Unlike wizards, who must study the Arcanum to gain a true understanding of its magic, sorcerers encompass arcane casters who pull upon their natural magical heritage or individuals who have somehow been touched by a force which gives them the sorcerous ‘spark’.

Beyond the origins provided below, there are several unique origins, elorii bloodlines, and the War Mages of the Coryani Empire. Of the core origins the Draconic Bloodline is fitting for female ss’ressen. Sorcerers gain the “Hunted by Ymandragore” trait, owing to the Sorcerer-King’s desire to hunt down all people capable of casting arcane spells.

Elorii Elementalist


Created through a combination of ssanu thaumaturgy, elemental magic, and the essence of a goddess, the elorii have a unique elemental resonance. Naturally many elorii blessed with the arcane spark find a deep a connection to their elemental nature.

Elorii elementalists master their magic through deep introspection. They strive to fully comprehend their elemental nature and learn how to pull upon the potency of their ancestry to enhance their spells.

Racial Restriction: Only elorii may become elorii elementalists. As you gain levels in the sorcerer class you must choose the elemental powers pertaining to your sub-race.

Elemental Bolt

All Elorii Elementalist Learn the Elemental Bolt cantrip with the ability to cast it with the element appropriate to their blood line.

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Air

(Osalikene)


Magic sings through you like chimes on the wind, empowering your body and magic with unparalleled grace.

I Am the Wind

From 1st level, you possess the ability to change the damage type of any spell you cast to Lightning damage for 1 sorcery point. Also, any time you cast a spell which deals Lightning damage you increase the amount dealt by your Charisma modifier. If a spell has multiple targets, this bonus damage may only be applied to a single target. The damage is applied to all targets affected by area of effect spells.

The Wind Forever at My Back

At 6th level, the winds surround you at all times. You can cast jump and featherfall on yourself at will, without expending a spell slot or material components. Additionally, you have advantage on all Constitution checks to maintain concentration on fly.

Elemental Nature

At 14th level you deepen your connection to your elemental nature and the forces of the air. As an action, you may spend 2 arcane points to gain immunity to lightning damage for 1 hour.

Also, any spell you cast that deals lightning damage now ignores resistance to that kind of damage or if the target is immune to lightning damage they take half damage as if they were resistant instead.

I Am the Whirlwind

Upon reaching 18th level you learn how to fully express your elemental nature, if only for a short time. As a bonus action, you can expend 5 arcane points and take on the form of an air elemental as if you cast shapechange. Unlike the spell, you retain your ability to cast spells and use Bloodline Powers and all damage dealing spells cast by you during the duration deal lightning damage instead of the spell’s regular damage type.

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Earth

(Mârokene)


You embody the elemental power of stone. Its resonance channels through you, empowering your body and crushing your foes.

I Am the Stone

Starting at 1st level, you can tap into your elemental nature to empower your spells and make your skin as durable as stone.

When not wearing armor or wielding a shield, your AC is equal to 10 + your Charisma modifier + your Dexterity modifier.

The Avalanche

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Also, as a bonus action you may spend 1 arcane point to imbue your body with the strength of the earth. For 1 minute, your melee attacks deal additional damage equal to your Charisma modifier. This effect ends early if you remain off the ground for an entire round. Flying or moving to the second floor of a building are both considered to be off the ground.

Elemental Nature

At 14th level you deepen your connection to your elemental nature and the forces of the earth. As an action, you may spend 2 arcane points to gain resistance to non-magical bludgeoning, piercing, and slashing damage for 1 hour.

The Unbending Nature of Stone

Upon reaching 18th level you learn how to fully express your elemental nature, if only for a short time. As a bonus action, you can expend 5 arcane points and take on the form of an earth elemental for 1 hour as if you cast shapechange. Unlike the spell, you retain your ability to cast spells and use Bloodline Powers and all damage dealing spells cast by you during the duration deal bludgeoning or acid damage instead of the spell’s regular damage type.

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Fire

(Kelekene)


You embody the elemental power of fire. It burns in your soul and urges you to action. But the inferno is unpredictable and can incite unrelenting terror in those that gaze upon it.

I Am the Flame

From 1st level, you possess the ability to change the damage type of any spell you cast to fire damage for 1 sorcery point. Also, any time you cast a spell which deals fire damage you increase the amount dealt by your Charisma modifier. If a spell has multiple targets, this bonus damage may only be applied to a single target. The damage is applied to all targets affected by area of effect spells.

The Fire Within

Starting at 6th level, you constantly radiate an aura of heat, allowing you to remain comfortable in temperatures down to -40 degrees Fahrenheit.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, as a reaction you can bathe your attacker in flames. The creature must make a Dexterity saving throw or take 2d8 fire damage, or half as much on a successful save. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses after completing a long rest.

Elemental Nature

At 14th level you deepen your connection to your elemental nature and the forces of fire. As an action, you may spend 2 arcane points to gain immunity to fire damage for 1 hour.

In addition, any spell you cast that deals fire damage ignores resistance to fire or if the target is immune to fire damage they take half damage as if they were resistant instead.

Wildfire

Upon reaching 18th level you learn how to fully express your elemental nature, if only for a short time. As a bonus action, you can expend 5 arcane points and take on the form of an fire elemental for 1 hour as if you cast shapechange. Unlike the spell, you retain your ability to cast spells and use Bloodline Powers and all damage dealing spells cast by you during the duration deal fire damage instead of the spell’s regular damage type.

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Life

(Ardakene)


Unique among their kind, the Ardakene possess a resonance attuned to the radiant energy of life, a gift that allows them to do what few other practitioners of the arcane can. Not only can they heal wounds and burn opponents with their own life force, they are living antithesis to the energies that power the undead.

Expanded Spell List

You learn your choice of the sacred flame or lance of faith cantrip. Also, your unique nature and connection to the energy of life lets you choose from an expanded list of spells when you learn an sorcerer spell. The following spells are added to the sorcerer list for you. When you cast these spells, they are considered arcane spells.

Sorcerer Level Spell
2nd cure wounds
4th lesser restoration
6th revivify
8th death ward
10th mass cure wounds

Sense Life

As an action you may focus your senses detecting living creatures for as long as your concentrate on doing so. For the duration, you know if there is any beasts, dragons, fey, giants, humanoids, monstrosities or plants within 30 feet of you, as well as where the creature is located. You can sense life through most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Empowered Radiance

Starting at 6th level, any time you cast a spell that deals radiant damage you regain a number of hit points equal to your Charisma modifier.

Alternatively, as an action you may spend 1 arcane point and touch a friendly creature to form a radiant bond with them for 1 minute. As long as you and your ally remain within 30 feet of each other, your ally regains a number of hit points equal to your Charisma modifier whenever you cast a spell that deals radiant damage.

While you have a radiant bond, you do not regain hit points from this feature, only the creature you chose. You can only have one radiant bond active at a time.

Elemental Nature

At 14th level you deepen your connection to the forces of life. As an action, you may spend 2 arcane points to gain immunity to either radiant or necrotic damage for 1 hour.

Additionally when you roll damage for a spell that deals radiant damage or when casting spells that restore hit point damage, you deal additional damage or restore additional hit points equal to your Charisma modifier.

Project Radiance

Starting at 18th level, you gain the ability to project radiant energy out and around you. As an action, you can expend 5 arcane points to radiate an aura of bright light, burning the unclean and protecting you from their foul magic for as long as you concentrate on the effect.

While concentrated on this aura of bright light moves with you, shedding bright light in a 20-foot radius and dim light for an additional 20 feet beyond that. Your aura instantly suppresses any magical darkness it touches.

Any friendly creatures within your aura gain resistance to necrotic damage as long as they remain in light of your aura.

Any infernal or undead that starts their turn within your aura must make a Constitution saving throw. A creature takes 5d10 radiant damage on a failed save, or half as much damage on a successful one.

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Water

(Berokene)


You embody the fluidity and crushing strength of water.
Your power is shapeless and formless, but strong enough to topple mountains.

I Am Water

From 1st level, you possess the ability to change the damage type of any spell you cast to cold damage for 1 sorcery point. Also, any time you cast a spell which deals cold damage you increase the amount dealt by your Charisma modifier. If a spell has multiple targets, this bonus damage may only be applied to a single target. The damage is applied to all targets affected by area of effect spells.

Freezing Waters

Starting at 6th level, any time you damage a creature with a sorcerer spell that deals cold damage or uses water, that creature’s speed is reduced by 10 feet and must make a Constitution saving throw. On a failed save, the creature is restrained until the end of your next turn.

Elemental Nature

At 14th level you deepen your connection to your elemental nature and the forces of water.
Any spell you cast that deals cold damage now ignores resistance to that kind of damage or if the target is immune to cold damage they take half damage as if they were resistant instead.

Additionally as an action, you may spend 2 arcane points to gain immunity to cold damage for 1 hour.

Crushing Waves

Upon reaching 18th level you learn how to fully express your elemental nature, if only for a short time. As a bonus action, you can expend 5 arcane points and take on the form of a water elemental as if you cast shapechange. Unlike the spell, you retain your ability to cast spells and use Bloodline Powers and all damage dealing spells cast by you during the duration deal cold damage instead of the spell’s regular damage type.

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War Mage


During its early expansion, the Coryani Empire found that it’s most devastating auxilia were those comprised of War Mages. Exceedingly rare, these men and women were able to tap into the most destructive mystic arts while at the same time close with the enemy and be just as deadly with a gladius.

Over time, other militaries saw the wisdom in fielding such highly skilled and versatile soldiers; their only drawback being the difficulty in finding those with the temperament to serve as a War Mage.

Military Training

As you take levels in the Sorcerer, you continue to train with both arms and armor and your magic. You gain the abilities below at the indicated levels in this class.
Physical Training: Starting at 1st level, your hit point maximum increases by 3. In addition, any time you increase your level in this class, your hit point maximum increases by 1.
Martial Training: At 1st level, you gain proficiency in light and medium armor as well as simple and martial weapons.
Force of Will: Starting at 2nd level you can add your Charisma modifier to any Constitution saving throw you make to maintain your concentration on a spell which is currently affecting a friendly creature.

Battlefield Magic

When you cast a spell, you can siphon and reshape some of its arcane power, channeling to fortify an ally.
When you cast a spell, you can spend 1 arcane point to grant 5 + your Charisma modifier temporary hit points to a friendly creature you can see within 10 feet. These temporary hit points remain for 1 hour.

Battle Mage

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, any time you cast a spell that targets one or more friendly creatures, you can make a melee attack as a bonus action.

War Magic

Starting at 14th level, when you use your action to cast a spell, you can make a melee attack as a bonus action.

Eldritch Strike

Starting at 18th level, you learn how to make your weapon strikes create openings in a creature’s resistance for your spells to exploit.
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When you hit a creature with a weapon attack, that creature does not benefit from its resistances or immunities for the next spell you cast before the end of your next turn.

Wild Magic (House)


Wild Magic Surge

At 1st level, immediately after you cast a sorcerer spell of 1st level or higher, you may roll a d10. If you the result is equal to or lower than the spells level, roll on the Wild Magic Surge table to create a random magical effect.

Random Magical Effects d10000

Tides of Chaos

Starting at 1st level, you can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time you cast a spell of 1st level or higher before you regain the use of this feature, you must use the Wild Magic Surge feature. You regain the use of Tide of Chaos after triggering a random magical effect.

Bend Luck

Starting at 6th level, when another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, when you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.


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