Files
the-sunken-reach/backend/src/game/data/subclasses/sorcerer.js
T
joshuaandClaude Opus 5.5 18d9e7301c V1.23.0: every subclass, 43 species, the Artificer, and the road to level 20
- All 123 official subclasses (2014 books and the 2024 Player's Handbook), each
  with its book and features up to level 20; one file per class
- The builder has a subclass step after the class: pick one, let a die suggest
  one, or decide later; its gifts arrive at the class's choice level
- 2024 updates (Wild Heart, Warrior of the Elements) offer a one-click switch
- The Road Ahead: a level 1-20 timeline on every sheet and in the builder
- 33 new species (2024 Aasimar and Goliath, Monsters of the Multiverse) with
  chosen +2/+1 or +1/+1/+1 bonuses; species roll is now a d8 by family
- The Artificer: class, half-caster slots from level 1, features, Flash of Genius
- Class tables and counters run to level 20; a fifth Boon, Resolve

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 16:02:51 +02:00

139 lines
9.0 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// Sorcerer subclasses: the sorcerous origins. The shape is described in index.js.
// An origin’s first-level gifts arrive with the choice, at level 3.
const SORCERER = [
{
key: 'DRACONIC',
name: 'Draconic Bloodline',
source: 'Player’s Handbook',
edition: '2014',
summary: 'Dragon blood: tougher skin and one element at your call.',
features: {
3: [{ name: 'Dragon Ancestor', text: 'Draconic Bloodline. Choose a kind of dragon with your DM; its element is yours (red: fire, white: cold, blue: lightning, green: poison, black: acid). Thin scales make you hardier (ask your DM about Extra AC).' }],
6: [{ name: 'Elemental Affinity', text: 'Draconic Bloodline. Add your Charisma modifier to one damage roll of your dragon’s element; spend 1 sorcery point to resist that element for 1 hour.' }],
14: [{ name: 'Dragon Wings', text: 'Bonus action: sprout dragon wings and fly at your speed until you dismiss them.' }],
18: [{ name: 'Draconic Presence', text: 'Action, 5 sorcery points: for a minute, creatures within 60 ft make a Wisdom save or are charmed (awe) or frightened (fear) of you.' }],
},
},
{
key: 'WILD_MAGIC',
name: 'Wild Magic',
source: 'Player’s Handbook',
edition: '2014',
summary: 'Raw chaos: luck you can bend, and surprises you cannot.',
features: {
3: [
{ name: 'Wild Magic Surge', text: 'Wild Magic. After you cast a sorcerer spell of 1st level or higher, the DM may have you roll a d20: on a 1, something strange happens (the DM decides, or rolls on a table of their own).' },
{ name: 'Tides of Chaos', text: 'Once per long rest, gain advantage on one attack, check or save. The DM may give it back by calling for a Wild Magic Surge.' },
],
6: [{ name: 'Bend Luck', text: 'Reaction, 2 sorcery points: add or subtract 1d4 from another creature’s attack, check or save.' }],
14: [{ name: 'Controlled Chaos', text: 'When you roll on the wild magic table, roll twice and use either.' }],
18: [{ name: 'Spell Bombardment', text: 'Once per turn, when a spell’s damage dice roll their highest on a die, roll that die again and add it.' }],
},
},
{
key: 'STORM',
name: 'Storm Sorcery',
source: 'Xanathar’s Guide to Everything',
edition: '2014',
summary: 'Wind and lightning: never stands still for long.',
features: {
3: [
{ name: 'Tempestuous Magic', text: 'Storm Sorcery. Bonus action, just before or after casting a spell of 1st level or higher: fly 10 ft without provoking opportunity attacks.' },
{ name: 'Wind Speaker', text: 'You speak the tongue of air, water, earth and fire elementals.' },
],
6: [
{ name: 'Heart of the Storm', text: 'You resist lightning and thunder damage. When you start casting a lightning or thunder spell of 1st level or higher, creatures of your choice within 10 ft take half your level in lightning or thunder damage.' },
{ name: 'Storm Guide', text: 'Action: stop rain falling within 20 ft of you. Bonus action: choose which way the wind blows within 100 ft until your next turn.' },
],
14: [{ name: 'Storm’s Fury', text: 'Reaction when a creature hits you in melee: it takes lightning damage equal to your level and is pushed up to 20 ft (Strength save negates the push).' }],
18: [{ name: 'Wind Soul', text: 'Immune to lightning and thunder; fly 60 ft. Once per short rest, give up to three creatures a 30 ft fly speed for an hour.' }],
},
},
{
key: 'ABERRANT_MIND',
name: 'Aberrant Mind',
source: 'Tasha’s Cauldron of Everything',
edition: '2014',
summary: 'A psionic mind touched by the Far Realm.',
features: {
3: [
{ name: 'Psionic Spells', text: 'Aberrant Mind. Learn psionic spells as you level (Arms of Hadar, Dissonant Whispers, Mind Sliver and more; the DM grants them).' },
{ name: 'Telepathic Speech', text: 'Bonus action: speak mind to mind with a creature within 30 ft for minutes equal to your level.' },
],
6: [
{ name: 'Psionic Sorcery', text: 'Cast a psionic spell with sorcery points equal to its level instead of a slot, with no words or gestures.' },
{ name: 'Psychic Defenses', text: 'Psychic damage against you is halved; advantage on saves against being charmed or frightened.' },
],
14: [{ name: 'Revelation in Flesh', text: 'Bonus action, 1+ sorcery points, for 10 minutes: see invisible things, fly, breathe and swim underwater, or squeeze through tiny gaps.' }],
18: [{ name: 'Warping Implosion', text: 'Once per long rest (or 5 sorcery points), action: teleport 120 ft; creatures within 30 ft of where you were take 3d10 force and are pulled in (Strength save for half).' }],
},
},
{
key: 'CLOCKWORK_SOUL',
name: 'Clockwork Soul',
source: 'Tasha’s Cauldron of Everything',
edition: '2014',
summary: 'The cosmic order of Mechanus balances luck and shields friends.',
features: {
3: [
{ name: 'Clockwork Magic', text: 'Clockwork Soul. Learn order-themed spells as you level (Alarm, Protection from Evil and Good, Aid…; the DM grants them).' },
{ name: 'Restore Balance', text: 'A few times per long rest (proficiency bonus), reaction: cancel advantage or disadvantage on a roll within 60 ft.' },
],
6: [{ name: 'Bastion of Law', text: 'Action, 1 to 5 sorcery points: a ward of that many d8s on a creature within 30 ft, which it spends to reduce damage.' }],
14: [{ name: 'Trance of Order', text: 'Once per long rest (or 5 sorcery points), bonus action for a minute: attacks against you lack advantage, and your attack rolls, checks and saves of 9 or lower count as 10.' }],
18: [{ name: 'Clockwork Cavalcade', text: 'Once per long rest (or 7 sorcery points), action: a 30 ft cube of spirits restores 100 HP among those inside, repairs objects and ends spells of 6th level or lower.' }],
},
},
{
key: 'DIVINE_SOUL',
name: 'Divine Soul',
source: 'Xanathar’s Guide to Everything',
edition: '2014',
summary: 'A god’s spark: sorcery with the cleric’s spell list.',
features: {
3: [
{ name: 'Divine Magic', text: 'Divine Soul. You can learn cleric spells as sorcerer spells, and gain one affinity spell (Cure Wounds, Inflict Wounds, Bless, Bane or Protection from Evil and Good).' },
{ name: 'Favored by the Gods', text: 'Once per short rest, add 2d4 to a failed save or missed attack.' },
],
6: [{ name: 'Empowered Healing', text: '1 sorcery point: reroll healing dice for you or an ally within 5 ft.' }],
14: [{ name: 'Otherworldly Wings', text: 'Bonus action: sprout feathered or bat-like wings and fly 30 ft until dismissed.' }],
18: [{ name: 'Unearthly Recovery', text: 'Once per long rest, bonus action while below half HP: regain HP equal to half your maximum.' }],
},
},
{
key: 'LUNAR_SORCERY',
name: 'Lunar Sorcery',
source: 'Dragonlance: Shadow of the Dragon Queen',
edition: '2014',
summary: 'Draws power from the moon’s phases: full, new and crescent.',
features: {
3: [
{ name: 'Lunar Embodiment', text: 'Lunar Sorcery. Learn moon spells as you level, and choose a phase after each long rest (full, new or crescent); once per long rest cast that phase’s 1st-level spell without a slot.' },
{ name: 'Moon Fire', text: 'You know Sacred Flame, and can target two creatures within 5 ft of each other with it.' },
],
6: [{ name: 'Lunar Boons', text: 'A few times per long rest (proficiency bonus), reduce a spell’s sorcery-point cost for the current phase’s school by 1.' }],
14: [{ name: 'Waxing and Waning', text: 'Bonus action, 1 sorcery point: change your phase.' }],
18: [{ name: 'Lunar Phenomenon', text: 'Once per long rest, bonus action: unleash your phase (full: blinding light; new: dark cloud and invisibility; crescent: teleport and resistance).' }],
},
},
{
key: 'SHADOW_MAGIC',
name: 'Shadow Magic',
source: 'Xanathar’s Guide to Everything',
edition: '2014',
summary: 'Shadowfell-touched: darkness you can see through and a hound of ill omen.',
features: {
3: [
{ name: 'Eyes of the Dark', text: 'Shadow Magic. Darkvision 120 ft; cast Darkness with 2 sorcery points and see through it.' },
{ name: 'Strength of the Grave', text: 'Once per long rest, when you drop to 0 HP (not from radiant or a crit), make a Charisma save to drop to 1 HP instead.' },
],
6: [{ name: 'Hound of Ill Omen', text: 'Bonus action, 3 sorcery points: a shadow hound hunts a creature within 120 ft (the DM adds it); while it is near, the target has disadvantage on saves against your spells.' }],
14: [{ name: 'Shadow Walk', text: 'Bonus action, in dim light or darkness: teleport up to 120 ft to another dim or dark spot.' }],
18: [{ name: 'Umbral Form', text: 'Bonus action, 6 sorcery points, for a minute: become shadow, resisting all damage but force and radiant, and move through creatures and objects.' }],
},
},
];
module.exports = SORCERER;