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  1. S orcerer
  2. Golden eyes flashing, a human
  3. stretches out her hand and unleashes
  4. the dragonfire that burns in her veins.
  5. As an inferno rages around her foes,
  6. leathery w ings spread from her back and
  7. she takes to the air.
  8. Long hair whipped by a conjured wind,
  9. a half-elf spreads his arms wide and throws
  10. his head back. Lifting him momentarily off
  11. the ground, a wave of magic surges up in him,
  12. through him, and out from him in a mighty blast
  13. o f lightning.
  14. Crouching behind a stalagmite, a halfling points a
  15. finger at a charging troglodyte. A blast of fire springs
  16. from her finger to strike the creature. She ducks back
  17. behind the rock formation with a grin, unaware that her
  18. wild m agic has turned her skin bright blue.
  19. Sorcerers carry a m agical birthright conferred
  20. upon them by an exotic bloodline, som e otherworldly
  21. influence, or exposure to unknow n cosm ic forces.
  22. One can ’t study sorcery as one learns a language, any
  23. m ore than one can learn to live a legendary life. No one
  24. ch ooses sorcery; the pow er ch ooses the sorcerer.
  25. Magic is a part of every sorcerer, suffusing body, mind,
  26. and spirit with a latent pow er that waits to be tapped.
  27. S om e sorcerers wield m agic that springs from an
  28. ancient bloodline infused with the m agic of dragons.
  29. Others carry a raw, uncontrolled m agic within them,
  30. a chaotic storm that manifests in unexpected ways.
  31. The appearance of sorcerous pow ers is wildly
  32. unpredictable. S om e draconic bloodlines produce
  33. exactly one sorcerer in every generation, but in other
  34. lines of descent every individual is a sorcerer. Most
  35. o f the time, the talents o f sorcery appear as apparent
  36. flukes. S om e sorcerers can’t name the origin of their
  37. power, while others trace it to strange events in their
  38. ow n lives. The touch of a demon, the blessing of a
  39. dryad at a baby’s birth, or a taste of the water from
  40. a mysterious spring might spark the gift of sorcery.
  41. S o too might the gift of a deity of m agic, exposure
  42. to the elemental forces of the Inner Planes or the
  43. maddening chaos of Limbo, or a glim pse into the
  44. inner workings of reality.
  45. Sorcerers have no use for the spellbooks and ancient
  46. tom es of m agic lore that w izards rely on, nor do they
  47. rely on a patron to grant their spells as w arlocks do.
  48. By learning to harness and channel their own inborn
  49. magic, they can discover new and staggering ways
  50. to unleash that power.
  51. U n e x p l a i n e d P o w e r s
  52. Sorcerers are rare in the world, and it’s unusual to find
  53. a sorcerer w ho is not involved in the adventuring life
  54. in som e way. People with magical pow er seething in
  55. their veins soon discover that the pow er doesn’t like to
  56. stay quiet. A sorcerer’s m agic wants to be wielded, and
  57. it has a tendency to spill out in unpredictable ways if
  58. it isn’t called on.
  59. R a w M a g i c
  60. T h e S o r c e r e r
  61. Level
  62. Proficiency
  63. Bonus
  64. Sorcery
  65. Points Features
  66. Cantrips
  67. Known
  68. Spells
  69. Known
  70. — Spell Slots per Spell Level—
  71. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  72. 1st +2 — Spellcasting, Sorcerous
  73. Origin
  74. 4 2 2 — — — — — — — —
  75. 2nd +2 2 Font of Magic 4 3 3 — — — — — — — —
  76. 3rd +2 3 Metamagic 4 4 4 2 — — — — — — —
  77. 4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — —
  78. 5th +3 5 — 5 6 4 3 2 — — — — — —
  79. 6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — —
  80. 7th +3 7 — 5 8 4 3 3 1 — — — — —
  81. 8th +3 8 Ability Score Improvement 5 9 4 3 3 2 — — — — —
  82. 9th +4 9 — 5 10 4 3 3 3 1 — — — —
  83. 10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — —
  84. 11th +4 11 — 6 12 4 3 3 3 2 1 — — —
  85. 12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
  86. 13th +5 13 — 6 13 4 3 3 3 2 1 1 — —
  87. 14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 — —
  88. 15th +5 15 — 6 14 4 3 3 3 2 1 1 1 —
  89. 16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
  90. 17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
  91. 18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
  92. 19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
  93. 20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
  94. Sorcerers often
  95. have obscure or quixotic
  96. motivations driving them
  97. to adventure. Som e seek a greater
  98. understanding of the m agical force that infuses
  99. them, or the answer to the mystery of its origin. Others
  100. hope to find a way to get rid of it, or to unleash its full
  101. potential. Whatever their goals, sorcerers are every bit
  102. as useful to an adventuring party as wizards, making
  103. up for a comparative lack of breadth in their magical
  104. knowledge with enorm ous flexibility in using the
  105. spells they know.
  106. C r e a t i n g a S o r c e r e r
  107. The most important question to consider when creating
  108. your sorcerer is the origin of your power. As a starting
  109. character, you'll choose an origin that ties to a draconic
  110. bloodline or the influence of wild magic, but the exact
  111. source of your pow er is up to you to decide. Is it a family
  112. curse, passed down to you from distant ancestors? Or
  113. did som e extraordinary event leave you blessed with
  114. inherent m agic but perhaps scarred as well?
  115. H ow do you feel about the magical pow er coursing
  116. through you? D o you em brace it, try to master it, or
  117. revel in its unpredictable nature? Is it a blessing or
  118. a curse? Did you seek it out, or did it find you? Did
  119. you have the option to refuse it, and do you wish you
  120. had? W hat do you intend to do with it? Perhaps you
  121. feel like you’ve been given this pow er for som e lofty
  122. purpose. Or you might decide that the pow er gives you
  123. the right to do what you want, to take what you want
  124. from those w ho lack such power. Perhaps your pow er
  125. links you to a pow erful individual in the w orld—the fey
  126. creature that blessed you at birth, the dragon w ho put
  127. a drop of its blood into your veins, the lich who created
  128. you as an experiment, or the deity w ho chose you to
  129. carry this power.
  130. Q u i c k B u i l d
  131. You can make a sorcerer quickly by following these
  132. suggestions. First, Charisma should be your highest
  133. ability score, follow ed by Constitution. Second,
  134. choose the hermit background. Third, choose the
  135. light, prestidigitation, ray o f frost, and shocking grasp
  136. cantrips, along with the 1st-level spells shield and
  137. magic missile.
  138. C lass F eatures
  139. As a sorcerer, you gain the following class features.
  140. H i t P o i n t s
  141. Hit Dice: 1d6 per sorcerer level
  142. Hit Points at 1st Level: 6 + your Constitution modifier
  143. Hit Points at Higher Levels: 1d6 (or 4) + your
  144. Constitution m odifier per sorcerer level after 1st
  145. P r o f i c i e n c i e s
  146. Armor: None
  147. Weapons: Daggers, darts, slings, quarterstaffs,
  148. light crossbow s
  149. Tools: None
  150. Saving Throws: Constitution, Charisma
  151. Skills: C hoose two from Arcana, Deception, Insight,
  152. Intimidation, Persuasion, and Religion
  153. E q u ip m e n t
  154. You start with the follow ing equipment, in addition to
  155. the equipment granted by your background:
  156. • (a) a light crossbow and 20 bolts or (b) any simple
  157. w eapon
  158. • (a) a com ponent pouch or (b) an arcane focus
  159. • (a) a dungeoneer’s pack or (b) an explorer’s pack
  160. • Two daggers
  161. S p e l l c a s t i n g
  162. An event in your past, or in the life of a parent or
  163. ancestor, left an indelible mark on you, infusing you with
  164. arcane m agic. This font of magic, whatever its origin,
  165. fuels your spells. See chapter 10 for the general rules of
  166. spellcasting and chapter 11 for the sorcerer spell list.
  167. C a n t r ip s
  168. At 1st level, you know four cantrips of your choice from
  169. the sorcerer spell list. You learn additional sorcerer
  170. cantrips of your choice at higher levels, as show n in the
  171. Cantrips Known colum n of the Sorcerer table.
  172. S p e l l S l o t s
  173. The Sorcerer table show s how many spell slots you
  174. have to cast your spells of 1st level and higher. To cast
  175. one of these sorcerer spells, you must expend a slot of
  176. the spell’s level or higher. You regain all expended spell
  177. slots w hen you finish a long rest.
  178. For example, if you know the 1st-level spell burning
  179. hands and have a 1st-level and a 2nd-level spell slot
  180. available, you can cast burning hands using either slot.
  181. S pells K n o w n o f 1s t L e v e l a n d H ig h e r
  182. You know two 1st-level spells o f your choice from the
  183. sorcerer spell list.
  184. The Spells K now n colum n of the Sorcerer table
  185. show s when you learn more sorcerer spells of your
  186. choice. Each of these spells must be of a level for which
  187. you have spell slots. For instance, when you reach 3rd
  188. level in this class, you can learn one new spell of 1st
  189. or 2nd level.
  190. Additionally, when you gain a level in this class,
  191. you can choose one of the sorcerer spells you know
  192. and replace it with another spell from the sorcerer
  193. spell list, which also must be of a level for w hich you
  194. have spell slots.
  195. S p e l l c a s t in g A b il it y
  196. Charisma is your spellcasting ability for your sorcerer
  197. spells, since the pow er of your m agic relies on your
  198. ability to project your w ill into the world. You use your
  199. Charisma whenever a spell refers to your spellcasting
  200. ability. In addition, you use your Charisma modifier
  201. when setting the saving throw DC for a sorcerer spell
  202. you cast and w hen making an attack roll with one.
  203. Spell save DC = 8 + your proficiency bonus +
  204. your Charisma modifier
  205. Spell attack modifier = your proficiency bonus +
  206. your Charisma modifier
  207. S p e l l c a s t in g F o c u s
  208. You can use an arcane focus (found in chapter 5) as a
  209. spellcasting focus for your sorcerer spells.
  210. S o r c e r o u s O r i g i n
  211. Choose a sorcerous origin, which describes the
  212. source of your innate magical power: D raconic
  213. Bloodline or W ild Magic, both detailed at the end of the
  214. class description.
  215. Your choice grants you features when you choose it at
  216. 1st level and again at 6th, 14th, and 18th level.
  217. F o n t o f M a g i c
  218. At 2nd level, you tap into a deep wellspring of magic
  219. within yourself. This wellspring is represented by
  220. sorcery points, which allow you to create a variety of
  221. magical effects.
  222. S o r c e r y P o in t s
  223. You have 2 sorcery points, and you gain m ore as you
  224. reach higher levels, as shown in the Sorcery Points
  225. colum n of the Sorcerer table. You can never have
  226. m ore sorcery points than shown on the table for your
  227. level. You regain all spent sorcery points when you
  228. finish a long rest.
  229. F l e x ib l e C a s t i n g
  230. You can use your sorcery points to gain additional spell
  231. slots, or sacrifice spell slots to gain additional sorcery
  232. points. You learn other ways to use your sorcery points
  233. as you reach higher levels.
  234. Creating Spell Slots. You can transform unexpended
  235. sorcery points into one spell slot as a bonus action on
  236. your turn. The Creating Spell Slots table show s the cost
  237. of creating a spell slot of a given level. You can create
  238. spell slots no higher in level than 5th.
  239. C r e a t i n g S p e l l S l o t s
  240. Spell Slot Sorcery
  241. Level Point Cost
  242. 1st 2
  243. 2nd 3
  244. 3rd 5
  245. 4th 6
  246. 5th 7
  247. Converting a Spell Slot to Sorcery Points. As a
  248. bonus action on your turn, you can expend one spell
  249. slot and gain a number of sorcery points equal to the
  250. slot’s level.
  251. M e t a m a g i c
  252. At 3rd level, you gain the ability to twist your spells
  253. to suit your needs. You gain two of the following
  254. M etamagic options of your choice. You gain another one
  255. at 10th and 17th level.
  256. You can use only one M etam agic option on a spell
  257. w hen you cast it, unless otherwise noted.
  258. C a r e f u l S p e l l
  259. W hen you cast a spell that forces other creatures to make
  260. a saving throw, you can protect som e of those creatures
  261. from the spell’s full force. To do so, you spend 1 sorcery
  262. point and choose a number o f those creatures up to your
  263. Charisma modifier (minimum of one creature). A chosen
  264. creature automatically succeeds on its saving throw
  265. against the spell.
  266. D i s t a n t S pe ll
  267. W hen you cast a spell that has a range of 5 feet or
  268. greater, you can spend 1 sorcery point to double the
  269. range of the spell.
  270. W hen you cast a spell that has a range of touch, you
  271. can spend 1 sorcery point to make the range of the
  272. spell 30 feet.
  273. E m p o w e r e d S p e l l
  274. W hen you roll damage for a spell, you can spend 1
  275. sorcery point to reroll a number of the damage dice up
  276. to your Charisma modifier (minimum of one). You must
  277. use the new rolls.
  278. You can use Em powered Spell even if you have
  279. already used a different M etam agic option during the
  280. casting of the spell.
  281. E x t e n d e d S pell
  282. W hen you cast a spell that has a duration of 1 minute
  283. or longer, you can spend 1 sorcery point to double its
  284. duration, to a maximum duration of 24 hours.
  285. H e ig h t e n e d S pe ll
  286. W hen you cast a spell that forces a creature to make a
  287. saving throw to resist its effects, you can spend 3 sorcery
  288. points to give one target of the spell disadvantage on its
  289. first saving throw made against the spell.
  290. Q u ic k e n e d S pe ll
  291. W hen you cast a spell that has a casting time of 1 action,
  292. you can spend 2 sorcery points to change the casting
  293. time to 1 bonus action for this casting.
  294. S u b t l e S p e l l
  295. W hen you cast a spell, you can spend 1 sorcery point to
  296. cast it without any som atic or verbal components.
  297. T w i n n e d S p e ll
  298. W hen you cast a spell that targets only one creature and
  299. doesn’t have a range of self, you can spend a number of
  300. sorcery points equal to the spell’s level to target a second
  301. creature in range with the sam e spell (1 sorcery point if
  302. the spell is a cantrip).
  303. A b i l i t y S c o r e I m p r o v e m e n t
  304. W hen you reach 4th level, and again at 8th, 12th, 16th,
  305. and 19th level, you can increase one ability score of your
  306. choice by 2, or you can increase two ability scores of
  307. your choice by 1. As normal, you can’t increase an ability
  308. score above 20 using this feature.
  309. S o r c e r o u s R e s t o r a t i o n
  310. At 20th level, you regain 4 expended sorcery points
  311. w henever you finish a short rest.
  312. Sorcerous O rigins
  313. Different sorcerers claim different origins for their
  314. innate magic. Although many variations exist, most
  315. of these origins fall into two categories: a draconic
  316. bloodline and wild magic.
  317. D r a c o n i c B l o o d l i n e
  318. Your innate m agic com es from draconic m agic that was
  319. mingled with your blood or that o f your ancestors. M ost
  320. often, sorcerers with this origin trace their descent
  321. back to a mighty sorcerer of ancient times w ho made a
  322. bargain with a dragon or who might even have claim ed
  323. a dragon parent. S om e of these bloodlines are well
  324. established in the world, but m ost are obscure. Any
  325. given sorcerer could be the first of a new bloodline, as a
  326. result of a pact or som e other exceptional circum stance.
  327. D r a g o n A n c e s t o r
  328. At 1st level, you choose one type of dragon as your
  329. ancestor. The damage type associated with each dragon
  330. is used by features you gain later.
  331. D r a c o n i c A n c e s t r y
  332. Dragon Damage Type
  333. Black Acid
  334. Blue Lightning
  335. Brass Fire
  336. Bronze Lightning
  337. Copper Acid
  338. Cold Fire
  339. Green Poison
  340. Red Fire
  341. Silver Cold
  342. White Cold
  343. You can speak, read, and write D raconic. Additionally,
  344. whenever you make a Charisma check when interacting
  345. with dragons, your proficiency bonus is doubled if it
  346. applies to the check.
  347. D r a c o n ic R e sil ie n c e
  348. As m agic flows through your body, it causes physical
  349. traits of your dragon ancestors to emerge. At 1st level,
  350. your hit point maximum increases by 1 and increases by
  351. 1 again whenever you gain a level in this class.
  352. Additionally, parts of your skin are covered by a thin
  353. sheen of dragon-like scales. W hen you aren’t wearing
  354. armor, your AC equals 13 + your Dexterity modifier.
  355. E l e m e n t a l A f f i n i t y
  356. Starting at 6th level, when you cast a spell that deals
  357. damage of the type associated with your draconic
  358. ancestry, add your Charisma modifier to that damage.
  359. At the sam e time, you can spend 1 sorcery point to gain
  360. resistance to that damage type for 1 hour.
  361. D r a g o n W i n g s
  362. At 14th level, you gain the ability to sprout a pair of
  363. dragon wings from your back, gaining a flying speed
  364. equal to your current speed. You can create these w ings
  365. as a bonus action on your turn. They last until you
  366. dism iss them as a bonus action on your turn.
  367. You can’t manifest your w ings while w earing armor
  368. unless the arm or is made to accom m odate them, and
  369. clothing not made to accom m odate your w ings might
  370. be destroyed when you manifest them.
  371. D r a c o n i c P r e s e n c e
  372. Beginning at 18th level, you can channel the dread
  373. presence of your dragon ancestor, causing those around
  374. you to becom e awestruck or frightened. As an action,
  375. you can spend 5 sorcery points to draw on this power
  376. and exude an aura of awe or fear (your choice) to a
  377. distance of 60 feet. For 1 minute or until you lose your
  378. concentration (as if you w ere casting a concentration
  379. spell), each hostile creature that starts its turn in this
  380. aura must succeed on a W isdom saving throw or be
  381. charm ed (if you chose awe) or frightened (if you chose
  382. fear) until the aura ends. A creature that succeeds on
  383. this saving throw is im mune to your aura for 24 hours.
  384. W i l d M a g i c
  385. Your innate m agic com es from the wild forces of chaos
  386. that underlie the order of creation. You might have
  387. endured exposure to som e form o f raw magic, perhaps
  388. through a planar portal leading to Limbo, the Elemental
  389. Planes, or the mysterious Far Realm. Perhaps you
  390. were blessed by a pow erful fey creature or marked by a
  391. demon. Or your magic could be a fluke of your birth, with
  392. no apparent cause or reason. However it cam e to be, this
  393. chaotic m agic churns within you, waiting for any outlet.
  394. W i l d M a g i c S u r g e
  395. Starting w hen you choose this origin at 1st level, your
  396. spellcasting can unleash surges of untamed magic.
  397. Immediately after you cast a sorcerer spell of 1st level
  398. or higher, the DM can have you roll a d20. If you roll a
  399. 1, roll on the W ild Magic Surge table to create a random
  400. magical effect.
  401. T id e s o f C h a o s
  402. Starting at 1st level, you can manipulate the forces of
  403. chance and chaos to gain advantage on one attack roll,
  404. ability check, or saving throw. O nce you do so, you must
  405. finish a long rest before you can use this feature again.
  406. Any time before you regain the use of this feature, the
  407. DM can have you roll on the W ild Magic Surge table
  408. immediately after you cast a sorcerer spell of 1st level or
  409. higher. You then regain the use of this feature.
  410. B e n d L u c k
  411. Starting at 6th level, you have the ability to twist fate
  412. using your w ild magic. W hen another creature you can
  413. see m akes an attack roll, an ability check, or a saving
  414. throw, you can use your reaction and spend 2 sorcery
  415. points to roll 1d4 and apply the number rolled as a
  416. bonus or penalty (your choice) to the creature’s roll. You
  417. can do so after the creature rolls but before any effects
  418. of the roll occur.
  419. C o n t r o l l e d C h a o s
  420. At 14th level, you gain a m odicum of control over the
  421. surges of your wild magic. W henever you roll on the
  422. W ild M agic Surge table, you can roll twice and use
  423. either number.
  424. S p e l l B o m b a r d m e n t
  425. Beginning at 18th level, the harmful energy of your
  426. spells intensifies. W hen you roll damage for a spell and
  427. roll the highest number possible on any of the dice,
  428. choose one of those dice, roll it again and add that roll to
  429. the damage. You can use the feature only once per turn.
  430. W il d M a g i c S u r g e
  431. d100 Effect d100 Effect
  432. 01-02 Roll on this table at the start of each of your turns for
  433. the next minute, ignoring this result on subsequent
  434. rolls.
  435. 45-46 You cast levitate on yourself.
  436. 47-48 A unicorn controlled by the DM appears in a space
  437. within 5 feet o f you, then disappears 1 minute later.
  438. 03-04 For the next minute, you can see any invisible creature
  439. if you have line of sight to it.
  440. 49-50 You can’t speak for the next minute. Whenever you
  441. try, pink bubbles float out of your mouth.
  442. 05-06 A modron chosen and controlled by the DM appears
  443. in an unoccupied space within 5 feet o f you, then
  444. disappears 1 minute later.
  445. 51-52 A spectral shield hovers near you for the next minute,
  446. granting you a +2 bonus to AC and immunity to m agic
  447. missile.
  448. 07-08 You cast fireball as a 3rd-level spell centered on
  449. yourself.
  450. 53-54 You are immune to being intoxicated by alcohol for
  451. the next 5d6 days.
  452. 09-10 You cast m agic missile as a 5th-level spell. 55-56 Your hair falls out but grows back within 24 hours.
  453. 11-12 Roll a d10. Your height changes by a number of inches
  454. equal to the roll. If the roll is odd, you shrink. If the
  455. roll is even, you grow.
  456. 57-58 For the next minute, any flammable object you touch
  457. that isn’t being worn or carried by another creature
  458. bursts into flame.
  459. 13-14 You cast confusion centered on yourself. 59-60 You regain your lowest-level expended spell slot.
  460. 15-16 For the next minute, you regain 5 hit points at the
  461. start of each o f your turns.
  462. 61-62 For the next minute, you must shout when you speak.
  463. 63-64 You cast fog cloud centered on yourself.
  464. 17-18 You grow a long beard made of feathers that remains
  465. until you sneeze, at which point the feathers explode
  466. out from your face.
  467. 65-66 Up to three creatures you choose within 30 feet of you
  468. take 4d10 lightning damage.
  469. 67-68 You are frightened by the nearest creature until the
  470. 19-20 You cast grease centered on yourself. end of your next turn.
  471. 21-22 Creatures have disadvantage on saving throws against
  472. the next spell you cast in the next minute that involves
  473. a saving throw.
  474. 69-70 Each creature within 30 feet of you becomes invisible
  475. for the next minute. The invisibility ends on a creature
  476. when it attacks or casts a spell.
  477. 23-24 Your skin turns a vibrant shade of blue. A remove curse
  478. spell can end this effect.
  479. 71-72 You gain resistance to all damage for the next minute.
  480. 73-74 A random creature within 60 feet of you becomes
  481. 25-26 An eye appears on your forehead for the next minute. poisoned for 1d4 hours.
  482. During that time, you have advantage on Wisdom
  483. (Perception) checks that rely on sight.
  484. 75-76 You glow with bright light in a 30-foot radius for the
  485. next minute. Any creature that ends its turn within 5
  486. 27-28 For the next minute, all your spells with a casting time feet o f you is blinded until the end of its next turn.
  487. of 1 action have a casting time of 1 bonus action. 77-78 You cast polymorph on yourself. If you fail the saving
  488. 29-30 You teleport up to 60 feet to an unoccupied space of throw, you turn into a sheep for the spell’s duration.
  489. your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air
  490. 31-32 You are transported to the Astral Plane until the within 10 feet of you for the next minute.
  491. end of your next turn, after which time you return
  492. to the space you previously occupied or the nearest
  493. unoccupied space if that space is occupied.
  494. 81-82 You can take one additional action immediately.
  495. 83-84 Each creature within 30 feet of you takes 1d10 necrotic
  496. damage. You regain hit points equal to the sum of the
  497. 33-34 Maximize the damage of the next damaging spell you necrotic damage dealt.
  498. cast within the next minute. 85-86 You cast mirror image.
  499. 35-36 Roll a d10. Your age changes by a number of years
  500. equal to the roll. If the roll is odd, you get younger
  501. (minimum 1 year old). If the roll is even, you get older.
  502. 87-88 You cast fly on a random creature within 60 feet of you.
  503. 89-90 You become invisible for the next minute. During that
  504. time, other creatures can’t hear you. The invisibility
  505. ends if you attack or cast a spell.37-38 1d6 flumphs controlled by the DM appear in
  506. unoccupied spaces within 60 feet o f you and are
  507. frightened of you. They vanish after 1 minute.
  508. 91-92 If you die within the next minute, you immediately
  509. come back to life as if by the reincarnate spell.
  510. 39-40 You regain 2d10 hit points. 93-94 Your size increases by one size category for the next
  511. 41-42 You turn into a potted plant until the start of your minute.
  512. next turn. While a plant, you are incapacitated and
  513. have vulnerability to all damage. If you drop to 0 hit
  514. points, your pot breaks, and your form reverts.
  515. 95-96. You and all creatures within 30 feet o f you gain
  516. vulnerability to piercing damage for the next minute.
  517. 97-98 You are surrounded by faint, ethereal music for the
  518. For the next minute, you can teleport up to 20 feet as next minute.43-44
  519. a bonus action on each o f your turns. 99-00 You regain all expended sorcery points.
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