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Sorcerous Origins

Different sorcerers claim different origins for their innate


magic. Although many variations exist, most of these
origins fall into two categories: an eldritch bloodline and
the influence of wild magic.

Witch
Others are gifted by magic; you are cursed by it. Regardless
of the origin of this insidious magic, it has twisted your
appearance and imprinted upon your very soul. You can
channel this hateful arcana into spells, inflicting the same
torture which plagues you upon others.

Witch Expanded Spell List


You learn additional spells at the levels specified below.
These spells don't count against your total number of spells
known.
Sorcerer Level
3rd

5th
9th
13th
17th

Spells
bane, hex
blindness/deadness, ray of enfeeblement
bestow curse, fear
confusion, phantasmal killer
dominate person, mislead

Hideous Appearance
When you select this origin at 1st level, you are afflicted
with a curse that makes your appearance hideous to behold.
You may add double your proficiency bonus to
Intimidation checks, but you have disadvantage on
Persuasion checks.

Evil Eye
At 6th level, you can cast a horrific gaze upon your
enemies. As an action, you can select 1 target that you can
see and that can see you within 30 feet. This target must
make a Wisdom saving throw. On a failed save, the target
becomes frightened for 1 minute. The target can repeat the
saving throw at the end of each of its turns, with
disadvantage if it can see you, ending the effect early on a
success. A target that succeeds a saving throw against this
effect is immune to it for 24 hours.
Additionally, you have advantage on saving throws
against being frightened.

Paralyzing Touch
Starting at 14th level, your touch causes creatures to
become paralyzed with fear. You may make a melee spell
attack against a single creature within your reach. On a hit,
the target becomes paralyzed for a number of rounds equal
to your Charisma modifier. Once you use this feature, you
must complete a long rest before you may use it again.

Hexmaster
At 18th level, you command the terrors that each creature
holds in its heart. You may expend 4 sorcery points to
attempt to frighten all creatures of your choice within a 30
foot radius. Each creature must make a Wisdom saving
throw. On a failed save, the creature becomes frightened
for 1 minute. For each creature frightened, you can select a
source of fear other than yourself.

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