authorization [edit ]
Sorcerer Subclass You were selected by a mighty entity to be their ace in this world. They have channeled their raw power into you to be used as you see paroxysm. You may have been chosen by a deity of fuel, a mighty sorcerer, or an eldritch deity. The expression of your powers may reflect the entity you were chosen by, however the basics of authorization are the lapp .
- Empowered Cantrips
At first flat when you choose this lineage your cantrips overflow with energy, causing your spells to become endow. Whenever you hit with a damaging cantrip peal a number of d4 depending on your level, on a 4 you get an overload bespeak. You lose one overcharge points every x seconds depending on your flush. until you do n’t have any impart. You may spend your overcharge points to make your next damaging spell be cast as if the spell time slot used was one charge higher for each overload points spent that way .
Sorcerer Level | D4 Rolled per Cantrip | Overcharge point duration |
---|---|---|
1st | 1 D4 rolled | 18 seconds (3 turns) |
6th | 2 D4 Rolled | 30 seconds (5 turns) |
11th | 3 D4 Rolled | 48 seconds (8 turns) |
16th | 4 D4 Rolled | 60 seconds (10 turns) |
- Sorcerer’s Channeling
At 6th level you learn how to channel your raw power for a kind of uses. You may use an action on your turn to start impart, every change state you spend channeling you must expend one Sorcery point. At 18th degree, you may spend a number of points up to your Charisma Modifier ( Minimum One ). Every turn you ‘re Channeling successfully gives you a number of Overcharge Points equal to the count of Sorcery Points exhausted. While channeling you are considered concentrating on a go. On any sour while channeling, you may rather use your natural process ( no sorcery points required ) to spend all your overload Points and choose an effect for your transmit.
Reading: Empowerment (5e Subclass) – D&D Wiki
When you get this skill you can select two uses for your Channeling, you may select extra uses at 9th, 14th, and 18th levels .
- Unibeam
You create a glow of pure energy 5 feet wide-eyed and 80 feet long. Choose a prey within 80 feet of you that you know the situation of. That target makes a Dex saving shed against your Spell Save DC. On failure the target takes 1d12 Force Damage per Overcharge points spend and is knocked back to the maximum range of the spell. On failure the prey takes one-half price and is n’t knocked back. Any creature in the path of the beam takes damage equal to your charisma mod. At 14th level the rate becomes 300 feet. At 18th level the damage becomes 2d12 .
- Multibeam
You fire a issue of beams adequate to the amount of Overcharge points spent. Make a divide attack roll for each air on targets within 60 feet of you that you know the localization of. On hit the target takes 1d10 force damage + Charisma Mod. On miss the target takes damage equal to half the come of Overcharge points spent. At 14th level the range becomes 120 feet. At 18th charge the damage becomes 2d10 + Charisma Mod .
- Spirit Bomb
You concentrate your energy into a sphere of pure energy 5 feet in diameter that rests above your head. You may target a space you can see within 100 feet of you and throw the ball at it. A creature in that distance makes a Constitution save against your spell save DC. On failure the target takes 1d12 effect damage for each Overcharge points spent, nothing on success. All creatures within a 15 infantry radius centered on the point choose must make a Dex Saving throw. On failure a aim takes 1d8 effect wrong for each Overcharge points spend and is knocked to the edge of the radius. On success the target takes half damage and is not knocked back. At 14th level the radius of the blast increases by 5 feet per two overload Points expended. At 18th floor the radius damage increases to 2d8.
Read more : Top 10 phi hành gia mới nhất năm 2022
- Infusion
You infuse yourself with your natural charming energy, granting you increased stats for the duration. For every two overload points spent, you gain +1 to your spell attack modifier and save DC for 1 minute. This bonus caps at +5. At 14th level you may besides target another creature within range of touch. physical fighters may take a bonus to attack rolls and physical write DC alternatively spell attack and spell save DC. At 18th degree you besides gain this bonus to Con, Str and Dex Saves .
- Protection
You channel your ability into yourself and nearby allies. For every overcharge points spent you may choose a prey within 30 feet of you including yourself. Each target gains advantage on death save throws, and 1d8 impermanent hit points for 1 hour. If you choose the lapp target doubly, they additionally gain resistance to force damage and an extra 1d8 irregular hit points. Any further points expended on the lapp target plainly add another 1d8 irregular strike points. At 14th level, the impermanent strike cube become 1d10, and at 18th level they become 1d12 .
- Transportation
You channel your energy into the soles of your feet, gaining a fly, swimming or burrow travel rapidly equal to 10x the measure of Overcharge points spent in feet. additionally you may walk on urine and lava as if they were a solid airfoil. This lasts for an amount of minutes peer to your charisma Modifier ( minimal 1 ). At 14th level you may besides target another animal within range of touch to receive the like bonus. At 18th horizontal surface this bonus lasts an total of hours equal to your charisma Modifier ( minimum 1 ) .
- Teleportation
You channel your energy into the etherial plane, transporting yourself through it for a abbreviated instantaneous. You may teleport up to 10x the measure of Overcharge points spent in feet in any focus. If this would place you inside an object such as a wall, or inside a creatures space, you are rather teleported to the closest free squarely. At 14th flat you may touch another creature and they are teleported with you. You may target a hostile creature by making a melee spell attack against them, if it hits they are teleported with you. At 18th level you may teleport a second clock time as a bonus action within 1 moment, or double your initial teleport distance.
Read more : Top 5 định mới nhất năm 2022
- Overpowering
At 14th flush, your spells and cantrips allow you to recover some of their spend energy on a critical Hit. Whenever you roll a 20 on the attack scroll of a cantrip or spell, you gain 1 Overcharge Point. You can not gain Overcharge points from attack rolls of your Sorcerer ‘s Channeling .
- Ultimate Channeling
At 18th floor, you gain the ability to convert your sorcery points to Overcharge Points more effectively. Each time you channel, you may choose to expend a phone number of sorcery points up to your Charisma Modifier as opposed to the ask one point. For each point spent this direction, you gain an overcharge point .
back to Main Page → 5e Homebrew → Character Options → Subclasses