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SRD, TCE, Homebrew

Sorcerer

In the heart of Farsae, where the veil between the mundane and the magical is ever-thin, there dwell individuals for whom magic is not merely an external force to be harnessed but an innate surge that courses through their very essence. These are the sorcerers of Farsae, kin touched by the raw and untamed energies of the world.   A Lepid with eyes aglow, her delicate hands outstretched, calls forth the whispers of the ancient forest, entwining her foes in brambles that sprout from nowhere. With a graceful leap, she ascends, borne aloft by the very vines that heed her silent command.   A Felin sorcerer, her eyes shimmering like the stars, whispers to the night, and shadows dance at her command. With a flick of her tail, darkness envelops her foes, while she moves unseen, as silent and deadly as the night itself.   In the bustling markets of Galmere, a Miski merchant gestures with a paw, and the trinkets on his stall shimmer with a captivating allure. His laughter is infectious, yet those who cross him find themselves ensnared in illusions, their minds lost in a labyrinth of their own making.  

Essence of the Wilds

For a sorcerer, magic is as natural as breath, pulsing in harmony with their heartbeat. Some are descendants of beings of legend, bearing the legacy of dragons, spirits, or even the enigmatic fae. Others might find their lives irrevocably changed by an encounter with the raw essence of the wilds, where the barrier between the mundane and the magical thins to a mere veil.   The manifestation of sorcerous powers is as unpredictable as the wind. In some, the gift of magic is as evident as the morning sun, while in others, it lurks beneath the surface, waiting for a moment of need. The origins of their abilities are often shrouded in mystery, attributed to anything from a celestial alignment to the blessing of the forest itself.   Unlike their scholarly counterparts who pour over ancient texts, or pact-makers who draw their power from a bond with the otherworldly, sorcerers rely solely on the raw, untamed magic that flows through their veins. This connection allows them to shape their arcane abilities in unique and versatile ways, limited only by their imagination and will.  

Call of the Untamed

Sorcerers are a rare sight in the realms of Farsae, their presence often marked by tales of wonder or whispers of fear. The power that dwells within them is restless, seeking expression and refusing to be stifled. It is this inner tumult that drives many sorcerers to the path of adventure, seeking to understand, master, or sometimes even quiet the storm within.   Driven by enigmatic desires, sorcerers embark on journeys that are as diverse as their origins. Some seek to unravel the mysteries of their heritage, to understand the source of their power or to find kinship with others of their kind. Others are drawn by the thrill of wielding such primal forces, aspiring to become avatars of the very essence of magic itself.   In the tapestry of an adventuring party, sorcerers offer a burst of creative energy, their spontaneous and dynamic use of magic adding both depth and versatility. While they may not possess the extensive repertoire of a wizard, their ability to adapt and evolve their known spells makes them formidable allies in any endeavor.  

Creating a Sorcerer

The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?   How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.
Quick Build   You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

The Sorcerer Table

LevelProf. BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st +2 Spellcasting, Sorcerous Origin 4 2
2nd +2 Font of Magic 4 3
3rd +2 Metamagic 4 4 2
4th +2 Ability Score Improvement, Sorcerous Versatility 5 4 3
5th +3 Magical Guidance 5 4 3 2
6th +3 Sorcerous Origin feature 5 4 3 3
7th +3 5 4 3 3 1
8th +3 Ability Score Improvement 5 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 Metamagic 6 4 3 3 3 2
11th +4 6 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 4 3 3 3 2 1
13th +5 6 4 3 3 3 2 1 1
14th +5 Sorcerous Origin feature 6 4 3 3 3 2 1 1
15th +5 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 Metamagic 6 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin feature 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Sorcerous Restoration 6 4 3 3 3 3 2 2 1 1
hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Constitution, Charisma
skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers
  • spellcasting:
    An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.  

    Cantrips

    At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.  

    Spell Slots

    The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.  

    Spells Known of 1st Level and Higher

    You know two 1st-level spells of your choice from the sorcerer spell list.   You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, 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.  

    Spellcasting Ability

    Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.  
    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your sorcerer spells.
    class features:

    Sorcerous Origin

    Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
  • Draconic Bloodline
  • Voidcaller's Descent
  • Wild Magic
  •  

    Font of Magic

    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.  

    Sorcery Points

    You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.  

    Flexible Casting

    You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.   Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.  

    Creating Spell Slots

    Spell Slot LevelSorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7
      Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.  

    Metamagic

    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.   You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.  

    Careful Spell

    When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.  

    Distant Spell

    When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.   When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.  

    Empowered Spell

    When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.   You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.  

    Extended Spell

    When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.  

    Heightened Spell

    When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.  

    Quickened Spell

    When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.  

    Subtle Spell

    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.  

    Twinned Spell

    When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).   To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.  

    Seeking Spell (TCE)

    If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.   You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.  

    Transmuted Spell (TCE)

    When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

    Sorcerous Versatility (TCE)

    4th-level sorcerer optional feature   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.
  • Magical Guidance (TCE)

    5th-level sorcerer optional feature   You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

    Sorcerous Restoration

    At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
    subclass options:

    Sorcerous Origin

    Draconic Bloodline

    Draconic Bloodline

    Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well-established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.  

    Dragon Ancestor

    At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.  
    Draconic Ancestry
    DragonDamage Type
    Black Acid
    Blue Lightning
    Brass Fire
    Bronze Lightning
    Copper Acid
    Gold Fire
    Green Poison
    Red Fire
    Silver Cold
    White Cold
    You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.  

    Draconic Resilience

    As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.   Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.  

    Elemental Affinity

    Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.  

    Dragon Wings

    At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.   You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.  

    Draconic Presence

    Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
    Voidcaller's Descent

    Voidcaller's Descent (Homebrew WIP)

    Sorcerers who embrace this origin tap into the essence of the Void, an all-consuming force that has obliterated entire worlds. This ancient and enigmatic entity offers immense power to those daring enough to commune with it, imbuing them with the ability to warp reality and wield the dark energies of annihilation. However, this power does not come without peril, as the Void's insatiable hunger threatens to consume the sorcerer's very essence, making every spell cast a gamble between dominion and destruction.  

    Void Infusion

    Starting at 1st level, your body and spellcasting begin to show signs of Void influence, gaining you the following features:   Voidmark. Your skin is inscribed with dark, shifting sigils, visible when casting spells. These marks grant you proficiency on Charisma (Intimidation) checks and your proficiency bonus is doubled (does not work with expertise) against those that fear the Void's influence.   Void's Caress. When casting a sorcerer spell of 1st level or higher, you can choose to infuse it with Void energy, adding 2d4 necrotic damage to one target of the spell. Each time you do, you suffer 1d4 necrotic damage due to the strain on your body. This damage dealt to yourself cannot be resisted or healed in the same turn it was dealt.
     

    Void Shift

    Voidcaller's Descent Metamagic option   When you cast a spell that deals damage, you can spend 2 sorcery points to shift a portion of the spell's damage type to necrotic, reflecting the Void's corrupting influence. Up to half of the spell's damage (rounded up) can be converted in this manner. Additionally, if the spell deals necrotic damage to any target, you gain temporary hit points equal to your Charisma modifier (minimum of 1).
     

    Eldritch Infusion

    Voidcaller's Descent Metamagic option   Spend 4 sorcery points to infuse a spell with eldritch energy from the Void, causing it to bypass resistance to its damage type. If the target is immune to the damage type, it is treated as resistance instead.

    Void Step

    At 6th level, you can use a bonus action on your turn to teleport up to 30 feet to an unoccupied space you can see. After teleporting, the next spell you cast before the end of your next turn that deals damage also deals additional necrotic damage equal to your spell attack modifier to all creatures within a 15-foot radius of the target. However, you suffer necrotic damage equal to your proficiency bonus; this self-inflicted damage cannot be reduced or healed until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest. Alternatively, you may expend 2 sorcery points to use this feature again.  

    Void Shield

    At 14th level, as a bonus action, create a protective shield granting resistance to all damage for 1 minute. When taking damage while the shield is active, it lashes out with necrotic energy, dealing necrotic damage equal to the resisted amount to the attacker and necrotic damage equal to half of the resisted amount (rounded up) to a random creature (including allies) within 30 feet as necrotic damage. After the shield dissipates, you suffer one level of exhaustion.  

    Heart of the Void

    At 18th level, once per long rest as a bonus action, you can choose to enter Void Empowerment for 1 minute, granting:
  • Your spells ignore resistance to necrotic damage (including your own resistance).
  • When you deal necrotic damage to a creature (other than yourself), regain hit points equal to half the necrotic damage dealt.
  • A flying speed equal to your walking speed, with the capability to hover.

  • After Void Empowerment, you have disadvantage on death saves and all spell slot and sorcery point expenditures are doubled until completing a long rest.
    Wild Magic

    Wild Magic

    Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.  

    Wild Magic Surge

    Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.   If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.  
    Wild Magic Surge
    d100Effect
    01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
    03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
    05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
    07-08 You cast Fireball as a 3rd-level spell centered on yourself.
    09-10 You cast Magic Missile as a 5th-level spell.
    11-12 You roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
    13-14 You cast Confusion centered on yourself.
    15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
    17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
    19-20 You cast Grease centered on yourself.
    21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
    23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
    25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
    27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
    29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
    31-32 You are transported to the Astral Plane until the end of your next turn, after which you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
    33-34 Maximize the damage of the next damaging spell you cast within the next minute.
    35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
    37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
    39-40 You regain 2d10 hit points.
    41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
    43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
    45-46 You cast Levitate on yourself.
    47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
    49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
    51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
    53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
    55-56 Your hair falls out but grows back within 24 hours.
    57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
    59-60 You regain your lowest-level expended spell slot.
    61-62 For the next minute, you must shout when you speak.
    63-64 You cast Fog Cloud centered on yourself.
    65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
    67-68 You are frightened by the nearest creature until the end of your next turn.
    69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
    71-72 You gain resistance to all damage for the next minute.
    73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
    75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
    77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
    79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
    81-82 You can take one additional action immediately.
    83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
    85-86 You cast Mirror Image.
    87-88 You cast Fly on a random creature within 60 feet of you.
    89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
    91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
    93-94 Your size increases by one size category for the next minute.
    95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
    97-98 You are surrounded by faint, ethereal music for the next minute.
    99-00 You regain all expended Sorcery Points.

    Tides of Chaos

    Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.   Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.  

    Bend Luck

    Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.  

    Controlled Chaos

    At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.  

    Spell Bombardment

    Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

    Created by

    Jiyao.

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