- 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>
139 lines
9.0 KiB
JavaScript
139 lines
9.0 KiB
JavaScript
// Sorcerer subclasses: the sorcerous origins. The shape is described in index.js.
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// An origin’s first-level gifts arrive with the choice, at level 3.
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const SORCERER = [
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{
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key: 'DRACONIC',
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name: 'Draconic Bloodline',
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source: 'Player’s Handbook',
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edition: '2014',
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summary: 'Dragon blood: tougher skin and one element at your call.',
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features: {
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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).' }],
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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.' }],
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14: [{ name: 'Dragon Wings', text: 'Bonus action: sprout dragon wings and fly at your speed until you dismiss them.' }],
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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.' }],
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},
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},
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{
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key: 'WILD_MAGIC',
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name: 'Wild Magic',
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source: 'Player’s Handbook',
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edition: '2014',
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summary: 'Raw chaos: luck you can bend, and surprises you cannot.',
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features: {
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3: [
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{ 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).' },
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{ 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.' },
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],
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6: [{ name: 'Bend Luck', text: 'Reaction, 2 sorcery points: add or subtract 1d4 from another creature’s attack, check or save.' }],
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14: [{ name: 'Controlled Chaos', text: 'When you roll on the wild magic table, roll twice and use either.' }],
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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.' }],
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},
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},
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{
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key: 'STORM',
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name: 'Storm Sorcery',
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source: 'Xanathar’s Guide to Everything',
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edition: '2014',
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summary: 'Wind and lightning: never stands still for long.',
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features: {
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3: [
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{ 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.' },
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{ name: 'Wind Speaker', text: 'You speak the tongue of air, water, earth and fire elementals.' },
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],
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6: [
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{ 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.' },
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{ 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.' },
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],
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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).' }],
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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.' }],
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},
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},
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{
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key: 'ABERRANT_MIND',
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name: 'Aberrant Mind',
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source: 'Tasha’s Cauldron of Everything',
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edition: '2014',
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summary: 'A psionic mind touched by the Far Realm.',
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features: {
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3: [
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{ 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).' },
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{ name: 'Telepathic Speech', text: 'Bonus action: speak mind to mind with a creature within 30 ft for minutes equal to your level.' },
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],
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6: [
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{ name: 'Psionic Sorcery', text: 'Cast a psionic spell with sorcery points equal to its level instead of a slot, with no words or gestures.' },
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{ name: 'Psychic Defenses', text: 'Psychic damage against you is halved; advantage on saves against being charmed or frightened.' },
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],
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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.' }],
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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).' }],
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},
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},
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{
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key: 'CLOCKWORK_SOUL',
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name: 'Clockwork Soul',
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source: 'Tasha’s Cauldron of Everything',
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edition: '2014',
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summary: 'The cosmic order of Mechanus balances luck and shields friends.',
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features: {
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3: [
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{ name: 'Clockwork Magic', text: 'Clockwork Soul. Learn order-themed spells as you level (Alarm, Protection from Evil and Good, Aid…; the DM grants them).' },
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{ name: 'Restore Balance', text: 'A few times per long rest (proficiency bonus), reaction: cancel advantage or disadvantage on a roll within 60 ft.' },
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],
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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.' }],
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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.' }],
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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.' }],
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},
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},
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{
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key: 'DIVINE_SOUL',
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name: 'Divine Soul',
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source: 'Xanathar’s Guide to Everything',
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edition: '2014',
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summary: 'A god’s spark: sorcery with the cleric’s spell list.',
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features: {
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3: [
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{ 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).' },
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{ name: 'Favored by the Gods', text: 'Once per short rest, add 2d4 to a failed save or missed attack.' },
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],
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6: [{ name: 'Empowered Healing', text: '1 sorcery point: reroll healing dice for you or an ally within 5 ft.' }],
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14: [{ name: 'Otherworldly Wings', text: 'Bonus action: sprout feathered or bat-like wings and fly 30 ft until dismissed.' }],
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18: [{ name: 'Unearthly Recovery', text: 'Once per long rest, bonus action while below half HP: regain HP equal to half your maximum.' }],
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},
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},
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{
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key: 'LUNAR_SORCERY',
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name: 'Lunar Sorcery',
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source: 'Dragonlance: Shadow of the Dragon Queen',
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edition: '2014',
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summary: 'Draws power from the moon’s phases: full, new and crescent.',
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features: {
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3: [
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{ 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.' },
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{ name: 'Moon Fire', text: 'You know Sacred Flame, and can target two creatures within 5 ft of each other with it.' },
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],
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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.' }],
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14: [{ name: 'Waxing and Waning', text: 'Bonus action, 1 sorcery point: change your phase.' }],
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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).' }],
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},
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},
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{
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key: 'SHADOW_MAGIC',
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name: 'Shadow Magic',
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source: 'Xanathar’s Guide to Everything',
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edition: '2014',
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summary: 'Shadowfell-touched: darkness you can see through and a hound of ill omen.',
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features: {
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3: [
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{ name: 'Eyes of the Dark', text: 'Shadow Magic. Darkvision 120 ft; cast Darkness with 2 sorcery points and see through it.' },
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{ 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.' },
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],
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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.' }],
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14: [{ name: 'Shadow Walk', text: 'Bonus action, in dim light or darkness: teleport up to 120 ft to another dim or dark spot.' }],
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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.' }],
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},
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},
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];
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module.exports = SORCERER;
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