Seven Sorcerers ALL NEW, WITH ONE BONUS SORCERER!

Table Of Contents (TBD)

Foreword: Why Sorcerers? (Include thanks, notes on balance and justification for the origin spell list system)

Sorcerous Origin: Catastrophe Your powers were born of a horrific event which killed hundreds, if not thousands. The swirling psychic energies of hopes ruined, worlds smashed and lives annihilated needed an outlet and they found you. Unlike most sorcerer archetypes the development of your powers takes a different route depending on how you orient yourself to the tragedy (represented in game terms as alignment). Those that revel in it, or seek to take vengeance against the world by inflicting similar tragedies, develop dark powers. Those who seek to prevent similar tragedies from occurring, or to clean up the aftermath as best they can develop heroic powers. Character concepts: Participant with a guilty conscience, survivor’s guilt sufferer, innocent-no-more, bereaved mother. Expanded Spells You gain the following spells at the levels noted, depending on your alignment. They do not count against your spells known. You cannot swap them out for other spells as you gain levels. If you change from evil to good or neutral, or from good or neutral to evil you may, with DM approval, exchange one set of spells for the other. Origin Spells: Good or Neutral Aligned Level Spell 1st Heroism 3rd Calm emotions 5th Spirit Guardians 7th Death Ward 9th Greater Restoration Origin Spells: Evil Aligned Level Spell 1st Inflict Wounds 3rd Crown of Madness 5th Fear 7th Confusion 9th Cloudkill Class Features Level 1: Refuse to Die The first time after a long rest you are reduced to zero hitpoints you immediately regain a quarter of your hitpoints. Level 6: Catastrophe sight You can see the potential for catastrophe all around you and can act to avert or heighten it. When a creature within 30ft of you rolls a one you may use your reaction either to allow it to reroll the result, or to cause it 1d8 psychic damage per four sorcerer levels. Level 14: Speaker with the lost You can cast speak with dead at will. Level 18: Undo Catastrophe: Once per long rest at the end of your turn or the turn of another creature you can see you may cause a creature (including yourself) to redo its turn. When you do so all the effects of that creature’s turn are undone. All creatures regain all lost HP, ability uses, reactions, spell slots, used items and any other resources they used during that creature’s turn. This effect even restores dead creatures to life. The creature then redoes its turn as it pleases and the new results of that turn replace the previous results.

Sorcerous Origin: Fey Touched Many are the ways in which fey power can become intermingled with mortal blood. The most common route is the most obvious- both permanent unions and brief liaisons between fey and mortals are far from unknown. Sometimes the power is gained when a mortal taken into the feywild, as a changeling, as a tithe or by accident, returns to the realms of mortals. Other times the causes are inscrutable- fey being what they are it is entirely possible that your powers arise because your mother happened to sing a particular rhyme under a particular acorn tree on a particular phase of the moon on the 21st day of her pregnancy. Your psyche is a melding of the peculiarities of fey and mortal alike. Your childhood -if it was spent in the mortal realms- was most likely a melding of opposites. You were probably well liked- yet always in trouble. Mischievous, yet strangely disinclined to ever lie. You might have discovered your powers very early. Equally possible you may not have even realised that not everyone had such powers until you were older. Character concepts: Travelling Poet, Failed bard, Demagogue, Wannabe Story Book Hero, Miracle Worker Who Believes They are a Cleric. Expanded Spell List You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels. Origin Spells Sorcerer Level Spell 1st Charm Person 3rd Invisibility 5th Phantom Steed 7th Hallucinatory Terrain 9th Modify memory Class Features Level 1: Fae Skin Every turn you gain a number of temporary hitpoints equal to half your sorcerer level. Damage from cold-forged iron weapons ignores these temporary hitpoints. Level 1: Fae Canny You have advantage on saves against Enchantment and Illusion magic. Level 6: Master of Glamour & Beguilement Your subtlety means that you only require a portion of the energies necessary to empower your illusion and enchantment schools that others do. Whenever you cast an illusion or enchantment spell of first level or higher, you regain some of your energies. You gain one sorcery point for an illusion or enchantment spell of levels 1-3, two points for an illusion or enchantment spell of levels 4-6, and three points for an illusion or enchantment spell of levels 7-9. Level 14: Bind the Soul You can create the absolutely binding agreements fey across various mythologies are infamous for. Once per day you may enter an absolutely binding agreement with another that can only be annulled by mutual agreement or by a Remove Curse, Greater Restoration or Wish spell. The agreement could concern anything at all- no matter how trivial or important. Both yourself and the other party to the agreement find it absolutely impossible to act contrary to the agreement or to ignore its obligations. The agreement must be entered into by free will, without magical or physical coercion or threat. Both parties must stand to gain something from the agreement. Both parties must understand that they are entering a magically binding agreement. If the agreement is ended for one party via remove curse or similar it also ends for the other party. The agreement can be entered into via written or verbal contract. You are bound to the agreement as you sincerely understand it, and in case of a disagreement as to the meaning of a clause the DM should adjudicate on the basis of how each party sincerely understood the terms when they reached the agreement. Level 18: Sidhe’s Spite You spit a quick curse at your attackers. Whenever you are struck by an attack the attacker has disadvantage on the next attack roll they make within the next minute.

Sorcerous Origin: Werebear Touched Werebears do not always pass on their full gift to their children, sometimes it is absent, with only a few residual traits if any. In a handful of cases though it takes a partial form- a glimmer of power perhaps interacting with some other pre-existing magical trace, or the ministrations of a bear spirit, to create a Werebear touched sorcerer. In other cases a bite might not take and create a full Werebear, but a trace of power be conferred. The exact nature of the interaction between the gift, the individual and their pre-existing magical potential varies. Some claim to fill a role almost like that of favoured souls, serving great bear spirits and deities and receiving their power directly from the same. Whatever their origin, Werebear touched Sorcerer’s tend to have a few traits in common- fierce independence tempered with profound loyalty to family, a dual nature capable of both violence and care. Though they do not enjoy fighting for the sake of fighting, many are drawn to the adventuring life through natural curiosity. Character Concepts: Avenger of your family, Wandering war-medic, Wood Carver Living in the Forest Expanded Spell List: You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels Origin Spells Sorcerer Level Spell 1st Inflict Wounds* 3rd Enhance ability 5th Conjure Animals 7th Death Ward 9th Greater Restoration *The damage is changed to slashing instead of necrotic Class Features Level 1: Ursa’s Protection You gain temporary hitpoints equal to 1+half your sorcerer level at the beginning of each turn. If since the end of your last turn you were struck by a silvered weapon halve the number of temporary hitpoints you gain (minimum 1). Level 1: Ursa’s Gift You have advantage on wisdom checks that rely on smell and can freely speak with bears as if you were under the effects of a speak with animals spell. Level 6: Claw To Claw Your heritage makes you mighty in melee. You gain the cantrip claw and add 1d10 slashing damage to the damage dealt whenever you cast Inflict Wounds. This increases to 2d10 at level 16. Claw Casting Time: 1 action or a reaction triggered when a creature provokes an attack of opportunity Range: Touch Components: S Duration: Instantaneous Your hands become ethereal claws capable of inflicting terrible damage. Make a Melee spell attack against the target. On a hit the creature takes 1d10 slashing damage. This damage increases to 2d10 at level 5, 3d10 at level 11 and 4d10 at level 17. Level 14: Wear the Bear’s Skin Once per short rest, as a bonus action with a cost of 5 Sorcery points you may transform into Werebear (bear or hybrid form) for one hour (see the Monster Manual for details). You retain your mental statistics but you cannot cast spells. You revert to your normal form as a bonus action, after one hour, or when you drop to 0 hit points. When you revert to your normal form you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points you aren’t knocked unconscious. Your gear melds into your new form. You can’t activate, use, wield, or otherwise benefit from any of your equipment. Level 18: Survivor You gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons that aren’t silvered.

Sorcerous Origin: Witch N.B. this sorcerer archetype is inspired by the spirit of Paizo’s Witch class Witchcraft is a common but poorly understood form of sorcery. For whatever reason some young women, and a smaller number of young men, discover that they have the power. Often found among peasants, criminals and those truly poor even among the poor witchcraft arouses great suspicion as a powerful form of magic which lacks the social position of wizardry- mostly a pursuit of nobles and the middle class. Witches are not born evil, nor do their powers compel them to evil. Sadly many end up there, as their poor treatment drives them to harsh measures. Whatever the world may think though, a witch at the height of their powers has the power to determine their own destiny if anyone does. Character concepts: Persecution survivor, former crime boss, a small town’s very overworked healer, jilted lover Expanded Spell List: You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels Origin Spells Sorcerer Level Spell 1st Find Familiar 3rd Alter Self 5th Bestow Curse 7th Polymorph 9th Geas Class Features Level 1: Healer Witches are gifted healers, though their healing magics are less obvious than other adventurers like Clerics and Druids. Creatures under a witch’s care have advantage on saving throws against illness and poison. One day under a witch’s care has the effect of a lesser restoration spell, three days has the effect of a greater restoration spell. Level 1: Evil Eye Once per short rest you may cast hex without expending a spell slot. You cannot transfer the hex to a new creature. Starting at level 10 you may use this ability more than once per long rest if you expend 2 sorcery points. Level 6: Potions and Poisons You gain the ability to brew potions. At a cost of 50gp worth of materials and one hour’s brewing time you can create a potion that confers the benefits of a spell you know. You must expend a spell slot of the relevant level. The following spells are suitable for potion making, other spells of level 3 or lower may be permitted with the DM’s permission: Alter Self, Comprehend Languages, Disguise Self, Darkvision, Enhance Ability, Enlarge/Reduce, Expeditious Retreat, False Life, Feather Fall, Fly, Jump, Invisibility, Levitate, Mage Armour, See Invisibility, Spider Climb. Where a spell can have a range of effects you choose what the effect will be when you brew the potion. Potions lose their potency after 24 hours unless you spend a sorcery point each day to prevent it. You also gain the ability to brew powerful poisons. You can brew a poison that deals 1d8 damage per two sorcerer levels if ingested. You may choose to make the poison non-lethal. If a non-lethal poison reduces a creature to zero hitpoints it enters a deep slumber and does not age or need food or drink. It can be awoken from this slumber by your command, by a spell such as lesser restoration, remove curse, protection from poison or greater restoration, or by a kiss. Level 14: Dire Flight By spending an hour in a ritual you can designate an object as your instrument of flight. The object must be constructed in such a way that it could in principle carry you, such as a broom, cauldron or carpet. You may fly using the object at a rate of 60ft, you cannot carry others with you. You can designate a new object as your instrument of flight by again performing the one hour long ritual. Level 18: Wandering Hut By conducting a four hour long ritual you may imbue a hut, house or any other kind of shelter small enough to fit inside a 100ft by 100ft by 100ft cube with the power of movement. The shelter gains a movement speed of 120ft, or 15 miles per hour. This movement speed could reflect any number of propulsion mechanisms- the most traditional option is 5ft tall chicken legs which grow out of it and propel it. Other than its new movement speed the shelter retains its previous statistics. The shelter cannot attack or otherwise harm anything.

Sorcerous Origin: Season Cycle Gods, spirits and Fae are all invested in the change of the seasons, jealously guarding its natural progression or trying to alter it. Humans too play their part, with many cultures conducting rituals not only to observe changes, but to ensure their occurrence. Your body and blood are linked to the seasons, and to their transitions. Perhaps you are from a line of shamans who have shepherded your people by watching and ensuring the transition of the seasons for generations. Perhaps you have some Fae blood from a line of Fae invested in ensuring the succession of seasons in line with ancient truces between the Seelie and Unseelie courts. Perhaps dozens of generations ago in your line was a demi-god, born to a god whose portfolio included the succession of seasons. Perhaps you created your connection to the seasons yourself, whether through force of will and sentiment or through eldritch rituals. Regardless, you have a deep psychic connection to the flow of seasons, treasuring each one (though you might have favourites). Your powers change with the seasons, as does your face and body. Your possible reasons for adventuring are diverse and might include a passion to protect the natural world, a desire to explore it, or simply the whims that fill you throughout the various seasons. Character Concepts: Shaman, The Fisher King, Half Fey, Protector of the Wilds Expanded Spell List You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels or as the seasons change. Origin Spells Sorcerer Level Spell 1st Goodberry 3rd Scorching Ray 5th Call Lightning 7th Ice Storm 9th Commune with Nature Class Features Level 1: Mutable Aspect of the Seasons Your visage reflects the current season. If it is spring you looked flushed with health and flowers, leaves and vines intertwine with your hair. If it is summer faint flames appear to wreathe you, though these do not shed any additional light. If it is autumn the wind appears to whip through your hair and leaves billow around you. If it is winter a gentle rain of snow falls around you and your skin is faintly bluish. You might modify how a season affects your character’s appearance to better reflect your character’s conception of it. You have advantage to Persuasion rolls in Spring, Intimidation rolls in Summer, Insight rolls in Autumn and Deception rolls in Winter. Your visage is strange and obviously magical which may affect how others react to you. When the season changes you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots, as if you had gained a level. Locations Without a Seasonal Cycle If you are in a location without a seasonal cycle, such as the Deep Underdark, the Astral or Ethereal planes or a Demiplane the DM should determine what the season is for the purposes of your abilities either by considering which season the location most resembles, or by rolling a d4. Level 1: Season’s Bounty When you use Goodberry, add your Charisma modifier to the number of Goodberrys you create. When you cast Goodberry with a spell slot of 2nd level or higher create an additional 10 berries for each spell level past the first. Eating a berry created by this spell also confers an additional benefit depending on the season. Spring: Spring’s bounty fills you with speed. Add one d4 to your next initiative roll before the end of your next long rest. Summer: Summer’s bounty fills you with vigour. Add one d4 to your next attack roll before the end of your next long rest. Autumn: Autumn’s bounty fills you with tragic insight. Add one d4 to your next skill check before the end of your next long rest. Winter: Winter’s bounty imbues you with hardiness. Add one d4 to your next saving throw before the end of your next long rest. Level 6: Season’s Wrath You embody the wrath of the mutable earth and deal additional damage when your spells are in correspondence with the dominant elemental forces of the season. Each season has a favoured damage type: Spring- Acid Summer-Fire Autumn- Lightning Winter- Ice When you deal damage of the current season’s type add your Charisma modifier to the damage. You can spend a sorcery point to turn the damage type of any spell into the current season’s favoured damage type. Level 14: Season’s harvest When you kill a hostile creature gain a benefit based on the season: Spring- You regain hitpoints equal to half your sorcerer level. Summer-You gain advantage on one roll of your choice within the next minute. Autumn- The next time a creature attacks you within the next minute it takes 3d8 psychic damage. Winter- You gain temporary hitpoints equal to your sorcerer level.

Level 18: Change the Turning Earth At a cost of five sorcery points for one hour you may change what the season is for the purpose of your abilities. When you change the season all your abilities take effect as if it were that season, and within a one mile radius there may be spectacular effects on the climate, weather generally and plants and animals at the DM’s discretion. Flowers might bloom with incredible speed, thunder storms form from nowhere or vast drifts of snow grace what was until but a moment ago high summer. After the hour is up the effects are reversed with no lasting damage to the local environment.

Sorcerous Origin: Fate Marked Luck warps around you. You’ve always found bizarrely improbable things happen to you, both good and bad- and sometimes just odd. You’ve learnt to focus that power outwards, to influence your own life and that of others. You are becoming a master of blessings and curses. You are, in the most literal sense possible, becoming a master of your own destiny. Sadly none of this changes the fact that every gambling house on the plane has a picture of your face with a note: ‘do not admit’. Character concepts: Hapless Wanderer, Grifting Gambler, Chosen One, Very Unlikely Survivor of an Even more Unlikely Disaster. Expanded Spell List You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels Origin Spells Sorcerer Level Spell 1st Bless 3rd Enhance Ability 5th Bestow Curse 7th Freedom of Movement 9th Geas Class Features Level 1: Control Variance A number of times per day equal to your Charisma modifier you may increase or decrease the variability in a D20 roll. If you decrease the variability instead of rolling a D20 you roll 3d6. If you use this option on a roll on which you have advantage or disadvantage roll 3d6 twice and take the better result if you have advantage or the worse result if you have disadvantage. If you increase the variability add 1d4 to the result if it is 11 or over and subtract 1d4 from the result if it is 10 or under. You may use this ability to decide the result of a simple random event within the game, such as a coin toss or dice roll. Level 1: Fortunate Health Every time you gain another level in this class you may roll two d6 and take the higher, or roll 1d6 and take the higher of that d6 and the number 4. Level 6: Luck lash At a cost of two sorcery points you may use your reaction to impose advantage or disadvantage on a creature other than you within 60ft. You must use this ability before the creature rolls. Level 14: One last chance If you die during an encounter and your party subsequently wins that encounter roll a D20. On a roll of 11 or above you are found to be barely alive after all- unconscious and at at zero hitpoints but stable. Level 18: Swap Luck Once per long rest you may touch a willing creature and either give or receive luck from them. If you give luck you have disadvantage on all your rolls for the next hour but they have advantage. If you receive luck you have advantage on all your rolls for the next hour but they have disadvantage. You may give luck to any willing creature but you can take luck only from a willing creature strong enough to strengthen your now mighty abilities- no less than a character level or CR of 15.

Sorcerous Origin: Wish When you wish upon a star, it makes no difference who you are- nothing happens, unless the wish somehow inspires you to greater action. In the worlds of D&D this is mostly unchanged. Many have lived and died wishing for a better lot but rarely are such wishes heard even when they are made by the deserving. You are an exception to this rule. You made a wish to be able to escape your circumstances and the world granted it. Your powers might have been bestowed by a compassionate (or amused) god, a curious Genie or the force of your own will reaching out into the weave of magic and entangling your soul with it. Character concepts: Former Slave, bored heir or heiress, the world’s first eight year old hero, the most powerful madman in the world. Expanded Spells You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels Origin Spells Sorcerer Level Spell 1st Charm Person 3rd Alter Self 5th Fly 7th Dimension Door 9th Creation Class Features Level 1: Undo Mistake Once per long rest you may use an action to undo the hitpoint damage done by a single attack, spell or ability that occurred since the end of your last long rest. You cannot regain more than half your hitpoints using this ability, or go above your hitpoint maximum. Level 1: Small Wish You learn the cantrip Guidance. You can cast it without verbal or somatic components. Level 6: Heart’s Desire Select one of the following benefits, you permanently gain its effects. You can make an additional selection at level 10. Wealth: You gain 30gp a day allowing you to live a fabulously wealthy lifestyle. You can spend these in anyway you choose, however you cannot save them. Any money you try to save is subtracted from the money you receive the next day. Beauty: You become stunningly beautiful or handsome. You have advantage on Charisma rolls in which your physical attractiveness is a key factor. Adoration: You gain the benefits of both the Position of Privilege and the Rustic Hospitality features, representing a new found broad appeal and popularity. Stardom: You gain proficiency in two musical instruments or other artistic tools. You have advantage on rolls using these tools. You gain the benefits of the By Popular Demand feature Health: You do not suffer from non-magical diseases. Level 14: Betterment You are always under the effects of an enhance ability spell. You may choose which attribute is enhanced whenever you complete a long or short rest. Level 18: Wish You learn the Wish spell if you do not already know it, or another sorcerer spell of your choice if you do. You may cast Wish to produce an effect other than replicating a spell of 8th level or below three times in your existence without triggering the risk of never being able to cast Wish again. If you have already lost the ability to cast wish you regain it when you gain this feature.