Epic Sorcerer Archetype Features

 

Aberration: Bizarre Singularity

At 25th level, you can use an action to manifest a psionic singularity for a number of rounds equal to your proficiency bonus. Choose a creature you can see within 30 feet. All creatures within 60 feet of the target must succeed at a Wisdom saving throw against your sorcerer spell save DC or be compelled to approach the target by the most direct route possible and attack it with natural weapons or melee weapons. At the end of a creature’s turn if this path leads it into a dangerous area or if it is attacked by anyone else but the target, the creature may immediately make a new saving throw. At the end of its turn, each compelled creature repeats the saving throw, ending the effect on itself on a success. When the duration of the psionic singularity ends or a creature makes a new saving throw it is no longer compelled. This is not a charm effect and creatures immune to the charmed condition are not immune to this feature. 

  Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Aberration: Explosive Mind

At 30th level, when you take a critical hit or take more than half your maximum hit points in damage from a single attack or spell, your mind roils outward in a 30-foot radius of painful psionic feedback. Creatures in the area make a Charisma saving throw against your sorcerer spell save DC, taking 10d6 psychic damage on a failed save, or half as much on a successful one. If you are still conscious, you can use your reaction to choose a number of creatures equal to your Intelligence modifier to take no damage from this feature. 

 

Clockwork: Geared Armor

At 25th level, you engineer, build, and magically empower a suit of geared armor that only you are proficient with. At the end of each long rest, you can choose to summon it by expending one spell slot per spell level (minimum 1). When you cast spells while wearing your geared armor, you do so by activating devices implemented into and throughout it. Creatures have disadvantage on spellcasting ability checks to counter or dispel your spells when cast through your geared armor. In addition, your geared armor functions in an antimagic field, though while inside of one you make spell attack rolls with disadvantage and creatures have advantage on saving throws made to resist your spells. Whenever you learn a new spell, you are able to create a new device in your geared armor, an item that no other creatures are able to power or utilize. 

Your geared armor can be equipped or removed by spending an action. While wearing your geared armor, your armor class equals 10 + your proficiency bonus + your Dexterity modifier. You gain advantage on Strength, Dexterity, and Constitution ability checks while wearing your geared armor.

 

Clockwork: Propulsion Unit

At 30th level, you gain a fly speed of 40 feet. While wearing your geared armor, your fly speed increases to 80 feet and you can hover.

 

Draconic Bloodline: Draconic Spit

At 25th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can use a bonus action and spend 1 or more sorcery points to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw against your sorcerer spell save DC, the type of which is determined by your draconic ancestry. A creature takes 2d6 damage per sorcery point spent on a failed save, and half as much damage on a successful one. 

 

Table: Epic Draconic Ancestry

Dragon    Damage Type       Breath Weapon

Black                Acid                10 by 40 ft. line (Dexterity save)

Blue             Lightning           10 by 40 ft. line (Dexterity save)

Brass                 Fire                10 by 40 ft. line (Dexterity save)

Bronze        Lightning           10 by 40 ft. line (Dexterity save)

Copper            Acid                10 by 40 ft. line (Dexterity save)

Gold                 Fire                 20 ft. cone (Dexterity save)

Green            Poison               20 ft. cone (Constitution save)

Red                   Fire                 20 ft. cone (Dexterity save)

Silver               Cold                20 ft. cone (Constitution save)

White              Cold                20 ft. cone (Constitution save)

 

Draconic Bloodline: Wing Attack

At 30th level, at the end of another creature’s turn you can use your reaction to spend 3 sorcery points and beat your wings. Each creature within 10 feet of you must succeed on a Dexterity saving throw against your sorcerer spell save DC or take 3d6 bludgeoning damage and be knocked prone. You can then fly up to half your flying speed without provoking opportunity attacks.

 

Divine: Divine Motes

At 25th level, when you are damaged by a spell or effect you can spend 1 or more sorcery points to encircle your body with motes of light. These motes have a number of hit points equal to your proficiency bonus times the number of sorcery points spent to activate this feature. Any damage you would take before the end of your next turn is subtracted first from this pool of hit points.

 

Divine: Blinding Flash

At 30th level, divine light can burst from your eyes. You can use a bonus action and spend 2 sorcery points to target a creature you can see within 60 feet. If it can see you, it must succeed on a Constitution saving throw against your sorcerer spell save DC or be blinded for a number of hours equal to your sorcerer level. On each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success. By spending 5 sorcery points to activate this feature, your target has disadvantage on saving throws against it. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Blinding Flash for the next 24 hours.

 

Giant: Gigantic Magic

At 25th level, when you cast a sorcerer spell on your turn and use your size-changing feature, you can spend 7 sorcery points to increase your size one additional category, and the benefits you gain when doing so are cumulative.

 

Giant: Double Marked

At 30th level, once per week when you finish a long rest, you may choose a second type of giant for your archetype. You gain all the benefits of this second giant type until you change it to another giant type.

 

Phoenix: Undying Flames

At 25th level, you regain expended uses of your phoenix archetype features whenever you finish a short or long rest. 

 

Phoenix: Lend Immortality

At 30th level, you can relight the flames within a creature’s very soul. Whenever you cast a sorcerer spell of 5th-level or higher, you can spend 7 sorcery points and choose a creature you can see within 60 feet that has died within the last minute. That creature returns to life with 30 hit points. This feature can't return to life a creature that has died of old age, nor can it restore any missing body parts.

 

Psionic: Powerful Telepath

At 25th level, your capacity for touching other minds becomes remarkable. You can communicate telepathically with any creature you can see, regardless of whether it knows or shares a language with you.

  In addition, you can use an action to disorient a creature you can see. The creature must make an Intelligence saving throw against your wizard spell save DC or be disoriented for a number of rounds equal to your proficiency bonus. A disoriented creature loses any types of vision other than regular vision (a creature with only blindsight gains regular vision). In addition, it suffers a –2 penalty to AC, attack rolls, and ability checks.

  Once you have used this feature against a creature, for the next 24 hours it has advantage on saving throws made to resist it.

 

Psionic: Mental Edge

At 30th level, your psionic die is never exhausted and cannot drop beneath 1d4.

 

Pyromancer: Pure Flames

At 25th level, you can feed the flames of a spell by burning away bits of your own soul. When you cast a spell that deals fire damage, you can choose to deal an extra 3d6 fire damage to each creature targeted by the spell. You take a 1d6 necrotic damage for each creature that takes this extra damage.

 

Pyromancer: Explosive Flames

At 30th level, whenever you use a spell slot of 4th-level or lower to cast a spell with an instantaneous duration that deals fire damage, you can spend 1 sorcery point to make it an exploding spell.

 

Sea: Wave Magic

At 25th level, when you activate your sea archetype curse feature, you can choose to move up to 15 feet. Alternatively, you can move a willing ally 15 feet instead. This movement does not provoke opportunity attacks.

 

Sea: Like Liquid

At 30th level, at the start of your turn you can spend 2 sorcery points to end one effect for yourself that is causing you to be grappled, paralyzed, petrified, poisoned, prone, or restrained. 

 

Shadow: Shrouded Aura

At 25th level, a miasma of otherworldly shadows roil about you and obscures the vision of your enemies. You and friendly creatures within 15 feet of you benefit as though you have three-quarters cover (+5 bonus to AC and Dexterity saving throws).

 

Twilight: Shrouded Resistance

At 30th level, while in darkness or dim light you have advantage on saving throws made against magic and other magical effects.

 

Stone: Like Stone

At 25th level, you gain resistance to bludgeoning, piercing, and slashing damage.

  In addition, you gain tremorsense to a range of 30 feet.

 

Stone: Become The Rock

At 30th level, you learn to become the rock itself.

Stone Form. You can use an action and spend 7 sorcery points to transform your body into stone for 1 minute. For the duration or until you go unconscious, you gain the following benefits: 

  • Your size changes to Large.

  • Your AC increases by 4.

  • You gain 90 temporary hit points.

  • The range of your tremorsense increases to 60 feet.

  • You are immune to acid and poison damage.

  • You have immunity to the exhaustion, paralyzed, petrified, and poisoned conditions.

  • While in contact with the ground you are under the effects of the freedom of movement spell.

  • You deal double damage to objects and structures.

  • Your unarmed strike damage increases to 2d8.

 

Storm: Pure Lightning

At 25th level, your control over storm magics allows you to shock the very souls of your foes. Sorcerer spells that you cast which deal lightning or thunder damage ignore resistance to lightning and thunder damage, and creatures with immunity to lightning or thunder damage take half damage instead.

 

Storm: Be The Storm

At 30th level, you learn to become the tempest and gain the following feature. 

Storm Form. You can use an action and spend 7 sorcery points to transform your body into a storm for 1 minute. For the duration or until you go unconscious, you gain the following benefits: 

  • Your size changes to Large.

  • Your AC increases by 2.

  • You have resistance to bludgeoning, piercing, and slashing from nonmagical attacks.

  • You are immune to lightning, poison, and thunder damage.

  • You have immunity to the exhaustion, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.

  • You can enter a hostile creature’s space and stop there. 

  • You can move through a space as narrow as 1 inch wide without squeezing. Your armor and weapons do not transform with you (although you can still wear armor and wield weapons).

  • Your unarmed strike damage increases to 2d8.

  • Whirlwind. You can use a bonus action to transform into a living tornado. Each creature in a 10-foot-radius must make a Strength saving throw against your sorcerer spell save DC. On a failure, a target takes 3d8 thunder damage and is flung up 30 feet away from you in a random direction and is knocked prone. If you are wielding a weapon, a target instead takes damage as if you hit it with a weapon attack. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your sorcerer spell save DC or it takes the same damage and is knocked prone. If the saving throw is successful, the target takes half the thunder damage and isn’t flung away or knocked prone.

 

Wild: Willful Abandon

At 25th level, you are able to tap into wild magic of your own accord. When you cast a spell of 1st-level or higher, you can spend 5 sorcery points to activate your wild magic.

 

Wild: Chaos Incarnate

At 30th level, when you roll to randomly determine the effects of your wild magic, you roll three times and choose one to be the result.