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Fire-Eater Sorcerous Origin | New Player Option for Fifth Edition

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following Fire-Eater option is available to a sorcerer in addition to those normally offered.

Fire-Eater

Fire-eaters can trace their origins to the strange fire elves of the elemental planes. As the name implies, fire-eaters consume fire, converting it into raw arcane energy.

Fire-Eater Features

Sorcerer Level Feature
1st Fire Magic, Firestarter
6th Fire Heart, Consume Fire
14th Fire Affinity
18th Fire Soul

Fire Magic

Starting at 1st level when you take this sorcerous origin, when you cast a 1st-level or higher spell that deals any damage type other than fire, you can change the damage type of the spell to fire for the casting.

Firestarter

At 1st level, you know the firebolt cantrip. This cantrip does not count towards the total number of cantrips that you know. You can also speak, read, and write Ignan, the language of fire.

Fire Heart

At 6th level, you gain resistance to fire damage.

Consume Fire

Starting at 6th level, whenever you are hit by a spell that deals fire damage, you can use your reaction to consume the spell. If the spell was 3rd level or lower, the spell fails and deals no damage to you or any other creature or object that the spell targeted, and you gain sorcery points equal to the level of the spell you consumed (minimum of 1). If the spell was 4th level or higher, make a Constitution saving throw with a DC of 10 + the spell’s level. On a successful saving throw, the spell fails and has no effect, and you gain temporary hit points equal to the spell’s level.

You can use this feature three times, and regain all expended uses after you finish a long rest.

Fire Affinity

Starting at 14th level, if you cast a 1st-level or higher spell that deals fire damage, you gain 1 sorcery point.

Once you gain 3 sorcery points using this feature, this feature ceases to function until you finish a long rest.

Fire Soul

At 18th level, you gain immunity to fire damage.

You can also use your action to spend 5 sorcery points to transform into a being of living fire. Once you do, you and anything you are wearing or carrying also become fire. While fire, you can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d10 fire damage. In addition, you can enter a hostile creature’s space and stop there. The first time you enter a creature’s space on your turn, that creature takes 1d10 fire damage. Flammable objects not being worn or carried catch fire.

You shed light in a 20-foot radius and bright light in an additional 30 feet.

Also, all of your melee and ranged weapon attacks deal fire damage instead of the damage normal for the attack.

Your fire form lasts for 1 minute or until you use your bonus action to change back.


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Witchborn Sorcerous Origin (Preview) | New Player Option for Fifth Edition

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At 1st level, a sorcerer gains the Sorcerous Origin feature. The following Witchborn option is available to a sorcerer in addition to those normally offered.

Witchborn

You can trace your bloodline and ancestry to the fey, usually those of the Unseelie Court. In fact, there may even be hags and other dark spellcasters in your ancestry. This connection to dark magic empowers you with the ability to naturally cast spells. In addition, when you are around others who share similar ancestry, you can combine your spell crafting ability to create more potent effects known as incantations.

Witchborn have varied appearances. Some are staggeringly beautiful, the perfect representation of their parent race. Others have hag-like features such as long, pointed noses, green skin, and even warts; they draw attention to themselves through sheer presence alone.

Witchborn Features

Sorcerer Level Feature
1st Hexcraft, Witch Nature
6th Binding of the Coven, Coven Magic
14th Witch Travel
18th Soulmonger

Hexcraft

Starting at 1st level, when you choose this sorcerous origin, you can create simple curses. As a bonus action, you can target one creature that you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a failed saving throw, the target has disadvantage on its next ability check, attack roll, or saving throw.

You can use this feature up to three times, and you regain all expended uses of it when you finish a long rest.

Witch Nature

Also at 1st level, your fey blood grants you one of the following features of your choice.

Camouflage. As an action, you can change your appearance to match your surroundings. Until you move or use your action to attack or cast a spell, you have advantage on Dexterity (Stealth) checks made to hide.

Hag’s Cackle. You learn the vicious mockery cantrip.

Illusory Appearance. You can cast disguise self. Once you use this benefit to cast this spell, you can’t do so again until you finish a short or long rest.

Binding of the Coven

At 6th level, you and two other creatures that possess the Font of Magic class feature that have at least 6 character levels can form a coven. To form a coven, you and the two creatures conduct an 8-hour long ritual together and spend 250 gp which represents the cost material components used in the ritual. The creation of the coven is completed at the end of the 8 hours, giving you and any other members of the coven that have the Binding of the Coven trait access to the Coven Magic feature detailed below.

If one member of the coven leaves or dies, the coven is automatically disbanded and you and the other members of the coven no longer have access to Coven Magic. You can create a new coven by spending another 8 hours and 250 gp with creatures that meet the requirements.

Coven Magic

An individual witch is powerful but a coven of witches can be downright unstoppable. At 6th level, you can perform Coven Incantations, detailed below. Coven incantations require you and the members of your coven to spend sorcery points each time you perform the incantation.

Shared Incantations. While you and the other two members of your witch coven are within 30 feet of one another, you and the others can combine your sorcerer points to perform a coven incantation. You use your action to declare that you are performing an incantation. The incantation must be one that you know; however, it need not be known by the other two members of your coven. Before the end of your next turn, the other two members of your coven must use their reaction to contribute one or more sorcery points to the incantation’s sorcery point cost. Once the cost is reached, the incantation is successfully performed. If the incantation’s cost is not reached or one or more of the other members of your coven can’t or won’t contribute, the incantation attempt fails and your action is wasted.

Once you use your action to perform an incantation, you cannot perform another incantation until you complete a short or long rest. However, you may still participate in the performance of another member of your coven’s incantations.

Coven Incantations Known. At 6th level, you learn two incantations of your choice, which are detailed in the “Coven Incantations” section below. You learn one additional incantation of your choice at 14th and 18th level.

Whenever you learn a new incantation you can also replace one incantation that you already know with a different incantation.

Spellcasting Ability. Many of your incantations allow you to cast spells. To cast one of these spells as part of an incantation, you use its casting time, range, duration, and components as normal unless stated otherwise. The spellcasting ability for these spells is the same as your sorcerer spellcasting ability. Even if the spellcasting ability of a member of your coven that contributed spell points to the incantation is better than your own, you must use your spellcasting ability. Any spells with a range of self only affect you unless the incantation states otherwise.

Spells cast this way are always cast at the lowest possible level; additional sorcerer points cannot be spent to increase the spell’s level. You may not use metamagic to alter spells created through your coven incantations.

Coven Incantations

The incantations are presented in alphabetical order. If an incantation requires a level, you must be that level in this class to learn the incantation.

The Change. Your coven can spend 6 sorcery points to cast polymorph.

Darkest Fears. Your coven can spend 6 sorcery points to cast phantasmal killer.

[…]

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Sorcerer Manastone Sorcerous Origin (Prototype) | New Subclass for Fifth Edition

Continuing the requests for Arcane/BroadSword Magazine #1, this one comes from another Platinum-level Patron:

Manastone Sorcerer. Basically a Sorcerer that gets their powers from magically infused stones called Manastone. Alternatively this could be done as Runestones, inert stones that are charged with magical energy through the inscription of arcane runes onto the stones.

I dig it. So here is what I’m getting from this request:

  • The sorcerer’s origin is found in magical stones called Manastones.

And that’s about it! There’s no real indication of powers or abilities beyond that. So what should I make from it?

Sorcerers tend to be pretty niche casters. They have a smaller set of spells than wizards but have the ability to turn those spells into greater powers. Plus, their Sorcerous Origin features are usually crazy powerful.

Interestingly, sorcerous origins have less to do with party role (ie, tank, DPR, utility, etc.) and more for the flavor of the class. Meanwhile, their spells and metamagic help a player align them towards a certain role.

Therefore, I think I’ll just try to make this wild and fun with proper power scaling.

Sorcerous Origins

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following Manastone option is available to a sorcerer, in addition to those normally offered.

Manastone

Your innate magic comes from powerful relics imbued with mystic energies called manastones. The story of how a manastone sorcerer comes upon his or her manastone varies. Some manastone sorcerers discover their manastones in hidden places. Others are awarded their manastones from teachers or family members. There may even be a few who have stolen the stones from other great sorcerers. Either way, all manastone sorcerers quickly form a bond with their manastone, one that can’t be easily broken. For this reason, it’s believed that the manastone chooses the sorcerer rather than the other way around.

Stone of Power

At 1st level, you have a manastone that you have bonded with and must carry with you at all times. After all, it is the source of your power. Choose a color of manastone: black, blue, green, red, or white. Depending on the color of manastone you choose, you gain different powers as noted below.

In order for you to use your sorcerous origin features, you must carry your manastone. You can’t be disarmed of your manastone unless you are incapacitated. If it is on the same plane of existence, you can summon your manastone as a bonus action on your turn, causing it to teleport instantly to your hand.

If your manastone is destroyed, permanently lost, you can perform a ritual over the course of 1 hour, which can be during a short rest. At the end of the ritual, a new manastone manifests in an unoccupied space within 5 feet of you.

You can use your manastone as an arcane focus.

Manastone Connection

The bond with your manastone grants you special benefits. The benefits are based on the type of manastone you chose for your Stone of Power.

Black. Whenever you cast a sorcerer necromancy spell of 1st level or higher, you gain a number of temporary hit points equal to the level of spell that you cast. In addition, when you learn more sorcerer spells, you can choose a necromancy spell from any spell list.

Blue. You can store one spell in your manastone. To store a spell, you can cast a spell of 1st through 5th level on the manastone so long as you are normally able to cast spells of that level. The spell has no effect, other than to be stored in the manastone. If the manastone can’t hold the spell, the spell is expended without effect. Casting a spell on the manastone in this way uses a slot as normal.

While in possession of your manastone, you can use your action to cast the spell stored within it without using another slot to do so. The spell remains within the manastone until you cast it, or use your action to dismiss the spell.

Green. If you hit a creature with a spell attack, you can cause a writhing mass of thorny vines to appear at the point of impact. The target must succeed on a Strength saving throw or be restrained by the magical vines for up to 1 minute, or until your concentration is broken (as if concentrating on a spell). A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

A creature restrained by the vines can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Once you use this benefit, you can’t use it again until you finish a long rest.

Red. While in possession of your manastone, you can add +1 to one damage roll of any sorcerer evocation spell that you cast. The bonus damage increases by 1 when you gain 5th level in this class, and again at 11th level and 17th level.

White. Whenever you cast a sorcerer spell of 1st level or higher, one creature of your choice within 30 feet of you can regain a number of hit points equal to your Charisma modifier.

Manabolt

Starting at 6th level, you can use an action to spend 2 sorcery points to release a bolt of energy from your manastone at one target that you can see within 60 feet of you. Make a ranged spell attack. On a hit, the manabolt deals 3d10 damage of a type determined by your manastone: black (necrotic), blue (lightning), green (poison), red (fire), or white (radiant). You can spend additional sorcery points to increase the manabolt’s damage by 1d10. The maximum number of sorcery points (2 plus any additional points) that you can spend on the manabolt equals half your sorcerer level.

Mana Infusion

At 14th level, your manastone grants you additional benefits. The benefit is based on the manastone color you chose for your Stone of Power.

Black. As an action, you can spend 5 sorcery points to siphon away the negative energy that empowers undead. Choose one undead creature that you can see within 30 feet of you. The undead must make a Constitution saving throw against your spell save DC. The undead creature takes 4d6 force damage on a failed saving throw, or half as much damage on a successful one, and you regain hit points equal to half the amount of force damage dealt. On subsequent turns, you can make the attack again on each of your turns as an action until the creature is destroyed or until you lose your concentration (as if concentrating on a spell).

Blue. You cannot be compelled to act in a manner contrary to your nature. You gain proficiency in Wisdom saving throws and you are immune to being charmed or frightened. In addition, whenever a creature targets you with a spell or effect that requires you to make a saving throw against being charmed or frightened, you can use your reaction to spend 3 sorcery points to deal psychic damage equal to your sorcerer level + your Charisma modifier.

Green. You are unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. In addition, you can use your bonus action to spend 2 sorcery points to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.

Red. When you cast an evocation spell of 5th level or lower that requires a saving throw, you can spend 6 sorcery points to give each target of the spell disadvantage on their saving throw.

White. As an action, you can spend 3 sorcery points to give a creature that you can see within 30 feet of you a bonus to its AC equal to your Charisma modifier. The bonus lasts for 1 minute,  until the creature moves more than 30 feet away from you, or you use this benefit again.

Manastone Avatar

At 18th level, you become one with the innate energies of your manastone. The benefits you gain as an avatar are based on the manastone color you chose for your Stone of Power.

Black. You gain immunity to necrotic and poison damage, and you are immune to the poisoned condition. In addition, if you die or are destroyed, your soul enters your manastone. While your soul inhabits your manastone, you are aware of your surroundings as if you were in the manastone’s space. You can’t move or use reactions. The only action you can take is to project an incorporeal, illusory likeness of yourself up to 100 feet out of the manastone. You can communicate with other creatures with your illusory likeness, but otherwise, you have no physical presence. In one week, you gain a new body, regaining all of your hit points and becoming active again. The new body appears within 5 feet of the manastone. If your manastone is destroyed while your soul inhabits it, you die and must be brought back to life through other magical means. If a creature uses a spell to return you to life through magic (using revivify or resurrection, and so on), your soul leaves the manastone and reinhabits your body.

Blue. You are immune to the damage of spells of 3rd level or lower. Furthermore, you have advantage on saving throws against all other spells.

Green. You gain resistance to cold, fire, lightning, and poison damage. In addition, you can use 10 feet of your movement to step magically into one living tree within reach and emerge from a second living tree within 120 feet of the first, tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Red. You gain immunity to fire damage. Also, you can use your Manabolt feature as a bonus action on each of your turns.

White. You gain resistance to radiant damage. In addition, you can use your bonus action to spend 2 sorcery points to heal your allies. Up to six creatures within 30 feet of you regain hit points equal to half your sorcerer level. This benefit has no effect on undead or constructs.

 

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Time Bender Sorcerous Origin | New Player Options for Dungeons & Dragons Fifth Edition

This entry is part of the Dungeon.Dude Promotional Campaign on Instagram. Together, the Instagram D&D Community helped Dungeon.Dude, a hard-working artist, get over 2,100 followers! Outstanding job, folks!

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Playtest Content

The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game.

Constructive feedback is welcome and appreciated in either comments or social media. If you can give me a valid reason with examples why something is off, 9/10 I’m likely to make changes to the content and credit you for doing so. Otherwise, feedback without anything to back it up gets ignored (or at most a smile emoji like this 🙂 ) Thanks!

Design Notes

Here are my notes for this build.

Before the Build

Originally, I was going to do a sea sorcerer. But then I discovered that there already is a sea sorcerer. So with the last minute change, I picked time. But how on earth do you create time mechanics for Dungeons & Dragons?

Time stop, for example, is a freakin’ 9th level spell. Haste and slow are both 3rd-level spells.

Let’s see what we have to work with mathematically by looking at the “neater” sorcerous origins (ie, not Wild Magic since it’s totally wack-a-doodle).

  • Divine Soul gives a sorcerer the power to cast cleric spells and also add 2d4 to a failed roll, basically, (after the fact advantage) once per day at 1st level. At 6th, their healing spells get bumped. At 14th you get flight. Like… forever. And then at 18th, you can recover a number of hit points equal to half your hit points once per day. Jeez, and people call my stuff OP!
  • Draconic Bloodline gets a bunch of crazy boons at 1st: draconic, double prof bonus when chatting with dragons, natural armor, and extra hp. At 6th, you add a bonus to spells of the same type of dragon you’re related to. At 14th you get to fly. And at 18th, you get dragon’s frightening presence (powered by sorc points). Compared to some of the Xanathar’s SOs, this one is a little flimsy in comparison.
  • Shadow Magic can see in the dark and see through magical darkness if you spend sorcery points and Undead Fortitude (using Cha instead of Con) that’s usable once per day. At 6th, you can call up a shadow hound (BADASS) which lasts for 5 minutes. At 14th, you get 120-foot misty step as a bonus action (what… the… hell) and at 18th you can turn into a freakin’ shadow and you’re like, impervious to everything in the world.
  • Storm Sorcerers can speak Primordial (meh…), and you can fly 10 feet (ehhh…). At 6th, when you cast a lightning/thunder spell, you zap folks standing near you and you can stop weather around you (okay, getting better). At 14th, you get to retaliate with lightning damage and push creatures away with no limit (what the hell is up with these 14th level sorcerer powers!) and at 18th you can fly 60 feet! Gah!

So we’ve got a pretty good idea of how the sorcerer’s powers work. Now I need to just figure out how to make it “time bendery.”

Here are a few things I want to accomplish:

  • Time stop “lite” as a capstone power. This’ll take some finesse, but I have some ideas.
  • I think I can get away with either haste or slow powers somewhere around 14th to 18th.
  • At lower levels, I think it’d be cool to have sort of a “look back in time” feature that gives you the ability to see through time. Kinda like Dr. Strange did in Infinity War.
  • Some kinda “see into the future” power, but one that works differently than the Diviners. This’ll probably take the majority of my brain power to figure out.

After the Build

Man, what a fun build. Like many sorcerers, it’s got tons of goofy, flavorful powers, but I love it.

First up are your 1st level powers. You get History expertise. Nothing crazy there. And then you get time sight, which lets you meditate to see into the past. Originally, the Temporal Connection power was here, but I thought it was cooler as a 6th level ability a la the Barbarian’s Feral Instinct. The two powers are essentially weaker versions of commune and the Knowledge cleric’s Visions of the Past feature.

At 6th level, you get a version of the Barbarian’s feral instinct. It seems in line with most of the powers at 6th for sorcerers and other classes so it should be fine.

14th is the first “crazy” feature that lets you turn back time a la Dr. Strange to change a single event. In addition to allowing the roll in question to be remade, you can warn one of the creatures involved so it can make the roll again with advantage or get a bonus to its AC.

Finally, at 18th, you can really F up the world by creating an aura of temporal insanity that slows down every creature (note I said every) within 30 feet of you. Yes, this is like a suped-up slow spell that doesn’t allow for a front end save–and yes, you get haste on top of it–but for the cost of 6 sorcery points and measuring this power against other capstone powers (dude, you get unlimited 60 feet of flying if you’re a Storm Sorcerer and you can Peter Pan all your friends on top of it)–I think it’s fair. Also, it’s usable only once per day and you age a year each time you use it.

Go ahead. Fight me on it.

No, don’t really. I’m weak.

teria-evolution

Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following Time Bender option is available to a sorcerer in addition to those normally offered.

Time Bender

Magic isn’t the only thing that affects the fabric of reality. Time, the mysterious fourth dimension, equally twists and bends the multiverse, creating life where there once was none and destroying it just as quickly.

You were born out of time, either the result of chronomancy gone wrong or born in a pocket of alien time. Whatever your origin, it has changed you, giving you the power to bend time to your will.

Your magic is drawn from this temporal connection. Instead of crafting spells from the arcane might of the gods or drawing on the power of the weave, you replace present instances with future or past ones. For example, if a door is locked, you might access a time when it wasn’t (wizards call this “knock”). If enemies are charging at you, you might stop them with a fireball pulled from a long forgotten primordial era.

Time Benders live outside of time. You might look ancient, but have the mind of a young child. Or you may look like a teenager with the logic and wisdom of a great sage. Things can sometimes seem or feel slow to you one minute when the next everything’s moving too fast for you to keep up.

Alpha and Omega

Your disconnection to the normal flow of time imbues with a greater knowledge of the past. You are proficient with the History skill and your proficiency bonus is doubled when you make ability checks using it.

Timesight

At 1st level, you can take a mental trip into the past to see events outside of your current timeline. You must spend 1 minute in a trance-like state while your consciousness steps back into the past or forwards into the future. Choose one of the following benefits:

  • Historical Echo. You can ask the GM a single yes or no question concerning a specific event that has occurred in the past within a number of centuries equal to your level in this class. The GM must offer a truthful reply in the form of “yes”, “no”, or “maybe.”
  • Vision of the Past. You see a vision of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 20-foot cube), going back a number of hours equal to your Charisma score. You learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles, betrayals, theft, murder, love, or joy. There is a chance that nothing significant occurred, as well.

Once you use this feature, you cannot use it again until after you finish a long rest.

Temporal Connection

At 6th level, your connection to the fourth dimension prepares you against foreseen dangers. You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn. However, you can use either an action or a bonus action, not both.

Turn Back the Clock

Starting at 14th level, you can bend time to alter a single event. After you or a creature makes an attack roll, ability check, or Dexterity saving throw, you can use your reaction to reverse time to the moment just before the roll was made. After the reversal, the target must roll again and keep the new roll.

In addition, before the target rerolls, you can warn the same creature or another that you can see within 30 feet of you that can hear you as part of the same reaction. The creature gains one of the following benefits of your choice until the start of its next turn:

  • Advantage on its next attack roll, ability check, or Dexterity saving throw.
  • A +2 bonus to its AC.

Only you remember the original events that transpired before you reversed time.

Once you use this feature, you can’t use it again until after you finish a short or long rest.

Chronodisruption

At 18th level, you possess the ability to bend time to your will, a rare ability known as chronodisruption. You can spend 6 sorcery points as your bonus action to create an aura of altered time around you, affecting each creature within 30 feet of you. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

The slowing effect ends for a creature if it moves more than 30 feet away from you. Also, an affected creature can attempt to break the effect of your chronodisruption while it is within the area of effect. At the start of its turn, the target can make a Wisdom saving throw against your spell save DC. If successful, the effect ends for it. A creature that succeeds on its saving throw against your chronodisruption is immune to its slowing effect for 24 hours.

Until the chronodisruption ends, you are also under the effects of the haste spell.

The chronodisruption’s effects end completely after 1 minute. When the effect ends, you can’t move or take actions until your next turn, as a wave of lethargy sweeps over you. In addition, you age by 1 year. The aging effect can only be reversed with a wish spell or similar magic.

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Conduit Sorcerous Origin | New Sorcerer Subclass for Dungeons & Dragons Fifth Edition – Version 2.0 (PDF Available)

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following Conduit (Force Energy) Sorcerous Origin option is available to a sorcerer, in addition to the options normally offered.

Notes:

  • This is the second version of this class focusing a little more on its later abilities. Thanks to the folks on Reddit for the outstanding suggestions!

Conduit (Force Energy)

The multiverse is an everflowing source of magical energy. And its connection to the inner planes is what fuels magic, whether its the flames of the Elemental Plane of Fire, the necromantic energies of the Negative Energy Plane, or the divination energy lent by the Astral Plane. However, it is force energy that connects it all; force magic is the binding agent of the multiverse–a conduit.

Sometimes, the force energies of the multiverse merge with the soul of a living organism. Rarely is a creature possessed by this energy able to survive for more than a few moments. The creature’s form overloads with the inherent magical energies and explodes in a brilliant burst of raw power, instantly destroying everything around it. However, the few that can manage the energy become powerful sorcerers, capable of bending magic to their will.

Conduit sorcerers toe the line between powerful spellcaster and walking bomb. They have more control over force energy, yet that control comes with a price: at any moment the energy building up within them can release, damaging everyone and everything around them.

Force Overload Burst

Starting when you choose this origin at 1st level, your spellcasting can cause you to overload with arcane energy. Once per turn, the GM can have you make a Charisma saving throw immediately after you cast a sorcerer spell of 1st level or higher. The save DC is 8 + the spell level. On a failed saving throw, your body overloads and creates a burst of force energy. The burst extends from you 10 feet for every spell level of the spell that triggered the overload. Each creature in the burst’s area must succeed on a Dexterity saving throw against your spell save DC or take 1d4 + 1 force damage for every spell level of the spell that triggered the overload. After the burst, you take one level of exhaustion. You cannot opt to automatically fail this saving throw.

Force Field

At 1st level, you can use your action to create a force field that surrounds you. Your base AC becomes 13 + your Dexterity modifier. The force field remains active as long as you are conscious or until you use an action to dismiss the force field. In addition, you can use your reaction to add 2 to your AC against one attack that would hit you. To do so, you must see the attacker.

Overload Control

At 6th level, you are beginning to learn how to control your powers. You no longer need to make a Charisma saving throw to prevent a force overload and you know longer take a level of exhaustion. Immediately after you cast a spell of 1st level or higher, you can use your bonus action to opt to spend a number of sorcery points equal to or less than the spell’s level to automatically trigger a force overload burst. The burst extends 10 feet for every sorcery point that you spent in this manner. Each creature in the area must make a Dexterity saving throw versus your spell save DC or take 1d4 + 1 force damage for each sorcery point that you spent in this manner.

Force Overload Blast

Starting at 14th level, you can shape the force energies erupting from you into a powerful blast. Immediately after you cast a spell of 1st level or higher, you can use your bonus action to spend a number of sorcery points equal to or less than the spell’s level to create a blast of force energy. The blast is a line that is 10 feet long and 5 feet wide, plus 10 feet long for every sorcery point that you spent in this manner. Each creature in the area must make a Dexterity saving throw versus your spell save DC or take 1d4 + 1 force damage for each sorcery point that you spent in this manner.

Concentrated Force

At 18th level, you are constantly overflowing with energy. As a bonus action, you can spend your sorcery points to create blasts and bursts at will. The maximum number of sorcery points that you can spend to create blasts and bursts is 9 per turn. Your bursts extend 10 feet from you for every sorcery point that you spent to use this feature. And your blasts are a 10-foot line that is 5 feet wide plus 10 feet of length for every sorcery point that you spent to use this feature. For either your blast or burst, each creature in the area must make a Dexterity saving throw versus your spell DC or take 1d4 + 1 force damage for each sorcery point you spent to use this feature.

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Conduit Sorcerous Origin | New Sorcerer Subclass for Dungeons & Dragons Fifth Edition (PDF Available)

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following Conduit (Force Energy) Sorcerous Origin option is available to a sorcerer, in addition to the options normally offered.

Errata:

  • 12/16/2018 – Changed force overload to a Charisma save instead of Constitution.

Conduit (Force Energy)

The multiverse is an everflowing source of magical energy. And its connection to the inner planes is what fuels magic, whether its the flames of the Elemental Plane of Fire, the necromantic energies of the Negative Energy Plane, or the divination energy lent by the Astral Plane. However, it is force energy that connects it all; force magic is the binding agent of the multiverse–a conduit.

Sometimes, the force energies of the multiverse merge with the soul of a living organism. Rarely is a creature possessed by this energy able to survive for more than a few moments. The creature’s form overloads with the inherent magical energies and explodes in a brilliant burst of raw power, instantly destroying everything around it. However, the few that can manage the energy become powerful sorcerers, capable of bending magic to their will.

Conduit sorcerers toe the line between powerful spellcaster and walking bomb. They have more control over force energy, yet that control comes with a price: at any moment the energy building up within them can release, damaging everyone and everything around them.

Force Overload

Starting when you choose this origin at 1st level, your spellcasting can cause you to overload with arcane energy. Once per turn, the DM can have you make a Charisma saving throw immediately after you cast a sorcerer spell of 1st level or higher. The save DC is 8 + the spell level. On a failed saving throw, your body overloads and creates a burst of force energy. The burst extends from you 10 feet for every spell level of the spell that triggered the overload. Each creature in the burst’s area must succeed on a Dexterity saving throw against your spell save DC or take 1d4 + 1 force damage for every spell level of the spell that triggered the overload. After the burst, you fall unconscious until 1 minute has passed, you take damage, or someone uses an action to shake or slap you awake. You cannot opt to automatically fail this saving throw.

Force Field

At 1st level, you can use your action to create a force field that surrounds you. Your base AC becomes 13 + your Dexterity modifier. The force field remains active as long as you are conscious or until you use an action to dismiss the force field.

Force Wielder

Starting at 6th level, you can strip away the other influential energies inherent in your magic. Whenever you cast an evocation spell of 1st level or higher that deals damage, you can spend 2 sorcery points to change the damage type of the spell to force damage instead.

Concentrated Force

At 14th level, you have learned to control the force energies fighting to erupt from you. You have advantage on your Charisma saving throws to prevent force overload.

Innate Telekinesis

When you reach 18th level, your mastery of force energies allows you to affect the world around you. You learn the telekinesis spell unless you already know it. As an action, you can spend 3 sorcery points to cast telekinesis without using a spell slot.

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