Mageblood
History
In early history, humans began studying magic and formed distinct Mage Clans in a land called Kehjistan. These clans were defined by their adherence to different schools of magic and had cultural and ethnic distinctions. The clans gained political influence and formed the Al'Raqish council to rule alongside the kingdom's monarchy. The Vizjerei Clan, in particular, sought to communicate with spirits and discovered the means of summoning demons, which alerted the Burning Hells. This inadvertently led to the formation of the Triune and the Sin War.
Since that time magic users have risen and fallen in both standing and influence. Directly after the Sin War mages were reviled and persecuted. For a time the Mage Clans dwindled, but after the Darkening of Tristram the Mage Clans experienced a reversal of fortune. The Trade Consortium of Caldeum, seeking to make their city a beacon of learning, worked to unite the clans and make the Yshari Sanctum a home of arcane knowledge. In the years that followed, the sanctum became a place of learning and growth for the various clans.
Mage Clans:
The Ammuit – Illusions and the manipulation of reality and its perception.
The Ennead – Transmutations and Enchantments
The Taan – Divination, Scrying, and other abilities rooted in old Skatsimi rites.
The Vizjerei – Evokers schooled not only in destructive magics, but also conjurations and protections.
The Zann Esu - On a quest for the "perfect" magic in its purest form. They mold the base elements into whatever magical forms they need, threatening all other magic disciplines with obsolescence.
Class Features
Description
Amidst a landscape of swirling mists and ancient ruins, a lone sorceress emerges to face a monumental challenge. Adorned in flowing robes of shimmering azure, she commands the very essence of the elements, wielding the powers of ice, lightning, and fire to confront a towering demon that threatens the delicate balance of the world.
With an air of wisdom and arcane authority, the sorceress' eyes gleam with an intense luminescence, reflecting the icy determination that courses through her veins. Cascading waves of midnight black hair frame her ethereal features, accentuating her otherworldly presence. Her staff, eager, crackles with raw elemental energy.
As the sorceress strides forward, a frigid aura envelops her form. Frosty tendrils swirl around her fingertips, forming delicate patterns of intricate ice crystals. She summons blizzards, conjuring icy gusts that freeze the air, encasing the demon in a shroud of frost. The demon's movements slow, its colossal form burdened by the weight of the encroaching ice.
With a flick of her wrist, arcs of crackling lightning dance between her fingertips, a manifestation of her connection to the Plane of Lightning. Electricity crackles and sparks, forming a corona of energy around her. The sorceress hurls bolts of lightning, each one lancing through the air with deadly accuracy, striking the demon with explosive force.
With a commanding gesture, flames burst forth from the sorceress' palms, engulfing the demon in a blaze of searing heat. The demon writhes and roars in agony as the flames lick its flesh, reducing it to smoldering embers.
The sorceress seamlessly weaves together her elemental powers, combining freezing winds, crackling lightning, and roaring flames into a devastating assault. She channels the icy chill of the Plane of Ice to freeze the demon's limbs, rendering it immobile. Then, with a surge of electrical energy, she electrifies the ice, causing it to crack and shatter, unleashing a cascading shower of frozen shards that pierces the demon's flesh. Finally, she engulfs the demon in a tempest of flames, reducing it to a smoldering heap.
As the smoke clears, the towering demon stands defeated, its form frozen and charred. The sorceress, exhausted but triumphant, gazes upon the aftermath of her elemental onslaught. The balance restored, she lowers her staff, her body trembling.
Mageblood Magic
You learn additional spells when you reach certain levels in this class, as shown on the Mageblood Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Level 1 Sorcerer: ice knife, thunderwave
Level 3 Sorcerer: rime's binding ice, scorching ray
Level 5 Sorcerer: fireball, thunderstep
Level 7 Sorcerer: fire shield, wall of fire
Level 9 Cleric: cone of cold, maelstrom
Spell-Slinger
At 1 level you gain the ability to infuse your spells with primal magics from the elemental plane. Proficiency times per day you may alter them in the following ways:
Frozen Orb – When you deal cold damage, a magical orb of freezing energy is also released. Each creature within a 10-foot radius of that point must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 cold damage, and its speed is reduced by half until the start of your next turn. On a successful save, the creature takes half damage and its speed is not reduced. This damage increases as you gain sorcerer levels: 3d6 at 5th level, 4d6 at11th level, 5d6 at 17th
Charged Bolts – When you deal thunder or lightning damage, You release a barrage of crackling bolts of electricity at your enemies. Each creature within a 10-foot radius of that point must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 lightning damage, and makes all attacks and saving throws at disadvantage until the start of your next turn. On a successful save, the creature takes half damage and is not subject to disadvantage. This damage increases as you gain sorcerer levels: 3d6 at 5th level, 4d6 at11th level, 5d6 at 17th level.
Incinerate – When you deal fire damage, flames erupt on impact. Each creature within a 10-foot radius of that point must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 fire damage, and burns for an additional 2d6 damage at the start of each of its turns until an action is used to put out the fire or it is dowsed. On a successful save, the creature takes half damage and does not continue to burn. The initial damage increases as you gain sorcerer levels: 3d6 at 5th level, 4d6 at11th level, 5d6 at 17th level.
Power in the Blood
By 6th level, you have learned the ways of the ancient magi clans. They believed that magic was not just an offensive tool, but that properly harnessed could defend you from the worthiest of foes. Whenever you finish a long rest you may choose one of these options to bolster you for the day. You may use these abilities once per short or long rest.
Frost Nova - You can use a bonus action to create an icy explosion centered on yourself. Each creature within 10 feet of you must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 4d6 cold damage and its speed is reduced to 0 and may not take reactions until the start of your next turn. On a successful save, the creature takes half damage and its speed is not reduced.
Static Field – You can use a bonus action to emit an aura of crackling electricity for 1 minute that damages enemies around you. Any creature of your choice within 10 feet of you at the start of its turn takes 2d4 lightning damage. Additionally, if a creature starts its turn within the aura or enters it for the first time on a turn, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature has disadvantage on its next attack roll or saving throw before the end of its turn. On a successful save, the creature does not suffer disadvantage.
Cauterize - You have learned to channel the flames within you to heal yourself or an ally. As a bonus action, you can touch a willing creature or yourself and restore a number hit points equal to your sorcerer level + your charisma modifier.
Megalomania
At 14th level You have harnessed all the knowledge and power of the Zann Esu. Whenever you finish a long rest you may choose one of these options to bolster you for the day. You may use these abilities once per short or long rest.
Blizzard – As an action, you summon a frigid storm for 1 minute that engulfs a 30-foot radius sphere centered on a point you choose within 120 feet. Each creature of your choice who enters the blizzard or starts their turn there must make a Dexterity saving throw against your spell save DC, taking 8d6 cold damage on a failed save, or half damage on a successful one. While the blizzard rages, the area becomes difficult terrain.
Energy Twister – As an action, you conjure a twisting vortex that lasts for 1 minute and moves in a straight line up to 30 feet long and 10 feet wide. Each creature in that line must make a Dexterity saving throw against your spell save DC, taking 8d6 force damage on a failed save, or half damage on a successful one. Additionally, any creature that fails the saving throw is pushed 10 feet away from you. As a bonus action you can call the twister back to you or send it out again.
Fire Hydra – As an action, you summon a fiery Hydra for 1 minute that breathes flame at your enemies. It exhales a gout of flame targeting a creature within 60ft. This attack uses your spell hit and deals 6D6 + your charisma modifier in fire damage if it hits. The target continues to burn for an additional 2d6 damage at the start of each of its turns until an action is used to put out the fire, it is dowsed, or the Hydra fades. You may command the Hydra to attack as a bonus action every turn after the first.
Archon
At 18th level, you learn the legendary transformation known as Archon. As an action, you can transform into an Archon for 1 minute. While in Archon form, you gain the following benefits:
You have a flying speed of 60 feet.
Your single target spell attacks deal an additional 3d10 force damage. (Twinned Spell bypasses this rule)
You have advantage on saving throws against spells and other magical effects.
You can use your action to release a devastating wave of energy in a 60-foot cone. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 10d8 force damage on a failed save, or half damage on a successful one.
Once you use this feature, you can't use it again until you finish a long rest.
For Generic Sorcerer Information go to https://www.dndbeyond.com/classes/sorcerer