you have blindsight and tremorsense with a range of 30 feet.
Clarity of Madness
When you reach 18th level, your understanding of the horrors of the universe has granted you an unnatural clarity of mind. You canít be frightened or charmed, you can see illusion spells and effects for what they really are, and you become immune to psychic damage.
A sorcerer with an arcane origin might have a powerful wizard or warlock as an ancestor, an ancestor whose magic passed down through the generations, perhaps without manifesting, until now. Or, such a sorcerer might have been exposed to some powerful magical effect at a young age. Whatever the case, sorcerers with this origin have a powerful connection to raw magic and force energy.
You gain origin spells at the sorcerer levels listed in the Arcane Origin Spells table. See the Sorcerous Origin class feature for how origin spells work.
Arcane Origin Spells
Sorcerer Level Spells 1st illusory script 3rd arcane lock 5th dispel magic 7th arcane eye 9th telekinesis
You have an innate sense for detecting arcane forces around you. Starting at 1st level, you can cast detect magic without expending a spell slot. You must finish a short or long rest before you can do so again. You need not know this spell in order to cast it in this way.
When you reach 6th level in this class, you can cast detect magic without expending a spell slot twice in between rests, and when you reach 14th level, you can cast it at will without expending a spell slot.
Store of Magic
Also at 1st level, you learn how to store patterns of magic in an object, not unlike how wizards learn to inscribe spells in a spellbook.
You learn one additional 1st-level spell, which can be from the sorcerer or wizard spell list. You learn an additional spell via this feature at each of 3rd, 5th, 7th, and 9th level. These additional spells must be of a level for which you can generate spell slots, and they may be from the sorcerer, warlock, or wizard spell list.
The additional spells you gain from this feature donít count against the number of spells you can learn, and you canít replace them with other spells as you gain sorcerer levels. Even if they arenít on the sorcerer spell list, they are nonetheless sorcerer spells for you. In addition, they are stored in some specially enchanted object, such as a spellbook or arcane focus, which you include in your starting equipment. You canít cast these additional spells unless you have the object in which they are stored on your person.
When you reach 6th level, you learn the power of ritual magic. You can cast any sorcerer spell you know (whether through your Sorcery class feature or through the Store of Magic feature) as a ritual if it has the ritual tag.
At 14th level, whenever you cast a spell that deals force damage, you can add your Charisma modifier to one of the spellís damage rolls.
Sorcerous Spell Mastery
Beginning at 18th level, you have achieved such control over shaping the raw threads of magic that you can cast some spells at will.
Choose one 1st-level and one 2nd-level spell that you know. You can cast those spells at their lowest level without expending sorcery points to create a spell slot. If you want to cast either spell at a higher level, you must expend sorcery points as normal. By spending 8 hours in meditation, you can exchange one or both of these spells for different spells of the same level.
This sorcerous origin is detailed in the Player's Handbook. Included in this section is its list of origin spells.
You gain origin spells at the sorcerer levels listed in the Draconic Bloodline Spells table. See the Sorcerous Origin class feature for how origin spells work.
Draconic Bloodline Spells
Sorcerer Level Spells 1st cause fear 3rd dragon's breath 5th protection from energy 7th elemental bane 9th control winds
If you have this origin, then the power of the mysterious fey flows through your veins. Perhaps an ancestor of yours was a fey creature, or perhaps you yourself visited the fey realms and were altered by them in some lasting fashion.
You gain origin spells at the sorcerer levels listed in the Fey Bloodline Spells table. See the Sorcerous Origin class feature for how origin spells work.
Fey Bloodline Spells
Sorcerer Level Spells 1st Tasha's hideous laughter 3rd pass without trace 5th speak with plants 7th hallucinatory terrain 9th dream
You develop an affinity for the magic of faerie creatures. Starting at 1st level, you learn the druidcraft cantrip. This cantrip doesnít count against the number of cantrips you know and is a sorcerer spell for you. In addition, whenever you learn a spell when gaining a level, or replace a spell you know with a new spell, you can learn a spell from the druid spell list instead of the sorcerer spell list. If this spell is not on the sorcerer spell list, it is nonetheless a sorcerer spell for you.
At 6th level, as an action, you can touch a creature and magically intuit its current emotional state. If the target is a celestial, fiend, or undead, you also immediately discern its nature. If the target fails a Charisma saving throw against your spell save DC, you also learn its alignment. Celestials, fiends, and undead automatically fail the saving throw.
When you reach 14th level, you are able to adopt a glamour that makes you seem more impressive, imposing, or alluring to the creatures around you. As an action, you can choose one humanoid or beast within 30 feet that you can see. If the target can see you, it must succeed on a Wisdom saving throw against your spell save DC or be magically charmed. After using this feature, you must finish a short or long rest before you can use it again. You can have no more than one creature charmed via this feature at a time.
An affected target regards you as a trusted friend to be heeded and protected. Although it isnít under your control, and you canít force it to act against its will, it interprets your requests and actions in the most favourable way it can.
An affected target can repeat the saving throw any time you or one of your allies does anything harmful to it, or if you request it to do anything that is self-evidently harmful or suicidal (such as leaping into a deep chasm), ending the effect on itself on a successful save. Otherwise, the effect lasts for 2 hours or until you die, are on a different plane of existence from the target, successfully charm another creature using this feature, or end the effect using a bonus action. Any time a creature succeeds a saving throw against your Charming Glamour, it is immune to this feature for the next 24 hours.
When the Charming Glamour effect expires, the target must repeat the saving throw. On a success, it realises that you charmed it using magic.
Starting at 18th level, your faerie magic comes to epitomise the nature of the fey. Choose one of the following abilities from the options described below.
Illusory Appearance. You can cast disguise self at will without expending a spell slot.
Treewalker. You can cast tree stride without expending a spell slot. You canít do so again until you finish a long rest.
Vanish. As an action, you can become invisible for 1 hour or until you cast a spell or make an attack. After using this feature, you must finish a short or long rest before you can use it again.
A sorcerer with this origin has the corruption of fiends in his or her ancestry or recent past. Such a sorcerer might have an ancestor who struck a bargain with a fiend, trading away something precious for power, or who summoned a fiend using powerful magic. Alternately, such a sorcerer might have been born or raised in an area awash with fel power, such as a place that once held a portal to fiendish realms.
You gain origin spells at the sorcerer levels listed in the Fel Heritage Spells table. See the Sorcerous Origin class feature for how origin spells work.
Fel Heritage Spells
Sorcerer Level Spells 1st charm person 3rd suggestion 5th summon lesser demons 7th summon greater demon 9th dispel evil and good
You can channel the corrupting power of fiends. Starting at 1st level, you learn the fire bolt cantrip. It doesnít count against the number of cantrips you know.
Also at 1st level, you can touch a creature to fill it with dread. Make a melee spell attack against a creature within reach as a bonus action. On a hit, the target must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn.
You can use this feature twice, recovering expended uses whenever you finish a short or long rest.
When you reach 10th level in this class, a frightened target remains frightened for up to 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Beginning at 6th level, you learn hellish rebuke. It doesnít count against the number of spells you know and it is a sorcerer spell for you. You can cast it once without expending a spell slot. You canít cast it in this way again until you finish a short or long rest.
At 14th level, you can cast this spell without expending a spell slot twice in between short or long rests.
At 14th level, as a bonus action on your turn, you can manifest a pair of batlike wings from your back, gaining a flying speed equal to your current speed. The wings last until you dismiss them using a bonus action on your turn.
You canít manifest your wings while wearing armour, unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
When you reach 18th level, you can manifest the fel power at your command into the form of something not unlike the bargains that true fiends secure with mortals.
You and another creature spend at least 1 minute in a ritual to craft the bargain, sealing it with a handshake, kiss, or other similar joint physical contact.
As part of the ritual, you spend a number of sorcery points equal to your Charisma modifier (minimum 1 sorcery point), reducing your sorcery point maximum by an identical amount. You recover the spent sorcery points, and your sorcery point maximum returns to normal, after you finish a long rest. The other party to the bargain spends two Hit Dice, rolling the spent Hit Dice and subtracting the total from both its current hit points and its hit point maximum. The reduction to the other partyís hit point maximum lasts until it finishes a long rest. A creature dies if its hit point maximum reaches 0.
For the next hour after the bargain is sealed, the creature with whom you crafted the bargain adds your Charisma modifier (minimum 1) to one attack roll or one damage roll on each of its turns.
Spoiler: Design NotesI figure this feature is powerful enough - but it would be nice to have you the sorcerer get something out of the bargain. I'm just not sure what. Maybe the ability to use the other party's Hit Dice to restore your own hit points, or on a limited basis as a substitute for sorcery points?
There are various metaphors used to describe the flow of magic through the world, and to describe its nature. For you, magic is fire. Your magic comes from the power of elemental fire itself. Perhaps you can count an efreet among your ancestors, or your ancestors made a pact with such a creature. Perhaps you survived a sojourn on the Plane of Elemental Fire, and were irrevocably altered by it. Whatever the source of your magic, it burns within you, and you unleash it with gouts of flame.
You gain origin spells at the sorcerer levels listed in the Flame Sorcerer Spells table. See the Sorcerous Origin class feature for how origin spells work.
Flame Sorcerer Spells
Sorcerer Level Spells 1st absorb elements 3rd continual flame 5th fireball 7th wall of fire 9th immolation
Your soul blazes with your connection with elemental fire, and elemental creatures recognise your nature. At 1st level, you know the Primordial language and its Ignan dialect, and whenever you make a Charisma check when dealing with an elemental from the Plane of Fire, you add double your proficiency bonus to the check if you have an applicable proficiency, and half your proficiency bonus if you don't. You also resist fire damage.
Also at 1st level, you can transform the fire within into fire without, igniting objects you touch. As an action, you can magically ignite an inflammable object, such as a torch, stack of paper, or fabric, with the touch of your hand. If the object you wish to set alight is being worn or wielded by a creature, the creature must either allow you to do so, or you must hit it with a melee spell attack that sets the target object alight on a hit instead of dealing damage. You can attempt to set a creature alight using this feature by hitting it with a melee spell attack. A creature so affected takes 1d4 fire damage at the start of each of its turns until a creature uses an action to put out the flames.
You learn how to harness the fire of your magic to radiate flames around you. Starting at 6th level, whenever you use your action to cast a spell, as a bonus action, you can spend 1 sorcery point to take on a fiery mien for 1 minute. You emit bright light in a 30-foot radius and dim light for a further additional 30 feet. Your body glows with heat, flames flicker up and down your form, and your eyes and tongue appear as hot embers.
In addition, any creature within 5 feet of you that you touch (requiring a successful melee spell attack on your turn for an unwilling creature), that touches you, or that hits you with a melee attack takes fire damage equal to your Charisma modifier (minimum 1 damage).
Objects you are wearing or wielding are unaffected by this feature.
One with Flame
As the flame within you burns hotter, you learn to vanish and reappear within nearby fires in a flash of fire and a puff of smoke. When you reach 14th level, you become immune to fire damage. In addition, instead of moving normally on your turn, you can spend 2 sorcery points to teleport to an empty space within 60 feet of you that you can see as long as the space is within a source of flame no smaller than a typical fireplace, or within 5 feet of such a source.
The power of your inner fire is such that it cannot be easily quenched when unleashed upon the world. Beginning at 18th level, when you cast a spell that deals fire damage, if a target of the spell is immune to fire damage it is considered to resist fire damage instead. In addition, any creature that takes fire damage from a spell you cast or from your Blazing Body feature is set alight, taking 1d6 fire damage at the start of each of its turns.
A creature set alight by this feature can attempt to douse the flames by taking an action to do so (or another creature can use its action to attempt to douse the flames on its behalf), but in order to do so it must also succeed on a Dexterity saving throw, with disadvantage, against your spell save DC, as the flames magically resist the effort to put them out.
You have a mystical connection to the magics wielded by ancient serpents and serpent-like creatures that ruled the world in elder times. Perhaps you are descended from these creaturesí interbreeding with other humanoids, or their slaves can be found deep among your ancestors. Or perhaps they exist still, and your power has come from their experiments. As a result of your bloodline, you have a way with snakes, and as you gain levels in this class, you take on an increasingly serpentine countenance.
You gain origin spells at the sorcerer levels listed in the Scaly Bloodline Spells table. See the Sorcerous Origin class feature for how origin spells work.
Scaly Bloodline Spells
Sorcerer Level Spells 1st animal friendship 3rd beast sense 5th conjure animals 7th freedom of movement 9th dominate person
You know how to converse with serpents, and how to convince them to come to your aid. Starting at 1st level, you can speak with snakes as if you were under the effect of speak with animals. You must know the spell and cast it normally to be able to speak with any other kind of animal. In addition, whenever you make an Intelligence or Charisma ability check related to snakes or serpents, you add double your proficiency bonus if you have a relevant proficiency, or half your proficiency bonus if you donít.
Also at 1st level, you can manifest snake-like fangs that can deliver a vicious venom. As a bonus action, you can spend 2 sorcery points to manifest the fangs for 1 minute. While you possess the fangs, when you take the Attack action on your turn, you can use one of your available attacks to make a bite attack with the fangs.
Your fangs are considered a melee weapon with the finesse property, dealing 1d6 piercing damage on a hit. In addition, a creature you hit with your bite attack must succeed on a Constitution saving throw or take 1d6 poison damage. When you reach 6th level in this class, a creature that fails this saving throw becomes poisoned for 1 minute. The poison damage increases as you gain character levels, becoming 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Starting at 10th level, whenever you use your action to cast a spell, you may make a bite attack with the fangs as a bonus action.
When you reach 6th level, you can gain steadfast allies among snakes. You learn find familiar, and can cast it as a ritual.
When casting find familiar in such a fashion, instead of the normal familiars granted by the spell, you gain your choice of a poisonous snake or a giant poisonous snake as a familiar, and this familiar is a beast rather than a celestial, fey, or fiend.
In addition to its other special abilities, your serpent familiar receives the following benefits:
- It uses your proficiency bonus instead of its own for ability checks, attack rolls, and saving throws.
- It adds your Charisma modifier, instead of its Strength or Dexterity modifier, to damage rolls it makes with its weapon attacks.
- It gains a sorcerer Hit Die for each sorcerer level you have when you gain the familiar, and a sorcerer Hit Die for each sorcerer level you gain while it is your familiar, rolling the Hit Dice gained and adding the results to its current hit points and hit point maximum.
- If you use your reaction to command it, on its turn your familiar can take the Attack action. It canít use any Multiattack feature it may possess.
- A poisonous snake familiar has advantage on Stealth checks.
You become more like the ancient serpents of yore. Starting at 14th level, you resist poison damage and have advantage on saving throws against poison.
Why did it have to be snakes?
Snakes come at your beck and call. At 18th level, as an action, you can spend sorcery points to summon a number of swarms of poisonous snakes equal to your Charisma modifier (minimum 1 swarm) for 1 minute, during which time you must concentrate on the effect as if concentrating on a spell. You spend 1 sorcery point, plus 1 sorcery point per swarm summoned.
The swarms remain for the duration, or until you dismiss them as a bonus action, or until you lose concentration. While the swarms are present, they follow your commands to the best of their abilities.
After using this feature, you must finish a short or long rest to use it again.
Twisted, necrotic power flows within you. Perhaps you were undead once, then killed and resurrected to your living self. Perhaps you had one or more ancestors who were steeped deeply in necromancy, or who were turned undead themselves. Because of this taint, you might have a deathly pallor, or even a faint charnel odour. At any rate, you can command deathly magic with great facility.
You gain origin spells at the sorcerer levels listed in the Undead Origin Spells table. See the Sorcerous Origin class feature for how origin spells work.
Undead Origin Spells
Sorcerer Level Spells 1st false life 3rd gentle repose 5th animate dead 7th blight 9th danse macabre
You easily master spells that weaken and kill. When you manifest this origin at 1st level, you can choose to learn necromancy cantrips and spells from any class' spell list. Any such spell that isn't on the sorcerer spell list is nonetheless a sorcerer spell for you. As you gain levels in this class, whenever you can learn a new spell or replace one spell with another, including cantrips, the new spell may be any necromancy spell, even if it isnít on the sorcerer spell list. Any such spell that you learn that isnít on the sorcerer spell list is nonetheless a sorcerer spell for you.
You become more like the undead. When you reach 6th level, you resist necrotic damage, and your hit point maximum canít be reduced except by your own abilities or features. In addition, you can use your bonus action to take on a deathly countenance for 1 minute. When you do so, choose one of the following effects, which lasts for the duration of the deathly countenance. After taking on a deathly countenance, you canít do so again until you finish a short or long rest.
Freezing Touch. Your hand appears skeletal and is covered with an icy rime. When you take the Attack action on your turn, you forego one or more weapon attacks to make one melee spell attack for each weapon attack foregone. On a hit, the target takes 2d6 cold damage and must make a Constitution saving throw against your spell save DC. The target is restrained until the end of your next turn on a failed save, or hindered until the end of your next turn on a successful save. Starting at 14th level, a target that fails its save is paralysed until the end of your next turn instead, and whenever you use your action to cast a cantrip on your turn, you can make this melee spell attack as a bonus action.
Ghostly Pallor. You become translucent. You resist bludgeoning, piercing, and slashing damage, and you can move through creatures and objects as if they were difficult terrain on your turn. If you end your turn in the same space as another creature or object, you are ejected to the nearest unoccupied space of your choice, taking 1d10 force damage in the process. Starting at 14th level, you are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Rotting Flesh. Your flesh is pallid and scabrous, and noxious vapours surround you. Whenever a creature enters a space within 5 feet of you, or starts its turn within 5 feet of you, it must succeed on a Constitution saving throw, against your spell save DC, or become poisoned until the end of your next turn. Starting at 14th level, a creature that fails its saving throw is poisoned for 1 minute instead. Constructs, undead, and creatures that are immune to disease canít be affected by this feature.
You have a way with communicating with the dead, and with the undead. Starting at 14th level, you learn speak with dead and can cast it at will without expending a spell slot. The spell doesnít count against the number of spells you can learn and it is a sorcerer spell for you.
In addition, whenever you make a Charisma ability check in a social interaction with an undead, you add double your proficiency bonus to the check if you have a relevant proficiency, or half your proficiency bonus if you don't.
You are increasingly like the undead in body and soul. At 18th level, you do not need food, water, or sleep, although you must still meet all other requirements of a short or long rest in order to gain its benefits. In addition, you can spend 3 sorcery points to enter a deathly countenance (as per your Grave-Touched Nature feature) without using one of your available uses of that feature.
This sorcerous origin is detailed in the Player's Handbook. Included in this section is its list of origin spells.
Spoiler: Design NotesI'd love to come up with a feature for this origin that replicates, or is reminiscent of, the old wild magic spell Nahal's reckless dweomer. (You might still have to do a search for the spell in the linked page.) But that might be better for a wizard's arcane tradition that taps into wild magic somehow.
You gain origin spells at the sorcerer levels listed in the Wild Magic Spells table. See the Sorcerous Origin class feature for how origin spells work.
Wild Magic Spells
Sorcerer Level Spells 1st chaos bolt 3rd Nystul's magic aura 5th hypnotic pattern 7th polymorph 9th mislead
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