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BOOK OF  BLIGHTED SOUL


Your soul is blighted--affected by a deep

ORIGINS 
withering rot. You might trace your lineage
to a deity of disease and poison, or you
might have been infected with a magical
SUBCLASSES FOR SORCEROUS SOULS  disease that plagues your very essence.
  You might even be a harbinger of an
  apocalypse to come--the physical
personification of the world itself rotting.
TABLE OF CONTENTS  The presence of blight takes a toll on your
body and magic both. You appear pallid and
sickly, with deep bags and angry purple
Blighted Soul 1
bruises when you suffer damage. Even
Cosmic Soul 2 beneficial spells cast by you come with a
vague sense of nausea, as if they cost the
Hivemind Sorcery 4 recipient a little wellness to take root.
Oracle Sorcery 5
BLIGHTED SOUL FEATURES
Primordial Soul 7
Sorcerer Feature
Level

There are many circumstances one comes 1st Blighted Spells, Bonus Cantrip
upon power. Some work to attain it over a 6th Metamagical Rot
lifetime of study and practice; others make
pacts for it, borrowing their might from 14th Blighted Form
greater beings. Still a third derive it from a
18th Beacon of Decay
unity with nature, or faith in a concept or
oath. But for many spellcasters, power is
innate. Whether by circumstances of their BLIGHTED SPELLS
birth, accidents of fate, or the inheritance of Starting at 1st level, the blight in your soul
a greater legacy, sorcerers derive their changes your magic. You learn additional
power from inside--from their blood, soul, spells when you reach certain levels in this
and body. class, as shown on the Blighted Spells
This title contains 5 new sorcerous origins table. The spell counts as a sorcerer spell
for your campaigns. for you, but it doesn’t count against the
number of sorcerer spells you know. These
spells can’t be replaced when you gain a
level in this class. 
 
 
   
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TABLE: BLIGHTED SPELLS BEACON OF DECAY


Sorcerer Spells At 18th level, you can surround yourself with
Level withering energy, becoming a beacon of
decay. As an action, you can spend 5
1st bane, ray of sickness sorcery points to exude rot in a 60-foot
3rd protection from poison, ray of radius. For 1 minute, hostile creatures in
enfeeblement this radius have disadvantage on any
saving throws they make against spells
5th stinking cloud, vampiric touch gained from your Blighted Spells feature.
7th blight, vitriolic sphere

9th cloudkill, contagion


  COSMIC SOUL
BONUS CANTRIP Your soul is suffused with the energy of the
Also at 1st level, you know the ​poison spray cosmos. You might be descended from or
cantrip. This cantrip doesn’t count against chosen by a deity of the night sky, an
your number of Cantrips Known. eldritch entity from the Far Realms, or a
spawn of the stars themselves. Alternately,
you might’ve been born under a particularly
METAMAGICAL ROT
rare constellation--a moment in which a
At 6th level, your metamagic taints the
league of cosmic bodies were in alignment,
essence of your spells. When you use a
granting you power untold.
Metamagic option on a spell, you can cause
As a sorcerer of this origin, you are very
the spell to deal additional necrotic damage
severe in your appearance. What is dark is
to its target equal to your Charisma modifier
as black as the night sky; what is light is as
(minimum of one).
bright as staring into the heart of a star.
You can only add this damage to a spell
Similarly, your moods range from blindingly
once, even if you use multiple Metamagic
bright to frighteningly cold and dark. When
options on the same spell. 
you cast spells, your eyes might turn an inky
black, mottled by tiny starlights--or, more
BLIGHTED FORM unsettlingly, a void with no light at all.
At 14th level, the rot of your soul has Many sorcerers of this origin become
suffused your body. You are immune to the great astronomers, as their magic draws
poisoned condition. their interest towards the night sky.
Additionally, when you finish a long rest, Sorcerers of this origin that become
you can choose either poison damage or explorers never feel lost while the night sky
necrotic damage. You are resistant to the is in sight, as the stars always seem to
chosen damage type until the end of your guide them to their destinations.
next long rest. 
 
     
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COSMIC SOUL FEATURES You can have a maximum number of


motes equal to half your sorcerer level
Sorcerer Feature
Level (minimum of one). Motes last until you finish
a long rest, at which point they fade and
1st Night Eyes, Cosmic Motes disappear.

6th Starlight Resilience


STARLIGHT RESILIENCE
14th Starwalker At 6th level, you have become accustomed
to cosmic forces flowing through your body.
18th Cosmic Swarm
You are resistant to necrotic and radiant
damage.  
NIGHT EYES
Starting at 1st level, your eyes are STARWALKER
accustomed to the darkness of the night At 14th level, you have learned to lessen
sky. You have darkvision to a distance of the forces of gravity on your form. You have
120 feet. a flying speed equal to half your walking
As an action, you can touch a creature speed, and can hover in place while flying.
and share your cosmic sight with them. For Additionally, the more motes of starlight
1 hour, your darkvision is reduced to a you command, the greater your ability to
distance of 60 feet, and the chosen creature defy gravity becomes. For each mote of
gains darkvision to a distance of 60 feet. If starlight in your orbit, your flying speed
the creature already has darkvision, this increases by 5 feet. 
feature has no effect. 
COSMIC SWARM
COSMIC MOTES At 18th level, you have mastered the art of
At 1st level, your sorcery creates motes of shaping your sorcery into starlight, and can
starlight that swirl and swarm around you. beckon forth a night sky’s worth of stars with
When you cast a sorcerer spell of 1st level ease. When you cast a sorcerer spell of 1st
or higher, you can create a palm-sized mote level or higher and create a mote of
of starlight, which orbits around you in a starlight, instead of creating a single mote,
5-foot radius. The mote gives off bright light you can create a number of motes equal to
in a 5-foot radius and dim light for 5 feet the spell’s level.
beyond that.
As a bonus action on your turn, you can
cause one or more motes to streak towards  
targets within 60 feet of you and explode.    
Make a ranged spell attack for each mote.
On a hit, a target takes radiant damage
equal to your Charisma modifier (minimum
of one). You can have the motes strike the
same target or different targets.
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HIVEMIND SORCERY features you gain later.


Creatures in your Hive can communicate
You are part of a hivemind--a psionic group with you and each other telepathically while
of creatures that share thoughts, emotions, within a range of 30 feet, even while you
and even sorcery at times. You might be the aren’t present. The creatures do not need to
result of illithid experiments, a victim of a share a language in order to communicate,
myconid attack, or gifted with powerful but they must be able to understand at least
psionic abilities by an entity of the Far one language, else they cannot be targeted
Realm. Alternately, you might’ve been born by this feature.
at the exact same moment as a group of The number of other creatures you can
other creatures, linking you permanently telepathically link increases by one at 6th
and granting you the ability to share your level (3 creatures), 14th level (4 creatures),
psionic gifts with others. and 18th level (5 creatures). You are always
As part of a hivemind, your physical considered a member of your Hive, and do
appearance is not all that different from not count towards this number. 
others of your race, but your behavior can
stand out markedly. You might be extremely
empathetic, as the emotions of others just
HELPING HIVE
seem simple for you to sense--but at the Also at 1st level, you learn to share the
same time, you might have difficulty burden of solving problems with your Hive.
understanding personal boundaries when You know the ​guidance ​cantrip and can cast
the minds of others are always open to you. it at will, but only on yourself or another
member of your Hive. 
HIVEMIND SORCERY FEATURES
SHARE THE BURDEN
Sorcerer Feature
At 6th level, your Hive shares the weight of
Level
damage amongst its members, protecting
1st Annex of Minds, Helping Hive them from harm. When a member of your
Hive takes damage, you can use your
6th Annex of Minds (3 creatures), reaction to protect the creature, halving the
Share the Burden
damage and suffering that half yourself.
14th Annex of Minds (4 creatures), You can use this feature a number of
Empowered Hive times equal to your Charisma modifier
(minimum of once), after which you must
18th Annex of Minds (5 creatures), finish a long rest before you can do so
Distant Annex
again.

ANNEX OF MINDS EMPOWERED HIVE


Starting at 1st level, you are gifted with the At 14th level, your Hive connection grows
power to link minds. As an action, you can even stronger, granting you certain benefits
choose up to two other willing creatures to when near each other. When you finish a
link with telepathically. This group of long rest, choose one of the following
creatures is called your Hive, and is used by benefits. Until the end of your next long rest,
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members of your Hive gain the chosen ORACLE SORCERY FEATURES


benefit while within 30 feet of each other.
Sorcerer Feature
Cleanse the Hive. ​Members of your Hive Level
have advantage on saving throws against
being charmed or frightened. 1st Oracle Spells, Glimpse the
Defend the Hive. ​Members of your Hive Fates
have resistance to psychic damage.
6th Empowered Augury
​Inform the Hive. ​Members of your Hive
have advantage on Intelligence checks and 14th Glimpse the Fates (2/rest),
saving throws. Oracular Blindspot

18th Prophecy Arcane


DISTANT ANNEX
At 18th level, your Hive can communicate  
even over long distances, as your bond is ORACLE SPELLS
difficult to break. Members of your Hive can Starting at 1st level, your oracular gift
now communicate telepathically with each manifests as special spells. You learn
other over any distance, as long as they are additional spells when you reach certain
within line of sight of their intended target. levels in this class, as shown on the Oracle
Spells table. The spell counts as a sorcerer
spell for you, but it doesn’t count against the
number of sorcerer spells you know. These
ORACLE SORCERY spells can’t be replaced when you gain a
level in this class. 
You are gifted with the power to the fates,
 
allowing you to glimpse the future. You
might be part of a long line of oracles, TABLE: ORACLE SPELLS
augurs, and prophets, beginning with the Sorcerer Spells
chosen of a deity of the fates. Alternately, Level
you might have spent years in a distant
1st comprehend languages,
pocket of the planes where time behaves
detect magic
differently, and returned to find your
awareness of time changed irrevocably. 3rd augury, see invisibility
As an Oracle, your appearance is quite
normal when you’re at rest. However, when 5th clairvoyance, tongues
you use your sorcery to glimpse the future, 7th arcane eye, divination
your eyes might fog over, your skin glow
with arcane glyphs, or some other indication 9th contact other plane, scrying
of the power within you. Many folks,
especially the ones who have been gifted a GLIMPSE THE FATES
special role in the greater tapestry of fate,
At 1st level, you can glimpse the future in
feel oddly familiar to you.
times of crisis. When you fail a saving
  throw, you can use your reaction to grant
   
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yourself advantage on the roll. PROPHECY ARCANE


Once you use this feature, you can’t do so At 18th level, you learn to weave great
again until you finish a short or long rest. prophecies and gift them to others. You
Starting at 14th level, this you can use this know the ​foresight s​ pell and can cast it once
feature twice between rests.   without expending a spell slot or material
components. When you cast it in this way,
EMPOWERED AUGURY you can only target a creature other than
At 6th level, you learn to siphon sorcery yourself.
from the fabric of time, bolstering the Once you use this feature, you can’t do so
potency of your spells. When you cast any again until you finish a long rest.
of the spells gained from your Oracle Spells
feature, you can use a single Metamagic
option on the spell without spending any
sorcery points.
You can use this feature a number of
PRIMORDIAL SOUL
times equal to your Charisma modifier Your soul is attuned to the Primordial
(minimum of once), after which you must Chaos--the miasma of raw elemental force
finish a long rest before you can do so that gave birth to the planes. You might be
again.  descended from a titan--the ancient beings
that fought with the gods for control of the
nascent Material Plane. You might have
ORACULAR BLINDSPOT been born in a liminal space, where the
At 14th level, you have become so familiar Elemental Planes exert their influence more
with the act of divination that you know its strongly. You might even have an elemental
weaknesses and blindspots. You are locked away inside of you--a last-ditch effort
immune to any effect that would sense your by an errant mage or cleric, perhaps to save
emotions or read your thoughts, and you your city from devastation.
have advantage on saving throws made to You have a powerful alignment with the
resist being detected or watched through four base elements, and it shows in your
divination magic. physicality. When you are aligned to fire,
Additionally, oracular magic draws your your eyes might burn with unnatural light.
attention. When a creature attempts to When you are aligned to water, your hair
watch you or detect your presence through might flow as if towed by an invisible
divination magic, they must make an current. When you are aligned to stone,
Intelligence saving throw against your your skin might take on a cracked quality
sorcerer spell save DC. On a failed save, like molten magma. When you are aligned
you become aware that a creature is to air, your body might crackle with sparks
attempting to divine on you, and if the of errant lightning.
creature is visible to you, your eyes are
instantly drawn to it.
 
   
 
   
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PRIMORDIAL SOUL FEATURES TABLE: ELEMENTAL SPELLS


Sorcerer Feature Align. 1st level 3rd level 5th level
Level
Air feather gust of wind
1st Primordial Alignment, fall wind wall
Elemental Spells
Earth earth earthen erupting
6th Primordial Shift, Elemental tremor grasp earth
Body
Fire burning scorching fireball
14th Primal Walk hands ray

18th Elemental Mastery Water create or misty step wall of


destroy water
water
PRIMORDIAL ALIGNMENT
Starting at 1st level, you can align your body
and soul with a particular element. When PRIMORDIAL SHIFT
you finish a long rest, choose one of the At 6th level, you learn to change with the
following elements: air, earth, fire, or water. elements in the midst of battle. As an action,
Until you finish your next long rest, you are you can change your alignment from one
aligned to the chosen element. This element to another of your choice. You lose
alignment will be used by features you gain access to any features associated with the
later. first element, and any effects associated
Additionally, you have a natural affinity for with those features end immediately,
the language of elementals. You can speak, including any spells gained from your
read, and write Primordial and all of its Elemental Spells feature.
dialects. Once you use this feature, you can’t do so
again until you finish a long rest.
ELEMENTAL SPELLS
At 1st level, your sorcery is shaped by the ELEMENTAL BODY
elements. Depending on your aligned At 6th level, you become resilient to the
element, you know an additional spell, and elements. You gain one of the following
gain access to more as you level up, as benefits, depending on which element you
shown in the Elemental Spells table below. are currently aligned to.
These spells count as sorcerer spells for ​Air. ​You are resistant to lightning damage.
you, and don’t count against your number of ​Earth. Y ​ ou are resistant to poison
sorcerer spells known. damage, and have advantage on saving
You only know the spells associated with throws made to resist being poisoned.
a particular element while you are aligned to ​ ou are resistant to fire damage.
​Fire. Y
it. If the spell is a sorcerer spell, you can ​Water. ​You are resistant to cold damage,
learn it as normal to gain access to it while as well as bludgeoning damage caused by
aligned to a different element. water-based spells and hazards.
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PRIMAL WALK
At 14th level, your body embodies the
movement of the elements, giving you
additional ways to traverse your
environment. You gain one of the following
benefits, depending on which element you
are currently aligned to.
​Air. ​You have a flying speed equal to your
walking speed. You can hover in place while
flying in this way.
Earth. Y ​ ou have a climbing speed equal
to your walking speed, and ignore difficult
terrain caused by plantlife, magical or
otherwise.
Fire. Y​ our walking speed increases by 10
feet.
Water. ​You have a swimming speed
equal to your walking speed, and can
breathe both air and water.

ELEMENTAL MASTERY
At 18th level, you’ve mastered the elements
within your soul. As an action, you can
spend 6 sorcery points to enter a state of
elemental balance. For 1 minute, you are
considered aligned to all four of the
elements, gaining access to each of the
spells and benefits of each element for the
duration.

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