Spaceflight Review Copy About Spelljamer is a very cool setting. The original books are full of so many cool mechanics - a ship that you can customise and outfit however you wish, entire worlds you can explore at your leisure, and complete freedom. These archetypes are designed to build off of that foundation and fit into both the vanilla Spelljammer setting and my own add-on for this that I am currently in the pre-pre-alpha stages of writing. All of these should be useable in terrestrial-based campaigns, though many of them hold specific advantages to spacefaring adventurers. Table of Contents So far, we have: Barbarians can follow the nautically-inclined Path of the Surfcutter, which gives them the skills and endurance they need to pilot a vessel with their own life force.

Bards can join the College of Cartography to guide their allies both to port and to victory.

Clerics can tap into the Runic Domain, letting them bless their vessel and their allies with sacred symbols.

Druids of the Circle of Land can chose to familiarize themselves with the landscape of Wildspace, or join the new Circle of Fauna to catalogue and preserve the beasts of new planets.

Duskblades can train as a Voidblade to absorb, negate, or even destroy opponent's attacks and spells.

Fighters can imitate the archetypal Buccaneer, using nothing but their grit, cunning, and charm to get out of harm's way.

Monks can chose the Way of the Empty Mind, tapping into the vast void by clearing their head of thoughts.

Paladins can swear to the Oath of the High Seas, becoming pirate hunters who work to ensure that every ship can travel where it pleases.

Rangers can tap into the power of the Sniper, pinning their enemies to the ground with magically enhanced trick arrows.

Rogues can chose to follow the archetypal Field Medic, who can take up the slack for their spelljamming cleric and heal their allies.

Sorcerers can have the Spark of Light origin, allowing them to control the 7 elements and harness the power of The Light.

Warlocks can entreat the Primal Darkness to give them the power of the night.

to give them the power of the night. Wizards can use the power of the land to boost their spells by studying the School of Leylines.

Barbarian Path of the Surfcutter Barbarians who tread the path of the Surfcutter are sturdier than most barbarians. Called such because they used to stand in the surf for hours to train against the cold spray and pounding waves, Surfcutters can take any blow and come back for more. Island Origins At 3rd level, you gain proficiency with Navigator's Tools. In addition, you gain resistance to cold damage while raging. Outlast Also at 3rd level, whenever you finish a short rest, you regain 1 hit dice, up to your maximum. Shoulder Any Burden Starting at 6th level, when you are raging and an ally within 10 feet of you is hit by an attack, you can use your reaction to switch places with that ally and take the hit yourself. Neither your nor your ally provoke attacks of opportunity when you use this. You may use this ability twice before you finish a short or long rest. Supreme Balance After being tossed around by the waves time and time again, nothing can throw you off balance. Starting at 10th level, you cannot be disoriented or lost except through magical means. In addition, you can mark a location you can see. Until you finish your next long rest, you always know the distance and direction to that marked point. Unstoppable Rage Starting at 14th level, when you use your Relentless Rage feature, the DC of the Constitution saving throw increases by 3 instead of 5 every time you use it. Lore and Background Notes The Surfcutter's Outlast feature is designed to interact well with Lifejammers. Most ships in the Spelljammer universe use the eponymous device to propel their ship by feeding it spell energy. However, for a culture or race that does not produce many spellcasters, lifejammers can do the same thing by absorbing life energy, and I built the Surfcutter primarily to excel at lifejamming.

Bard College of Cartography Bards who follow the College of Cartography are skilled illustrators and surveyors. The maps they make are not only some of the best navigational aids, they are works of art, and no voyaging ship to distant worlds should be without one. Bonus Proficiencies At 3rd level, you gain proficiency in cartographer's tools and navigator's tools. Power Ballad Also at 3rd level, when a creature who has a bardic inspiration die from you uses an ability that forces a saving throw, it can add the bardic inspiration die roll divided by 2 (rounded down) as a bonus to its save DC for 1 round. If the creature has multiple features that force a saving throw, the bonus only applies to the ability used to activate this. Quick Traveler Starting at 6th level, your base speed increases by 10 feet. Eye for Detail Your eyes are so keen they can spot the weaknesses of any being, or see the subtle contours of the terrain to give you an edge. Starting at 14th level, you can use your action to make an Insight check against a creature you can see. The DC is equal to the creature's AC, plus 2 for every 5 feet away it is. On a success, the creature has disadvantage on its first save against a spell you cast. Once you have successfully used this feature, you cannot use it again until you finish a short or long rest. Lore and Background Notes This is currently the weakest archetype in this set. I sort of took an idea for a bardic feature I had and stuck it in the framework of this other bard who's good at...analysing the terrain? Honestly, I'm open to any suggestions at this point (and curious about Power Ballad's balance).

Cleric Runic domain The gods of writing - who include Gilean, Odin, Corellon, and Thoth - are often associated with magic. The ability to convey complex ideas across thousands of years is a very powerful ability indeed, and clerics of these gods learn additional secrets they can spring upon their less-literate foes. Domain Spells You gain domain spells at the cleric levels listed. Runic Domain Spells Cleric Level Spells 1st illusory script, healing word 3rd suggestion, zone of truth 5th counterspell, glyph of warding 7th banishment, dominate beast 9th creation, dominate person Bonus Proficiencies Starting at 1st level, you know two additional languages of your choice. You also gain proficiency in one artisan's tools of your choice. Channel Divinity; Carve Rune Starting at 2nd level, you can use your Channel Divinity to keep multiple spells going at once. As an action while you are concentrating on a cleric spell, you trace your god's symbol in the ground beneath your feet. You then transfer control of the spell to the rune, allowing you to cast spells that require concentration without affecting the one in the rune. While the spell is in the rune, you cannot change any variable elements of the spell (for example, if you used the rune to hold a control water spell, you could not switch to a different effect). The rune has AC 10 and hit points equal to your Cleric level + your Wisdom modifier. Any attacks against the rune have disadvantage if the attacker is more than 5 feet away. Otherwise, treat it like an object for the purposes of spells and other effects that require a saving throw. Every time a creature walks over the rune, the rune takes 1 point of damage. The rune does not make concentration checks when it is damaged, but it becomes inactive and releases the spell in it after it is reduced to 0 hit points, the spell inside it ends, 1 minute has passed, or you use a bonus action to reabsorb the spell. You cannot create more than one of these runes at a time. Channel Divinity; Borrow Spell Starting at 6th level, you can use your Channel Divinty to help lighten a fellow mage's load. As an action, you touch your holy symbol to a willing creature that is concentrating on a spell. If the level of the spell is less than or equal to half the level of your highest spell slot (rounded down) and does not have a range of self, you take control of it. The spell uses the original caster's spellcasting modifier and spell save DC, but the spell counts as being cast by you, and you can manipulate or dispel it how you wish. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip. Fleshcarved Rune Starting at 17th level, chose one cleric spell of 2nd level or lower with a range of either Self or Touch. You are always under the effect of this spell, and it does not require concentration for you. If you want to cast this spell on others, you must prepare it as normal. You can swap out this spell by spending 1 day erasing and recarving the rune into your flesh.

Druid Circle of Fauna Druids who join the Circle of Fauna have an insatiable curiousity about the ecosystem and the beasts that inhabit it. They travel to the farthest corners of the world (and beyond) to catalogue and experience every animal they can find. Their power, like all druids, is the power of nature, the power of the beast, and they seek a bond with beasts to further increase their power. Bonus Proficiencies At 2nd level, you gain proficiency in Animal Handling and Survival. Druid's Companion Also at 2nd level, you can forge a magical bond with an animal who will fight alongside you. Chose a beast no lager than Medium size that you are capable of wildshaping into. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as any saving throws or skills it is proficient in. Its hit point maximum is equal to its normal maximum or four times your druid level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast to move (no action required by you). You can use your action to verbally command it the beast to take the Attack, Dash, Disengage, Dodge, or Help action. You can issue commands to the beast while Wildshaped, using grunts, growls, or other vocalizations to communicate and coordinate attacks. If the beast dies or you intentionally dissolve the bond, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. Beast Synergy Starting at 6th level, you can draw off of the bond you share with your animal companion to increase your own animalistic might. When you use your Wildshape to turn into the same creature as your animal companion, you can add your proficiency bonus to your Armor Class, attack rolls, and damage rolls. In addition, you can use a bonus action on your turn to transfer some of your hit points (to a maximum of your druid level) to your animal companion, or transfer some of your animal companion's hit points to you. You must be Wildshaped in order to do this. Animal Reflection Starting at 10th level, you gain an additional use of wildshape per short or long rest. You can only use this additional wildshape to transform into the same animal as your beast companion. Two Become One Staring at 14th level, the distinction between you and your animal companion has faded to the point that even your spells aren't sure which is which. When you cast a spell of 1st level or higher that affects only you, you can also chose for it to also affect your animal companion A Single Bond Both the Circle of Fauna druid and the Beastmaster ranger gain a powerful ally that grows as they grow. Unlike the familiar of a wizard, this creature is not bound in service to you, forced to obey your every command and constantly aspiring to defeat you. Rather, your companion stands by your side out of friendship and trust. If you use multiclassing to take both the Beastmaster ranger and the Circle of Fauna druid, you do not get multiple companions. Instead, you have a single beast companion. You add your proficiency bonus to its AC, attack rolls, damage rolls, and any skills or saving throws it is proficient in. Its hit point maximum equals its normal maximum or four times the total of your ranger and druid levels, whichever is higher. You gain the other benefits of the Ranger's Companion and Druid's Companion features as listed. Circle of Land Druids of all types travel through the stars, sometimes growing and piloting a vessel themselves but more often than not signing up with a merchant's or adventurer's ship as helmsman and healer. Druids of the Circle of Land may chose the following terrain for their Circle Spells feature, in addition to the terrains listed in the Player's Handbook. Wildspace Druid Level Spells 3rd gust of wind, darkvision 5th silence, stinking cloud 7th hallucinatory terrain, wall of fire 9th dream, tree stride

Duskblade Voidblade Voidblades are an extremely rare type of duskblade. After all, nothing is just nothing; how can you touch that which does not exist? But by use of every abjuration spell known to man, Voidblades can not only touch emptiness, but command it to consume their foes. Voidblade Spells Duskblade Level Spells 3rd Shield, Hex 5th Blindness/Deafness, Crown of Madness 9th Dispel Magic, Vampiric Touch 13th Death Ward, Hallucinatory Terrain 17th Antilife Shell, Contagion Black Hole Starting at 3rd level, you can conjure a vortex that consumes everything around it as a bonus action. You can place this 3-foot-wide sphere of darkness anywhere within 30 feet of you. Any ranged attacks that pass within 30 feet of the black hole have disadvantage as the vortex pulls the projectile or spell off-course. Any Small or smaller unattended objects that pass within 5 feet of the black hole are destroyed, unless they are magical. Any Large or smaller creatures that pass within 5 feet of the black hole must make a Strength saving throw against your duskblade spell save DC or be sucked into the vortex. Any creature inside the vortex takes force damage equal to your duskblade level at the start of its turn. At the end of its turn, a creature trapped in the black hole can repeat the saving throw, escaping it on a success. At the start of your turn (no action required), you can dispel the void, dropping any magic items and creatures in the black hole to the ground. You can conjure this black hole for a number of rounds equal to your Intelligence modifier (minimum of 1 round) before finishing a long rest. Void Smite Starting at 7th level, when you hit a creature with your Elemental Smite, you can forego some of the damage to strip the spells off of that creature. When you use this feature, your Elemental Smite deals half as much damage, and the creature must make a Wisdom saving throw against your duskblade spell DC. On a failed save, you may end one spell of your choice affecting that creature. Protective Envelope Starting at 15th level, the abjuration magic you use to control the void becomes even more protective. When you cast an abjuration spell of 1st level or higher, you gain temporary hit points equal to five times the spell's level. Aura of Nil Once per long rest, you can cast the spell investure of emptiness Investiture of Emptiness 6th-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 10 minutes Until the spell ends, ropes of nothingness swirl around you, and you gain the following benefits; You and any creatures within 10 feet of you have advantage on all saves against spells.

Any creatures within 10 feet of you have disadvantage on spell attack rolls, as well as on checks to maintain concentration.

You can use your action to create a tiny void within 60 feet of you. Any creatures within 15 feet of the void must make a Constitution saving throw or take 2d8 damage. This damage is not affected by vulnerabilities or weaknesses. Lore and Background So Duskblades are a class I wrote that can be found here. Essentially, they're Arcane Paladins who are a bit wobblier, but can nova extremely hard if you're not careful. All of them have the ability to cast an Elemental Evil investure of x spell as their capstone, similar to the paladin's 20th-level feature. I'll move the spell above to a more appropriate place once I get started on converting the Spelljammer spells.

Fighter Buccaneer Fighters who emulate the archetypal Buccaneer are not always committing themselves to piracy (though it is a very attractive and lucrative path). They are dedicated to going to places no man has gone before, living lives and telling tales most would think too strange to be true, and winning the hearts and minds of those of the opposite gender. True Grit Starting at 3rd level, your acts of valor embolden you to reach even further beyond your limits. Whenever you commit a "daring deed", you gain 1 grit point, up to your Charisma modifier (minimum of 1). When you make an attack roll, ability check, or saving throw, you can spend one of your grit points to gain advantage on the roll. You lose all unspent grit points when you finish a long rest. Eye for Treasure Starting at 7th level, you've become a peerless judge of coin and jewel. When you see an object, vehicle, or animal that can be put up for sale on the free market, you instantly know how much money it is worth, in whatever currency is most applicable. This ability only tells you what an object should be worth based on whatever qualities of it you can observe, not its current buying or selling price, and it cannot tell you whether you are buying a forgery or an imitation. Stunts Starting at 10th level, your grit emboldens you to reach past your limits. You learn two stunts, listed below. You learn another stunt at 15th level, and a fourth one at 18th level. Some of your techniques require a saving throw. The formula is 8 + prof + Str or Dex mod (whichever is higher) Excellent Strike Starting at 10th level, whenever you score a critical hit against a creature, you gain 1 grit point. Perfect Execution Starting at 15th level, whenever you roll a natural 20 on an ability check, you gain 1 grit point. Skin of y' Teeth Starting at 18th level, whenever you succeed on a saving throw by 3 or less, you gain 1 grit point. List of Stunts Judo Throw - When you have a creature grappled, you can use an attack and spend 2 grit points to throw it over your shoulder. The creature must make a Strength saving throw. On a failed save, the creature is thrown 20 feet and falls prone. On a successful save, it is thrown half as far and does not fall prone.

Evade - When you make a Dexterity saving throw that allows you to save for half damage and you do not have advantage on the saving throw, you can spend 2 grit points before you roll the save to take no damage if you succeed and only half if you fail.

Righteous Right Hook - When you damage a creature with a weapon attack or unarmed strike, you can spend 2 grit points and force them to make a Constitution saving throw. On a failed save, they are stunned for 1d4 rounds or they take damage.

Percussive Maintainence - When a machine is malfunctioning within 5 feet of you, you can use your action and spend 2 grit points to lovingly kick or smack it. The machine then resumes normal function for 1 hour per Fighter level you have. This is not a permanent fix; the machine must be properly repaired before you can use this stunt on it again. Lore and Background Notes Those who are familiar with Pathfinder will recognize some elements of the Gunslinger in here. I wanted to build an archetype who could fit Captain Kirk or other such silverscreen and television heroes - people who had no business surviving the next minute, never mind until the end of the episode - regardless of whether or not they used firearms. I'm not a huge fan of that genre, so any suggestions on appropriate Stunts would be well-appreciated.

Monk Way of the Empty Mind Disciples of the Way of the Empty Mind do not think. Thinking is hesitation, hesitation is lethal. Instead, they train their bodies to respond automatically in every situation, letting them Test of Spirit Starting at 3rd level, when an opponent misses you with a melee attack, you can spend 1 ki point to make an unarmed strike using your reaction. Emerald Defense Starting at 6th level, you can brush against the minds of your opponents, allowing you to better anticipate and respond to their attacks. You have advantage on saves to avoid being charmed. Additionally, when you use Patient Defense, you gain 1 ki point (replacing the one you spent to activate it). Draining Touch Starting at 11th level, you can spend 5 ki points to cast vampiric touch. Ultimate Defense Starting at 17th level, you are constantly under the effect of a mind blank spell.

Paladin Oath of the High Seas The Oath of the High Seas is an often unwritten code followed by every sailor who ever lived. The ocean is a hard place to earn a living; without some form of order and respect, even the largest ships start to feel like prison cells. But there are those who think they are above these laws, who chain their fellow men and take their property or even their lives. Some sailors who are impacted particularly hard by these devils swear this oath on the deck of their ship, picking up swords to exterminate piracy wherever they find it. Other paladins may come to this oath because their Order is navy, rather than cavalry, based. Tenents of the High Seas All men of the sea live by these unspoken laws, but those who swear the Oath of the High Seas will die for them. Freedom - A person should be free to do as they please. Life - The capricious seas claim too many lives as it is. Do not spill more blood on top of that. Property - A person's gold belongs to them. A dead person's gold belongs to their next of kin Retribution - Anyone who breaks these commands does not deserve to be treated as a person. Oath Spells You gain oath spells at the paladin level listed. Oath of the High Seas Spells Paladin Level Spells 3rd thunderwave, purify food and drink 5th gust of wind, find traps 9th wall of water, water walk 13th locate creature, control water 17th control winds, teleportation circle Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Nurturing Tide. You can use your channel divinity to invoke the life-giving powers of the seas. As a bonus action, you raise your holy symbol and choose one creature within 30 feet. You can spend points from your Lay on Hands pool to heal that creature. Shout of Terror. You can use your channel divinity to invoke the destructive forces of the sea. As an action, you grip your holy symbol and scream. All humanoids within 30 feet of you must succeed on a Wisdom saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. On a successful save, the creature's speed is reduced by 10 feet for 1 minute or until it takes any damage. Aura of Steadiness Starting at 7th level, you and all friendly creatures within 10 feet of you have advantage on all saving throws to avoid being pushed back or knocked prone. Starting at 18th level, the range of this aura increases to 30 feet. Pursuit Starting at 15th level, whenever you move directly towards a hostile creature, your speed increases by 10 feet until the end of your turn. Unstoppable At 20th level, you can use your action to become like a wave. For 1 minute, you gain the following benefits: You have a swim speed of 30 feet. If you are not wearing heavy armor, this increases to 60 feet.

You can move through a space occupied by a Large or smaller creature, even if the creature is hostile. You cannot end your turn inside the space of another creature.

As an action, you can roar like the howling wind. Every creature in a 15 foot long by 5 foot wide line emanating from you in a direction of your choice must succeed on a Constitution saving throw or be stunned for 1 round. Once you use this feature, you can't use it again until you finish a long rest. Lore and Background Notes Still in the process of writing some of these archetypes. Check back later.

Ranger Sniper All rangers have at least a passing familiarity with ranged weapons. The ability to attack from a distance and retreat before your enemies can lay a hand on you is extremely powerful, and the Sniper augments that with special trick arrows that can blind, slow, or burn their enemies. Trick Shot Starting at 3rd level, you have mastered the art of the trick shot. You know two trick shots from the list below. The description of each shot will tell you when and how you can use it. You learn another shot at 7th, 11th, and 15th level. Saving Throws Some of your trick shots require your target to make a saving throw. The saving throw DC is calculated as follows; Trick shot save DC = 8 + your proficiency bonus + your Wisdom modifier Without a Trace Starting at 7th level, you have become a ghost in the forest. Your proficiency bonus is doubled for Stealth checks. In addition, you cannot be tracked except through magical means. Countering Arrow Starting at 11th level, you are accurate enough to shoot down enemy projectiles. When you are wielding a ranged or throwing weapon and are hit by a projectile, you can use your reaction to intercept the projectile with one of your own. Roll one or more of your survival dice and reduce the damage you take by the total. Dragon's Spear Starting at 15th level, you can pump more energy through your bowstring. You may use the effects of two trick shots per attack instead of one. You must spend survival dice separately for each trick shot. Lore and Background This is NOT based on the PHB Ranger. Instead, this is based on a fix called the "Have Your Cake" Ranger, which ditches spellcasting in the base class for a mechanic called survival dice. Each turn, you get a certain amount of these dice to spend on things like extra damage or improving initiative rolls. I may do one that fits with the Vanilla Ranger - not sure yet. The Sniper himself comes from my firm belief that rangers should be almost exclusively longbowmen, only resorting to close quarters weapons when they have no choice. Fire Arrow - When you make a ranged weapon attack, you can roll one or more of your survival dice. If the attack hits, it deals extra fire damage equal to the highest survival die roll.

Ice Arrow - When you make a ranged weapon attack, you can roll one or more of your survival dice. If the attack hits, it deals extra cold damage equal to the highest survival die roll.

Shock Arrow - When you make a ranged weapon attack, you can roll one or more of your survival dice. If the attack hits, it deals extra lightning damage equal to the highest survival die roll.

Disarming Arrow - When you make a ranged weapon attack, you may roll one or more of your survival dice and add the highest result on any single die to the damage. If the attack hits, the creature must make a Strength saving throw or drop one item of your choice that it is holding. The item lands 30 feet away from the creature.

Blinding Arrow - When you make a ranged weapon attack against a creature, you can expend one or more of your survival dice. If the attack hits, the creature must succeed on a Constitution saving throw or be blinded. Every survival die you spend on this shot after the first increases the saving throw DC by 1. At the end of its turn, the creature may repeat the saving throw, ending the effect on a success.

Splintering Arrow - When you make a ranged weapon attack, you can roll one or more of your survival dice. Regardless of if the attack hit or missed, every creature within 10 feet of the target must make a Dexterity saving throw or take damage equal to the total of the survival dice's rolls. On a successful save, the creature takes half damage.

Tangleroot Arrow - When you make a ranged weapon attack against a creature, you can spend one of your survival dice and add it to the damage. If the attack hits, the creature must succeed on a Strength saving throw or become restrained. If you spend three survival dice, you may add the highest roll to the damage, and the creature becomes incapacitated if it fails its saving throw. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Armor-Piercing Arrow - When you make a ranged weapon attack, you can roll one or more of your survival dice and add the highest result on any single die to the attack roll.

Rogue Field Medic Field Medics are unlike any other rogue. They concentrate on using their encyclopedic knowledge of the body to render aid to their allies. Make no mistake, though; this same knowledge allows them to strike arteries and pressure points with deadly accuracy. Fast Healing At 3rd level, you gain proficiency in Medicine. In addition, you can use your Cunning Action to drink or administer a potion, use a healer's kit, or make a Medicine check to stabilize a dying creature. Bolster Morale Also at 3rd level level, you can sacrifice some of your own combat potential to help keep someone else on their feet. When you hit an enemy and qualify for a Sneak Attack, you can forgo one or more of your Sneak Attack dice. Choose one creature within 30 feet that can see or hear you (including yourself) and roll the sneak attack dice you gave up. That creature gains temporary hit points equal to the total roll of the foregone dice. The number of sneak attack dice you have is reduced until the creature loses those temporary hit points. Where Does It Hurt? Starting at 9th level, you can dart past enemy lines to reach a downed ally faster. Whenever you Disengage, your movement speed increases by 10 feet. Physician, Encourage Thyself Starting at 13th level, whenever you use Bolster Morale on a creature other than you, you gain temporary hit points equal to half the amount your ally gained. Marvelous Healing Starting at 17th level, you have become a master of the healing arts. Whenever you administer healing to a creature, you are always able to heal them for the maximum amount possible with the chosen medium (so if a creature would heal 1d6+1 points of damage, they instead heal 7). In addition, when you use Bolster Morale, you can chose to heal a creature instead of granting it temporary hit points. You regain the sneak attack dice spent on this when you finish a short rest, and you cannot use this feature again until you finish a long rest. Lore and Background The Field Medic is an experiment on my part, really. I think the idea of a rogue having some way of supporting the party besides direct damage is quite interesting, and it makes for an excellent story on how they acquired two seemingly unrelated skill sets. As for balance...well, that's why we're here. Marvelous Healing intentionally doesn't work on any of the Field Medic's default features; it's meant to combine with purchased potions, or maybe a short dip into Cleric if you really want it.

Sorcerer Spark of Light Your innate magic comes from a fragment of the creative force buried deep inside you. A few Star Mages received their gift from the touch of a creative deity, such as Paladine or Moradin. However, most received their connection to the elements from one or both of their parents. This force is bound not to your blood but to your soul, giving you a personal connection to the forces of the universe. Blood of the Elements serves as the generic name for this archetype in other campaign settings Essence of Creation You learn one language of your choice. In addition, you gain proficiency in one artist's tools of your choice. Novice Manipulator Also at 1st level, you gain an affinity for the elements of the universe. You learn the cantrip dancing lights. In addition, choose one of the elements below. You learn the cantrips associated with that element. These cantrips count as sorcerer cantrips for you. Fire. Control Flames, Create Bonfire Lightning. Shocking Grasp Wood. Thick Weeds (2 5-foot patch of weeds within 60 feet is difficult terrain) Air. Gust, Thunderclap Earth. Mold Earth, Magic Stone Metal. Coin Flip Water. Shape Water, Ray of Frost Elemental Adept Starting at 6th level, you are capable of drawing energy from the elements of the universe. Choose one of the benefits listed below. You can choose the same element as before or a different one. Fire. Whenever you take fire damage from a single source that exceeds your spell save DC, you regain 2 sorcery points. Lightning. Whenever you take lightning damage from a single source that exceeds your spell save DC, you regain 2 sorcery points. Wood. Whenever you regain hit points greater than your spell save DC from a single source, you regain 2 sorcery points Air. Whenever you take slashing damage from a single source that exceeds your spell save DC, you regain 2 sorcery points. Earth. Whenever you take bludgeoning damage from a single source that exceeds your spell save DC, you regain 2 sorcery points. Metal. Whenever you take piercing damage from a single source that exceeds your spell save DC, you regain 2 sorcery points. Water. Whenever you take cold damage from a single source that exceeds your spell save DC, you regain 2 sorcery points. Essence of the Elements At 14th level, you become permanently infused with the essence of the elements. Choose one of the benefits listed below. You can choose the same element as before or a different one. Fire. You emit a flaming aura that sheds bright light for 30 feet and dim light for an additional 30. Any creature that starts its turn within 10 feet of you must succeed on a Dexterity saving throw or take fire damage equal to half sorcerer level. You can extinguish or reignite this aura as a bonus action. Lightning. Sparks dance around you, flowing through your muscles and urging you forward. Your base speed increases by 15 feet. In addition, whenever a creature damages you with a melee attack, you can use your reaction to deal lightning damage to your attacker equal to your sorcerer level. Wood. Your fingers and toes become like strong roots. Climbing no longer costs you additional movement. In addition, you have advantage on Strength (Athletics) checks to initiate or avoid being grappled. Air. Gusts of air buoy you up. You have a flying speed of 60 feet. In addition, while flying, you are unaffected by any magically created wind that tries to blow you around. Earth. You can sense the natural fault lines in even the toughest stone. You have a burrow speed of 30 feet. You can burrow through solid stone. Metal. The tiny ridges and wrinkles in your skin glitter with steel. You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Water. Your skin becomes slippery and wet, enabling you to slip through the waves. You have a swim speed of 30 feet. Spell Gift Starting at 18th level, you can use your action to touch an ally and give them the ability to cast one of your spells. The number of sorcery points you must spend is equal to 2 + the cost of creating a spell slot of that spell's level, and the spell cannot be higher than 5th level. The target ally can now cast the spell at its lowest level a number of times equal to 6 - the spell's level. If the target can normally cast spells, they cannot use their own spell slots, spellcasting modifier, or save DC. Instead, the target adds their Charisma modifier to spell attack rolls, and their spell save DC is equal to 8 + their Charisma modifier. The target loses the ability to cast the spell when they finish a long rest. Once you use this ability, you cannot do so again until you finish a long rest. Lore and Background These sorcerers play heavily into the background of the world. Basically, there's a Light vs Dark aspect going on between this class and the yet-to-be-written warlock class on the page below. I wanted to replicate the Totem Barbarian's system of having all of these choices you can mix and match.

Warlock Primal Darkness patron Lore and Background Also a not-quite-done class. As you might guess from the title, these warlocks are meant as an enemy to the Primal Light sorcerers.