Sorcerer

You didn't choose to become a spellcaster—you were born one. There's magic in your blood. Perhaps a divine influence blessed one of your ancestors, a forebear communed with an ancient, primordial entity, or a powerful occult ritual performed long ago influenced your lineage. Self-reflection and study allow you to refine your inherent magical skills and unlock new, more powerful abilities. The power in your blood carries a risk, however, and you constantly face the choice of whether you'll rise to become a master spellcaster or fall into destruction.

Class Details

Class ID
SC
Starting Skills
2 + intelligence
Key Abilities
Charisma
Tags
Spellcaster

Proficiencies & Hit Die

Baseline Weapon Proficiency: Simple, Unarmed.
Baseline Armor Proficiency: Unarmored.

Proficiency Trained Expert Master Legendary
Armor L13
Dodge L1 L12 L20
Fortitude Save L1 L5
Initiative L1 L6 L17
Perception L1 L12
Reflex Save L1 L9
Spell/DC L1 L7 L15 L19
Weapon L13
Will Save L1 L14

Hit Die: d6

Class Features

Level 1

Sorcerer Spell Table (SC1-ST)

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice.You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

Each time you level up, you gain 2 spell slots and you can learn two more spells from your spell list.

When you gain spells from your bloodline. These spells do not count towards your mnown spells. 

Kind
Spell Slot Table
Scope
Class Feature
Usage
Active
Cantrips / Level
4 + round down(sorcerer_level/6)
Spells Known
sorcerer_level*2
Spells Prepared
sorcerer_level*2
Spell Slots Table
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
L1 2 0 0 0 0 0 0 0 0 0
L2 3 0 0 0 0 0 0 0 0 0
L3 3 2 0 0 0 0 0 0 0 0
L4 3 3 0 0 0 0 0 0 0 0
L5 3 3 2 0 0 0 0 0 0 0
L6 3 3 3 0 0 0 0 0 0 0
L7 3 3 3 1 0 0 0 0 0 0
L8 3 3 3 2 0 0 0 0 0 0
L9 4 3 3 2 1 0 0 0 0 0
L10 4 3 3 3 1 0 0 0 0 0
L11 4 3 3 3 2 1 0 0 0 0
L12 4 3 3 3 2 1 0 0 0 0
L13 4 3 3 3 2 1 1 0 0 0
L14 4 3 3 3 2 1 1 0 0 0
L15 4 3 3 3 2 1 1 1 0 0
L16 4 3 3 3 2 1 1 1 0 0
L17 4 3 3 3 2 2 1 1 1 0
L18 4 4 3 3 2 2 1 1 1 0
L19 4 4 3 3 3 2 2 1 1 1
L20 4 4 3 3 3 2 2 1 1 1

Channeling Focus (SC1-AF)

To cast spells with the F component, sorcerers must have a free hand or be using it to hold a arcane focus such as a staff or wand. If they do not, they cannot cast spells with the F component

Kind
Class Trait
Scope
Class Feature
Usage
Passive

Sorcerous Potency (SC1-SP)

Because of the magical power inherent in your blood, your spells that hurt or cure are stronger than those of other spellcasters. When you Cast a Spell from your spell slots that either deals damage or restores Hit Points, you gain a status bonus to that spell's damage or healing equal to your sorcerer level/2(round up) This applies only to the initial damage or healing the spell deals when cast. An individual creature takes this damage or benefits from this healing only once per spell, even if the spell would damage or heal that creature multiple times.


Kind
Class Trait
Scope
Class Feature
Usage
Passive

Bloodline Inherent Spells (SC1-BLSP)

Your bloodline gives you a list of inherent spells, some of which may be part of a spell list, others, unique to the bloodline. You always know these spells and can cast them using your bloodline points. Casting a spell uses bloodline points equal to the spell level. If the spell is 5th level or higher, you need to spend an extra 1 point per level. 
Kind
Class Trait
Scope
Class Feature
Usage
Passive

Bloodline Choice (SC1-BC)

Each sorcerer comes from a wide variety of bloodlines. Each comes with unique history and unique powers and abilities. 

Kind
Class Trait
Scope
Subclass Choice
Usage
Passive

Level 2

Blood Magic (SC2-BM)

based on your selected bloodline you can spend blood points on Bloodmagic abilities. The core abilities are listed here.


  • 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 Blood 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 2 Blood PointsPoint to double the range of the spell.
    • When you cast a spell that has a range of touch, you can spend 1 Blood Point to make the range of the spell 30 feet.
  • Empowered Spell. When you roll damage for a spell, you can spend 1 Blood 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 blood magic point 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 Blood 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 Blood 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 3 actions, you can spend 2 Blood Points to change the casting time to 2 actions for this casting.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer 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 blood magic during the casting of the spell.

You gain blood points equal to half your sorcerer level(round up). You regain your charisma modifier of blood points on a short rest, or all during a long rest.


Kind
Class Trait
Scope
Class Feature
Usage
Passive

Level 3

Sorcerer Class Feat (SC3-CF)

Select a Sorcerer Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 4

Level 6

Level 7

Sorcerer Class Feat (SC7-CF)

Select a Sorcerer Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 8

Level 9

Signature Spell (SC9-SS)

Select one spell for each spell level you have. You can only change this one spell at a a long downtime and can select a new one for each new level.  When you cast a signature spell, it is automatically upcasted to one level above it currently is. This is after heightened rules.

Kind
Class Trait
Scope
Class Feature
Usage
Passive

Level 11

Sorcerer Class Feat (SC11-CF)

Select a Sorcerer Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 12

Level 13

Sorcerer Class Feat (SC13-CF)

Select a Sorcerer Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 14

Level 16

Sorcerer Class Feat (SC16-CF)

Select a Sorcerer Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 17

Sorcerer Class Feat (SC17-CF)

Select a Sorcerer Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 18

Level 20

Sorcerer Class Feat (SC20-CF)

Select a Sorcerer Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Subclasses

Bloodline

Draconic

None

Level 1

Dragon Ancestor (SC1-DRG)

you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

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Draconic Ancestry

Dragon Color

Damage 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, you gain advantage.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 2

Draconic Spells (SC2-DRC)

1: 
2; 
3; 
4;

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive

Draconic Spells (SC2-DS)

1:  Fear
2; Breathe Elements
3: Haste
4: Elemental Infusion

5: Summon Draconic Beast

6. Draconic Spiritual Infusion

7. Mask of Terror

8. Might of the Dragon

9: Draconic Polymorph

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 4

Draconic Body (SC4-DRC)

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge.UYour hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition you gain resistance to the dragon type associated to the dragon In addition you can spend a blood point to cast dragon claws as an action, lasting for 1 minute

DRAGON CLAWS

As an action Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline. 


Upcast (4th) The extra damage increases to 2d6

Upcast(8th) The extra damage increases to 3d6

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Arms of the Draconic Gods (SC6-DRG)

When you deal damage to a target with sing the element matching your draconic ancestry, you can inflict an additional effect on the target based on the element of your ancestry using a single blood point

  • Acid: The creature’s armor is reduced by 1D6 until the end of your next turn.

  • Cold/Poison: The creature suffers a 1D6 penalty to its next Fortitude saving throw or ability check until the start of your next turn

  • Fire: The creature takes an additional 1D6 Fire Damage and cannot gain the benefit of cover

  • Lightning: The creature suffers a 1d4 penalty to its next Reflex saving throw until the end of your next turn.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Draconic Elemental (SC8-DRG)

When you cast a spell that deals damage of the type associated with your draconic ancestry, consider rolls of 1 and 2 as rolls of 3 on dice rolls.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Draconic Breath (SC12-DRG1)

For 1 action, 2 blood point, you can use  spiritual draconic breath. 


SPIRITUAL DRACONIC BREATH

You summon a spectral draconic form that unleashes a devastating breath. In a 45 foot cone, the target must make a basic reflex save. On a failure, they take 5D8  damage, you can increase the dice rolled by expanding additional blood points.

Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 14

Create Draconic Wings (SC14-DRG)

For 2 actions and 2 blood points you create draconic wings that give you 50ft or your base movement speed (your choice) for 1 hour. 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.

You can increase the duration by 2 hours for every point spent.

Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 18

Demidragon Form (SC18-DRG)

Spend 8 bloodline points and 3 actions to channel your draconic spirit. You grow larger and you are shrouded spectral form of your dragonic ancestry. For the next minute you gain these benefits


1, Creatures hostile within 120ft must succeed a will save vs your DC

CF: terrified for the next minute
F: Frightened for the next minute
S: Frightened until the start of their next turn
CS: N/A

2. You automatically cast dragons claws and its attack gain a +5 to hit

3. You automatically cast Create Draconic Wings and gain a bonus 10ft of movement

4. You gain immunity to your draconic elements, gain ward +2 and +10 to armor.

Kind
Class Trait
Scope
Subclass Feature
Action
Three Actions
Usage
Active
Fey

None

Level 1

Fey Bloodline Spell Slot Table (SC1-FYST)

The Feywild is nature's power running rampant and as such you gain the Primal Spellist.

Kind
Spell Slot Table
Scope
Subclass Feature
Usage
Active
Spell List
Primal
Spell Slots Table
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
L1 0 0 0 0 0 0 0 0 0 0
L2 0 0 0 0 0 0 0 0 0 0
L3 0 0 0 0 0 0 0 0 0 0
L4 0 0 0 0 0 0 0 0 0 0
L5 0 0 0 0 0 0 0 0 0 0
L6 0 0 0 0 0 0 0 0 0 0
L7 0 0 0 0 0 0 0 0 0 0
L8 0 0 0 0 0 0 0 0 0 0
L9 0 0 0 0 0 0 0 0 0 0
L10 0 0 0 0 0 0 0 0 0 0
L11 0 0 0 0 0 0 0 0 0 0
L12 0 0 0 0 0 0 0 0 0 0
L13 0 0 0 0 0 0 0 0 0 0
L14 0 0 0 0 0 0 0 0 0 0
L15 0 0 0 0 0 0 0 0 0 0
L16 0 0 0 0 0 0 0 0 0 0
L17 0 0 0 0 0 0 0 0 0 0
L18 0 0 0 0 0 0 0 0 0 0
L19 0 0 0 0 0 0 0 0 0 0
L20 0 0 0 0 0 0 0 0 0 0

Fey Heritage (SC1-FY)

You gain the Fey Ancestry trait, Additionally, you can speak, read, and write Sylvan. You have advantage on Insight checks to determine the emotional state of other creatures

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 2

Fey Inherent Spells (SC2-FY)

1.Charm Person

2. Impenetrable Pelt

3. Seed Burst

4. Primal Curse

5. Strangle Thorns

6. Feast for Heros

7. Pollen Pods

8. Call of the Woods

9. World Tree


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 4

Fey Charm (SC4-FY)

When you cast a spell, you can spend 2 blood points and a action to create an aura of fey magic around you. Each creature within 15 feet of you must succeed on a Will saving throw against your spell save DC or become charmed by you for 1 minute or until they take damage.

Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 6

Bewitching Spells (SC6-FY)

You can spend 2 blood points to force an enemy to re-roll a will saving throw when you cast a mentalism spell from your primal spell list or Fey inherent spell.

Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 8

Fey Presence (SC8-FY)

Enemies with a wisdom score of 15 or less, or are not master or higher in will saves, they gain a -2 on all will saves if they are 15ft of you.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Faerie Infusion (SC12-FY)

  • You can do the following blood magic option
    Fey Passage Spends 1 blood point after casting a spell, you can teleport 15 feet as if casting misty step. Spending 2 increases the range to 40 feet.
  • Fey Glide Spend 4 blood points over a minute, after which for the next 6 hours you gain magical flight equal to your movement speed and gain the ability to hover.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 14

Fey Glamour (SC14-FY)

 You can cloak a spell to be disguised as another spell, expending 3 blood points, The DM must make the target react as if the original spell has been cast. (E.g counterspell) unless they succeed an arcana(Spellcraft) check against your DC at a disadvantage.

Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active
Level 18

Feybonded (SC18-FY)

 you undergo significant growth within your court, gaining knowledge of your own innate magic. You gain one of the following abilities depending upon your court. In addition you gain flying up to your move speed


  • Summer's Warmth. You harbor a fierce spirit within you, and you can embolden it when the need arises. As a bonus action on your turn you can grant yourself the following benefits for up to 1 hour. Once you use this feature, you can’t use it again until you finish a long rest

  • You gain resistance to fire damage.

  • Your speed increases by 10 feet.

  • You shed bright light from your body in all directions for 30 feet and dim light for an additional 30 feet.

  • Allied creatures visible to you within 30 feet are immune to the effects of extreme cold and gain advantage on saving throws made to resist charm effects.


  • Spring's Love. When you charm a creature, you can choose to spend 3 blood points to empower that charm. A creature under an empowered charm follows your telepathic commands perfectly as long as it is within 120 feet of you. It believes it is taking all of its actions of its own free will. When an empowered charm ends, you can choose whether the target knows that it was charmed or not. An empowered charm does not change the duration or saving throws of the charm effect. Once you use this feature, you can’t use it again until you finish a long rest.


  • Autumn's Bounty. You can conjure a small feast of food and drink as an action on your turn. The magical feast appears as normal food and is enough for up to four small or medium creatures. When a creature that is not hostile to you consumes any of the food or drink, they must succeed on a will saving throw or become charmed by you for up to 1 hour. This effect ends if the creature is attacked by you or your allies. Once you use this feature, you can’t use it again until you finish a long rest.


  • Winter's Grasp. As an action on your turn you can spend 3 blood points to chill a creature you can see within 90 feet until the beginning of your next turn. A chilled creature has disadvantage on reflex saving throws and must succeed on a fortitude saving throw against your spell save DC or be forced to use all of its movement to seek warmth on its turn. If the creature is immersed in water or soaking wet as if they had recently been immersed in water, it instead becomes frozen on a failed save and is paralyzed until the beginning of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Celestial

None

Level 1

Favored by the gods (SC1-AG)

You can spend 2 bloodline points as a reaction to roll 1D4 to add to a saving throw after you have rolled and known the result.

Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active

Angelic Bloodline Spellist (SC1-AGSPL)

As a descendant from a divine bloodline, you use the divine spellist.

Kind
Spell Slot Table
Scope
Subclass Feature
Usage
Active
Spell List
Divine
Spell Slots Table
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
L1 0 0 0 0 0 0 0 0 0 0
L2 0 0 0 0 0 0 0 0 0 0
L3 0 0 0 0 0 0 0 0 0 0
L4 0 0 0 0 0 0 0 0 0 0
L5 0 0 0 0 0 0 0 0 0 0
L6 0 0 0 0 0 0 0 0 0 0
L7 0 0 0 0 0 0 0 0 0 0
L8 0 0 0 0 0 0 0 0 0 0
L9 0 0 0 0 0 0 0 0 0 0
L10 0 0 0 0 0 0 0 0 0 0
L11 0 0 0 0 0 0 0 0 0 0
L12 0 0 0 0 0 0 0 0 0 0
L13 0 0 0 0 0 0 0 0 0 0
L14 0 0 0 0 0 0 0 0 0 0
L15 0 0 0 0 0 0 0 0 0 0
L16 0 0 0 0 0 0 0 0 0 0
L17 0 0 0 0 0 0 0 0 0 0
L18 0 0 0 0 0 0 0 0 0 0
L19 0 0 0 0 0 0 0 0 0 0
L20 0 0 0 0 0 0 0 0 0 0
Level 2

Angelic Inherent Spells (SC2-AG)

Your inhereng spells for the angelic bloodline

1. Healing Hands

2. Divine Courage

3.  Holy Light

4.  Light of Battle

5. Resurrection

6. Army of Divine Blades

7. Divine Decree

8. Moment of Renewal

9. Foresight

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 4

Divine Watch (SC4-CL)

At a short rest, select yourself or and ally you can touch to gain +1 to one type of saving throw for 12 hour.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Angelic Ward (SC6-AG)

You can use the following bloodline points


Divine Guide

You may spend 2 blood points whenever your spell hits an enemy who fails a saving throw or when you target an ally. An ally gains advantage on their next attack roll while a target

Angelic Ward

When you target an ally with a spell, you may expend blood points to grant them <blood points expended> Ward value to a max of 5 for the next minute.

Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active
Level 12

Angelic Reprieve (SC12-BL)

You can expend 8 blood points to gain the effect of a short rest over a minute, but do not regain  any blood points.


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 14

Angelic Recovery (SC14-AG)

For a free action, you can immediately recover 25% of and remove one core status effect of your max once per long rest.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Angelic Wings (SC18-SL)

Once per long rest, you can spend 4 bloodline to use an action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 60 feet. The wings last until you're incapacitated.  In addition you gain +3 to defence and resistant to all non-magical damage

It remains in effect till you die or are incapcitated, or you dismiss them as an action.


Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Aberrant

None

Level 1

Abyssal Blood (SC1-AB)

You learn abyssal and have a +2 on intimidation checks

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 2

Aberrant Inherent Spells (SC2-AB)

1. Phantasmal Minion

2. Psyhic Shriek

3. Void Hunger

4. Nadard’s Black Tentacles

5. Contact other plane

6. Psyhic Rend

7. Mind War

8. Eldritch Storm

9. Break Mind

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive

Aberrant Spell List (SC2-ST)

Drawing your blood’s power from the dark mysterious places of the world, your spell list is occult.

Kind
Spell Slot Table
Scope
Subclass Feature
Usage
Active
Spell List
Occult
Spell Slots Table
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
L1 0 0 0 0 0 0 0 0 0 0
L2 0 0 0 0 0 0 0 0 0 0
L3 0 0 0 0 0 0 0 0 0 0
L4 0 0 0 0 0 0 0 0 0 0
L5 0 0 0 0 0 0 0 0 0 0
L6 0 0 0 0 0 0 0 0 0 0
L7 0 0 0 0 0 0 0 0 0 0
L8 0 0 0 0 0 0 0 0 0 0
L9 0 0 0 0 0 0 0 0 0 0
L10 0 0 0 0 0 0 0 0 0 0
L11 0 0 0 0 0 0 0 0 0 0
L12 0 0 0 0 0 0 0 0 0 0
L13 0 0 0 0 0 0 0 0 0 0
L14 0 0 0 0 0 0 0 0 0 0
L15 0 0 0 0 0 0 0 0 0 0
L16 0 0 0 0 0 0 0 0 0 0
L17 0 0 0 0 0 0 0 0 0 0
L18 0 0 0 0 0 0 0 0 0 0
L19 0 0 0 0 0 0 0 0 0 0
L20 0 0 0 0 0 0 0 0 0 0
Level 4

Tentacular Limbs (SC4-AB)

When you make a melee unarmed attack or cast a touch spell, your limbs can extend for an additional 10ft of range.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Aberrant Bloodline (SC6-AB)

Whenever you cast a spell, expend 2 blood points to cause creatures in a 10 feet radius to make a will saving throw. On a failure they gain Stupefied 1. The aura increases by 10 feet perfor additional blood point or subsequent turn this is used.


Horrifying Blast - When a creature fails a saving throw against a spell that frightens, charms, dominates them that you cast, you may spend 1 blood point to do psyhic damage equal to your level, doubling if they had critically failed.


Eerie Veil - You may spend a blood point after you succeed a saving throw to give an enemy a -1 to saving throws until the start of your next turn or gain +1 to saving throws after you make an enemy fail a saving throw until the start of your next turn.


Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active
Level 8

Guard against whispers (SC8-AB)

You gain resistance to psyhic damage, and succeeding a saving throw against psyhic damage reduces the damage to 0. In addition, you gain advantage in saving throws against frightened effects and you are immune to terror.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Warping Implosion (SC12-AB)

For 5 blood points. you can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Fortitude saving throw against your. On a failed save, a creature takes 3d10 true damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.


Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 14

Aberrant Whispers (SC14-AB)

Each time you cast a spell with the S component, spend 3 blood points to force in a 25ft radius to make a fortitude save.

S/CS: No effect

F: They gain stunned 1, Weakened(Mind) 2 

CF: They become stupefied and gain Weakened(Mind) 5

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Aberrant Anatomy (SC18-AB)

You can transform yourself at will into a horrific aberrant spending a blood point to transform. It lookse however you wish, but looks like an amalgram mass of flesh, scales, tumors and tentacles. When in that form


  • Creatures must make DC20 Will saving throw or be frightened.
  • Creatures frightened by you who fail to succeed 2 saving throws are terrified.
  • You gain resistant to non-magical damage
  • Your unarmed attacks do true damage
  • Creatures who make melee attacks against you take 2D6 acid damnage
  • You can breateh underwater and gain swim speed equal to your movement speed.
  • You gain 30ft of true sight
  • You gain -10 to charm related skill checks.
Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active
Demonic

None

Level 1

Infernal Inflection (SC1-DE)

You have studied Infernal rhetoric and grammar, and as such are exceptionally eloquent with your words. When speaking to a creature in Infernal, you gain advantage on Charisma checks. You now speak Infernalthe words to cast spells

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive

Demonic Spell List (SC1-DEST)

You draw your power from demonic powers, arcane in nature,  though a twisted version of it

Kind
Spell Slot Table
Scope
Subclass Feature
Usage
Active
Spell List
Arcane
Spell Slots Table
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
L1 0 0 0 0 0 0 0 0 0 0
L2 0 0 0 0 0 0 0 0 0 0
L3 0 0 0 0 0 0 0 0 0 0
L4 0 0 0 0 0 0 0 0 0 0
L5 0 0 0 0 0 0 0 0 0 0
L6 0 0 0 0 0 0 0 0 0 0
L7 0 0 0 0 0 0 0 0 0 0
L8 0 0 0 0 0 0 0 0 0 0
L9 0 0 0 0 0 0 0 0 0 0
L10 0 0 0 0 0 0 0 0 0 0
L11 0 0 0 0 0 0 0 0 0 0
L12 0 0 0 0 0 0 0 0 0 0
L13 0 0 0 0 0 0 0 0 0 0
L14 0 0 0 0 0 0 0 0 0 0
L15 0 0 0 0 0 0 0 0 0 0
L16 0 0 0 0 0 0 0 0 0 0
L17 0 0 0 0 0 0 0 0 0 0
L18 0 0 0 0 0 0 0 0 0 0
L19 0 0 0 0 0 0 0 0 0 0
L20 0 0 0 0 0 0 0 0 0 0
Level 2

Demonic Inherent Spells (SC2-DE)

1.  Bane
2.  Pool of Pain

3. Crisis of Faith

4. Summon Demon

5. Chain of Corruption

6. Tiltating Delusions

7. To ash and dust

8. Phantasmagoria

9. Infernal Gateway

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 4

Feed from death (SC4-DE)

Each time you kill a creature, you gain blood points equal to their level - your level + 2. 
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Demonic Arsenal (SC6-DE)

you can spend blood points with your demonic bloodline


Infernal Fire You can spend your blood point to change your lowest damage die roll to the highest roll

for a spell that does fire damage 


Fiendish Restoration: When you kill an enemy, you can regain hitpoint equal to the target CR + your charisma modifier for 2 blood points


Swamp of Sloth:  When you select a spell that targets an area. After the effect ends, spend 3 blood points to turn that area to a max of 20x20 feet area and turn into a fieldfelid, fiendish swamp. It exudes a noxious stench, and is difficult terrain that deals 1D6 poison damage to creatures that end their turn in it  Creatures can take a fortitude saving throw to ignore the effect. Everytime you cast a spell, you can spend 1 blood pint to increase the radius by 5 feet. 

Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Level 8

Corruption of Sin (SC8-DE)

Everytime an enemy is affected by one of your spell, you can reduce its will save by one or gain a +2 to intimidation

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Demonic Ward (SC12-DE)

Each time you take damage, you can spend a reaction and 2 blood points to roll a D6. 

1: You take twice your level in true damage

2-4: Reduce the damage by the dice value*D10

5-6: reduce the damage by half.

Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Level 14

Demonic Overpower (SC14-DE)

Spend 3 blood points to channel your demonic blood in a unstable amount. When you do so,  each turn you must make a will save vs your own spell DC. 

CF: the effect ends and you take 50% of your max health as true damage

F: You take 5 + your total level in true damage 

CS/S: No effect

While this happens. your spell DC, not counting for the DC you must save against, increases by 3. When you do damage with spells, half(round down) of your damage dice is counted as max.

Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 18

Unleashed Heritage (SC18-DE)

When you gain one of these features, you can expend an additional blood line point to select another. Selecting requires 3 actions and last for a minute per blood point expended.:


  • Blood of the Fiend. You additionally are immune to spells of 2nd level or below.

  • Eyes of the Fiend. You additionally gain truesight of 120 feet.

  • Skin of the Fiend. You gain resistance to poison, fire, lightning, and cold damage.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Wild Magic

None

No features assigned to Wild Magic.

Feature / Skill Feat / Skill Point Summary by Level

Level Features Skill Feats at this Level Skill Points from this Class
L1 SC1-ST–Sorcerer Spell Table, SC1-AF–Channeling Focus, SC1-SP–Sorcerous Potency, SC1-BLSP–Bloodline Inherent Spells, SC1-BC–Bloodline Choice, Bloodline 1
L2 Bloodline, SC2-BM–Blood Magic 1
L3 SC3-CF–Sorcerer Class Feat 1 1
L4 Bloodline 1
L5 1
L6 Bloodline 1 1
L7 SC7-CF–Sorcerer Class Feat 1
L8 Bloodline, Empowered Blood Healing 2
L9 SC9-SS–Signature Spell 1 2
L10 2
L11 SC11-CF–Sorcerer Class Feat 2
L12 Bloodline 1 2
L13 SC13-CF–Sorcerer Class Feat 2
L14 Bloodline 3
L15 1 3
L16 SC16-CF–Sorcerer Class Feat 3
L17 SC17-CF–Sorcerer Class Feat 3
L18 Bloodline 1 3
L19 4
L20 SC20-CF–Sorcerer Class Feat 1 4