From level 14, you can spend a bonus action to enter aTrance of Orderfor one minute. Attack rolls against you during that time can't have advantage, and you can treat any roll on a d20 test that's nine or lower as a 10. Trance of Order can be used again when you finish a long...
When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature ...
But if you get your Shadow Sorcerer to level six, you get theHound of Ill Omen. This Hound takes three sorcery points as a bonus action to summon a good boy. This good boy is a dire wolf that hunts down your foes. While it does attack and do damage, the best part of it is that...
Beginning at 14th level, you add your Charisma modifier(minimum of +1) to the damage of your melee weapon attacks, and you can cast a cantrip that has the casting time of 1 Action as a bonus action if you use your action to attack with your bonded weapon. ...
The first creature you hit with a melee attack or spell on each of your turns takes extra radiant damage equal to 1d6 + half your sorcerer level (rounded up). You can choose to forgo this bonus if you choose. You emit bright light in a 10-foot radius, plus dim light for another 10...
An unusual spell that will only suit some builds,Green-Flame Blade 5eallows you to make a melee attack that deals its usual damage to the target, and then it deals your Cha bonus in damage to a second target. It's notable because it provides support for more weapon-focused builds. The...
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 ...
- Warlocks have potential for some very strong damage that doesn't rely on spell slots. Eldritch Blast with the Agonizing Blast invocation will add your CHR bonus to each projectile. Add on the Potent Robe from Act 2 and you're now dealing double your CHR bonus on each projectile. From ...
Heightened (2nd) Your jaws gain the effects of a +1 weapon potency rune (a +1 item bonus to attack rolls and an additional damage die) and the temporary Hit Points increase to 2d4. Heightened (4th) The jaws gain the effects of a +2 weapon potency rune and the temporary Hit Points ...
When you make a ability check, you can add the number rolled on your blood die to your check. You may apply this bonus before or after making the check but before learning if it was successful. When you make a saving throw, you can roll your blood die and add the number rolled to ...