People who are this class
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As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Two daggers
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Origin, Source
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Spell Slot Level, Sorcery Point Cost
1st: 2
2nd: 3
3rd: 5
4th: 6
5th: 7
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Seeking Spell (UA). When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Legendary Class
LV 21: Legendary Feat, Epic Spell Slot (10th), Secrets of Magic (1), Font of Magic, Arcanic Manifestations
LV 22: Overload, Arcanic Specialization (1)
LV 23:--------------
LV 24: Legendary ASI/Feat
LV 25: Epic Spell Slot (11th), Secrets of Magic (2)
LV 26: Reckless Overload
LV 27: Arcanic Specialization (2)
LV 28: Legendary ASI/Feat, Epic Font
LV 29: Secrets of Magic (3), Enduring Overload
LV 30: Vessal of Magic, Epic Spell Slot (12th)
Spell Slots
Secrets of Magic
You have unearthed even more arcane secrets. You may choose a Combat Trait at levels 21, 25, and 29 at the bottom of the page
Font of Magic
You have begun to tap into an inner wellspring of magic within you. This wellspring is represented by sorcery points, which allows you to produce a variety of magical effects. Your total number of sorcery points is equal to two times your Sorcerer level and you recover all expended sorcery points upon completing a long rest. Instead of expending spell slots, you may use sorcery points to cast a Sorcerer spell you know. You expend a number of sorcery points equal to twice the spells level and you cast it as if you had expended a spell slot of the appropriate level. You cannot use sorcery points to cast a spell of a level higher than your proficiency bonus. You may not upcast spells cast through this method.
Arcanic Manifestation
Arcane Manifestations are considered spells, specifically Level 0 Spells (Like cantrips) However, they do still have some changes:
-Manifestations don't require somatic or verbal components, however there is still some sort of identifying signal to indicate you are using one, such as your eyes glowing. This signal can not be hidden-and a creature who sees the signal can attempt to counterspell the manifestation.
-The DC to counterspell a Manifestation is equal to your Spell save DC. Creatures always need to make an ability check in order to counter your Manifestation.
-Manifestations do not scale off level like regular cantrips, instead, you may expend sorcery points to empower them. The empowered effects for a manifestation can be found in the manifestations description.
-When empowering a manifestation, you cannot expend more Sorcery points at a time than an amount equal to your Sorcerer level.
Manifestations can not be used if you are incapacitated, or something is restricting you from casting (Such as a field of antimagic)
Manifestation Range. Manifestations will refer to something known as your Manifestation range, this represents the area in which the manifestation can affect. This range is in a 15-foot radius around you. Some sorcerer features may improve this range beyond the normal 15-feet.
Overload
You are able to influx yourself with magical energies. At the start of your turn (No action required) You may enter a state known as Overload. While Overloaded, you gain the following benefits:
-You have advantage on checks made to maintain concentration on a Sorcerer spell.
-If you cast a spell that affects an area around you, if the area is smaller than your Manifestation range, it is now the same as your Manifestation range.
-If you cast a spell with a range of touch, you may target any creature within your Manifestation range.
-You have disadvantage on attacks made with weapons.
Your overload lasts until you are unconscious or end it at the start of your turn (No action required) Once you leave Overload, you are unable to enter it again until a number of minutes have passed equal to 5 times the number of rounds your Overload was active. Your overload can last no longer than a number of minutes equal to your Constitution modifier (Minimum of 1 minute)
Arcanic Specialization
Your bloodline further adapts to fit how you wield it. Choose one of the following features:
-Cantrip Majesty. You learn 2 cantrips from any spell lists of your choice, they count as sorcerer spells for you.
-Extended Range. Your Manifestation Range is increased by 15-feet.
-Further Learnings. You learn 2 spells from the Sorcerer spell list of your choice, which do not count against your spells known. Upon completing a long rest, you may exchange one or both of these spells for different ones from the sorcerer spell list.
-Hidden Wellspring. Your sorcery point maximum is increased by an amount equal to your Sorcerer level. Every time you gain a sorcerer level after gaining this feature, you gain one additional sorcery point.
-Magic Control. You learn two additional metamagics from the options available.
Reckless Overload
You are capable of overwhelming yourself even if it is dangerous. If your Overload is currently still recovering due to you having used it too recently, you may still enter it at the start of your turn as normal. If you do so, you suffer necrotic damage equal to your level at the end of each of your turns (Which cannot be reduced by any means) Your hit point maximum is also reduced by the damage taken. You die if your hit point maximum becomes 0. Your hit point maximum returns to normal upon completing a long rest.
Epic Font
You are capable of molding even epic magic. When you would expend a spell slot of 10th level or higher to cast a spell, you may instead expend a number of sorcery points equal to five times the spell slots level and you cast it as if you had expended a spell slot of the appropriate level.
Enduring Overload
You are able to withstand overloading yourself more easily. Your overload can only end if you fall unconscious or if you choose to willingly end it. Additionally, the duration before you can enter your overload again after it ends is halved.
Vessel of Magic
Finally at 30th level, you are the ultimate vessel for arcane forces. You gain the following benefits:
-At the start of each of your turns, you gain a number of temporary Sorcery points equal to your Charisma modifier (Minimum of 1) These sorcery points can only be used to empower manifestations or use metamagics, and any unused points disappear at the end of your turn.
-You may apply as many metamagics as you wish onto a single spellcasting, provided you have the sorcery points to do so and the spell meets the requirements for the metamagic.
-You may now use an Arcane Manifestation at the start and end of your turns.
Blood Money
Your blood and body now counts as an arcane focus for you and your spells. If you were to cast a spell with costly material components, you can instead sacrifice your vitality to cast them. You may sacrifice any number of Sorcerer hit die when casting such a spell, for every hit die sacrificed you lose max HP equal to 1d4 + Your Constitution Modifier. You die if your hit point maximum becomes 0. Every Sorcerer hit die expended in this way is considered to be a suitable replacement for up to 25 gold pieces worth of costly material components. Upon completing a long rest, you recover one hit die sacrificed from this feature, and you recover max HP equal to the amount lost when you sacrificed that particular hit die.
Extended Range
Your Manifestation Range is increased by 15-feet. You may select this feature multiple times, increasing your range appropriately.
Further Learning
You learn 2 spells from the Sorcerer spell list of your choice, which does not count against your spells known. Upon completing a long rest, you may exchange these spells for different ones from the sorcerer spell list. You may select this feature multiple times, learning 2 additional spells for each subsequent taking.
Hidden Wellspring
Your sorcery point maximum is increased by an amount equal to your Sorcerer level. Every time you gain a sorcerer level after gaining this feature, you gain one additional sorcery point. You may select this feature multiple times, gaining additional sorcery points appropriately.
Magic Control
You learn two additional metamagics from the options available. You may select this feature multiple times, learning an additional two metamagics for each subsequent taking.
Movement of the Mage
When you would be caught in the area of a spell or effect (Such as a dragons breath weapon or a spellcasters Fireball spell) you may use your reaction to cast a spell or use a Manifestation that moves or teleports you, potentially moving you out of the way of the effects area.
Protective Excess
Choose one of the following features:
You have resistance to weapon damage and all nonmagical effects (Examples of things you would have resistance to are damage from a magical sword or a dragons breath weapon)
You have resistance to damage from spells and other magical effects.
Regardless of which feature you select, its resistances are only applied while your Overload is active.
Reactive Mage
You gain an additional reaction, this reaction can only be used to cast spells as a reaction, or use Metamagics that require a reaction to use. You may select this feature as many times as you wish, gaining an additional one of these special reactions each subsequent selection.
Resilient Body
Your HP maximum increases by an amount equal to two times your level in this class. Everytime you gain a Sorcerer level, your maximum HP increases by an additional 2 HP. You may select this trait multiple times.
Superior Augmentation
You learn the Arcane Augmentation metamagic, and it does not count against your metamagics known. When you use this metamagic, its effects last a number of rounds equal to your Charisma modifier (Minimum of 2 rounds) instead of fading at the end of your next turn.
Mixed Bloodline
Prerequisite: 25th Level
A secondary bloodline has exposed itself within your power. Choose a subclass other than the one you originally chose-you gain that subclasses 1st level benefits and the origin spells it gains at 1st level.
Arcane Augmentation
As a bonus action, you may expend any number of sorcery points and select an ability score other than your Constitution or Charisma score. For every sorcery point expended, the chosen ability score gains a +1 bonus until the end of your next turn. This feature cannot make the chosen scores total exceed your Charisma score.
Arcane Endurance
As a bonus action, you may expend any number of sorcery points to gain 1d4 temporary hit points for every 2 sorcery points expended. If you are in your Overload, you may instead roll 1d6 for every sorcery point expended to determine the temporary hit points gained.
Arcanic Ward
Whenever you would suffer damage, you can spend any number of sorcery points as a reaction, for every sorcery point expended, roll 1d4. You reduce the damage taken by the amount rolled. If you are in your Overload, you may instead roll 1d6 per sorcery point expended.
Big Spell
When you cast a spell that produces an area of effect, you may spend any number of sorcery points (Minimum of 5) to increase the spells area. For every 5 points expended, the spell increases in the following way depending on how it forms its area:
Around Caster. The area around the caster it affects is increased by 5-feet.
Cone. The cone is increased by 5-feet.
Line. The length of the line is increased by 15-feet.
Radius. The radius is increased by 5-feet.
If a spells area type is not listed here (Such as cubes or cylinders) this metamagic does not work with them
Blood Help
When you fail an ability check you may expend 4 sorcery points to re-roll the d20, you must use the new result. If you use this on an ability check you are proficient in, you only need to expend 2 sorcery points.
Conserve Spell
When you cast a spell that involves an attack roll or forces a saving throw, and it misses all of its targets or all creatures succeed on their saving throw against it, you may expend a number of sorcery points equal to the spells level to recover an expended spell slot of a lower level.
Consuming Spell
When you cast a spell that makes an attack roll or requires a creature to make a Dexterity saving throw, you can expend 1 sorcery point to ignore the effects of half and three-quarters cover against targets of the spell.
Elemental Spell
Choose a damage type from the following list: Acid, Cold, Fire, Lightning, Poison or Thunder damage. This damage type becomes your Elemental Type. Whenever you cast a spell that deals a damage type from the above list, you may instead cause it to deal damage of your Elemental Type. Instead of changing it to your Elemental Type, you may expend 2 sorcery points to change it to another damage type from the above list. Whenever you finish a long rest, you may change your Elemental Type to another from the list.
Esoteric Spell
Choose a damage type from the following list: Force, Necrotic, Psychic or Radiant damage. This damage type becomes your Esoteric Type. Whenever you cast a spell that deals a damage type from the above list, you may instead cause it to deal damage of your Esoteric Type. Instead of changing it to your Esoteric Type, you may expend 2 sorcery points to change it to another damage type from the above list. Whenever you finish a long rest, you may change your Elemental Type to another from the list.
Expanding Manifestation
When you use an Arcane Manifestation, you may expend any number of sorcery points to increase your Manifestation Range by 5-feet for every sorcery point spent for that manifestation.
Forceful Focus
When you would make a Constitution saving throw to maintain concentration on a Sorcerer spell, you may expend any number of sorcery points (No action required) to gain a bonus to your saving throw equal to the number of sorcery points expended.
Imbuing Touch
All weapons you wield are considered magical for the purposes of overcoming immunities and resistance to damage. As a bonus action, you may expend any number of sorcery points. For every 2 sorcery points expended, a weapon you are holding gains a +1 bonus to its attack and damage rolls for one minute. This bonus cannot exceed half your proficiency bonus (Rounded up)
Surging Power
Once per turn (No action required) You may spend 1 sorcery point to use an Arcane Manifestation you know. The one used must be a manifestation other than the one you used at the start of your turn (If any) You cannot empower manifestations used via this feature.
Bend Earth
Transmutation Manifestation
You bend the world around you, you may target an area of dirt or stone within your manifestation range that fits within a 5-foot cube and instantaneously excavate it. You may then move it across the ground to anywhere within your manifestation range. Alternatively, you can hurl the excavated earth at a target within your manifestation range. Make a ranged spell attack, if you hit the target suffers 1d6 + Your Charisma modifier in bludgeoning damage.
Empower. For every sorcery point expended to empower this manifestation, you may excavate another area that fits within a 5-foot cube. You make a separate attack roll for each area of earth excavated if attacking with it.
Command Moisture
Transmutation Manifestation
You drain moisture from a creature within your Manifestation Range. That creature suffers necrotic damage equal to your Charisma modifier (Minimum of 1) And you create a small blob of water which you may then use to attack a creature, making a ranged attack roll against another creature within your Manifestation range. On a hit, that creature suffers 1d4 + Your Charisma modifier in bludgeoning damage.
Empower. For every sorcery point expended to empower this manifestation, the created blob of water deals an additional 1d4 damage.
Corrosive Ground
Evocation Manifestation
You coat the ground around you in a thin layer of acid. All creatures other than you within your Manifestation range suffer 1d6 acid damage. Creatures not standing on solid ground do not take any damage.
Empower. For every sorcery point expended to empower this manifestation, you deal an additional 1d6 acid damage.
Create Flame
Conjuration Manifestation
You ignite flame in a space within your manifestation range, causing magical fire to appear within a 5-foot cube within your manifestation range. Creatures who start their space within the cube must succeed on a Dexterity saving throw or suffer 1d8 fire damage on a failed saving throw. The fire remains until it is no longer within your manifestation range.
Empower. For every sorcery point expended to empower this manifestation, you may create an additional 5-foot cube of fire within your manifestation range. Each separate cube provokes a save for creatures moving within these cubes.
Draining Leech
Necromancy Manifestation
You drain life essence from those around you, dealing 1 necrotic damage to all creatures within your Manifestation range. For each creature that suffers this damage, you gain 1 temporary hit point. These temporary hit points stack with other temporary hit points.
Empower. For every sorcery point expended to empower this manifestation, you multiply the temporary hit points gained by it + 1 (Spending 1 point would multiply the temp HP by 2, spending 2 would multiply it by 3, ect)
Hastened Prestidigitation
Transmutation Manifestation
You cause one of the effects of the Prestidigitation cantrip to happen within your Manifestation range, behaving exactly as the cantrip normally would.
Empower. For every sorcery point expended to empower this manifestation, you may use an additional effect from the Prestidigitation cantrip.
High Voltage
Evocation Manifestation
You release a miniature bolt of electricity into someone around you. A creature within your Manifestation range suffers 1d4 lightning damage.
Empower. For every sorcery point expended to empower this manifestation, you release an additional bolt. These bolts can target the same creature, or different ones within range.
Living Pyre
Evocation Manifestation
You unleash a torrent of flame around yourself. All creatures (Including yourself) within your Manifestation range suffer 1d4 fire damage.
Empower. For every sorcery point expended to empower this manifestation, you deal an additional 1d4 fire damage.
Minor Telekinesis
Transmutation Manifestation
You assert minor telekinetic control over the world around you. You may take the Use an object action on an object within your manifestation range (Such as opening an unlocked door, pulling a level, pressing a button, or even feeding yourself a potion)
Empower. For every sorcery point expended to empower this manifestation, you may instead move an unattended object within your manifestation range. The weight limit for this is a number of pounds equal to 5 times the number of sorcery points expended.
Probe
Divination Manifestation
Target a creature within your manifestation range, you learn what that creature intends to do on their next turn (Treating it as if you used your current turn to do nothing)
Empower. For every sorcery point expended to empower this manifestation, the targeted creature suffers a -1 penalty to its attack rolls made against you until the start of your next turn (This penalty cannot be greater than your Charisma modifier)
Repel
Abjuration Manifestation
You send out a repelling blast around you, this could take the form of a burst of wind, psionic energy, or something else of your choice. All creatures within your Manifestation range must succeed on a Strength saving throw against your Sorcerer DC, or be pushed 5-feet away from you.
Empower. For every sorcery point expended to empower this manifestation, creatures who fail the save are pushed an additional 5-feet. If a creature succeeded on the saving throw and you empowered it, they are still pushed half the distance.
Shiver
Evocation Manifestation
You chill a creature to their very core. Choose a creature within your Manifestation range, that creature suffers 1d6 cold damage and has its speed reduced by 5-feet.
Empower. For every sorcery point expended to empower this manifestation, you deal an additional 1d6 cold damage, and the speed reduction is increased by an additional 5-feet.
Sicken
Evocation Manifestation
You infect a creature with a minor disease. Choose a creature within your Manifestation range, if that creature is not immune to disease, they become Poisoned until the end of their next turn. While Poisoned this way, they suffer 1d4 poison damage at the start of their turn.
Empower. For every sorcery point expended to empower this manifestation, this manifestation deals an additional 1d4 poison damage at the start of the poisoned creatures turn.
Survey
Divination Manifestation
You make a Perception check as apart of this manifestations usage, and every creature within your Manifestation range may choose to make a stealth check. You are immediately aware of the exact location of those who chose not to make a Stealth check. You are also aware of the exact location of every creature whose stealth check is less than your Perception check, however any creature whose stealth check total is equal to or greater than your perception check remains hidden from you.
Empower. For every sorcery point expended to empower this manifestation, you gain a +2 bonus to your Perception check.
Telepathic Communion
Evocation Manifestation
You send a telepathic message that is no more than 25 words to any number of creatures within your Manifestation Range, you may choose whether those creatures are aware that you are the person who sent the message.
Empower. for every sorcery point expended to empower this manifestation, your message may be up to 10 words longer.
Translocation
Conjuration Manifestation
You teleport to an unoccupied space within your Manifestation range. For every foot teleported, you expend an equal amount of movement, you can not teleport to a space that exceeds your movement range.
Empower. For every sorcery point expended to empower this manifestation, you may teleport an additional 5-feet without expending movement.
Wasteland
Transmutation Manifestation
You turn the ground around you into a wasteland. Until the start of your next turn, whenever a creature other than you moves 5-feet within your Manifestation Range, they suffer 1 poison damage. Creatures flying are immune to this effect (Walking, burrowing and swimming is not safe however)
Empower. For every sorcery point expended to empower this manifestation, this manifestation deals an additional 1 poison damage.
Watery Grave
Evocation Manifestation
All creatures of your choice within water in your manifestation range must succeed on a Strength saving throw or be pulled 5-feet deeper into the water.
Empower. For every sorcery point expended to empower this manifestation, each creature is pulled 5-feet deeper. If they succeed on their saving throw and you empowered this manifestation, they are instead pulled half the distance they normally would be.
Whirlpool
Conjuration Manifestation
All creatures within your manifestation range must succeed on a Strength saving throw or be pulled 5-feet closer to you and suffer 1d4 bludgeoning damage for every 5-feet they travelled. Creatures in water are pulled 10-feet closer on a failed saving throw, and 5-feet closer on a successful one.
Empower. For every sorcery point expended to empower this manifestation, each creature is pulled 5-feet closer to you. Creatures in water are pulled an additional 10-feet per sorcery point expended on a failed saving throw, or 5-feet per sorcery point expended on a successful one.
Wreath of Pain
Enchantment Manifestation
All creatures of your choice within your manifestation range whose current hit points are 5 or less become wracked with pain, suffering a penalty to all ability checks, attack rolls and saving throws they make until the start of your next turn.
Empower. For every sorcery point expended to empower this manifestation, the hit point limit is increased by 5 (For example, if you expended 3 sorcery points, this would now affect creatures whose current hit points are 20 or less)