The Sorcerer
Sorcerers in the world of Zelda are uncommon but not unheard of. They often have ties to ancient magic of the world and are born with the power of some force of nature or power of their ancestors that lets them achieve incredible feats of magic.
New Sorcerer Spells
- Cantrips: Cryonis, Magnesis, Remote Bomb, Snapshot
- 1st Level: Conjure Puppet, Invert Time, Recall, Stasis, Sunrise/Sunset, Tulin’s Gust
- 2nd Level: Cyclone, Diminish, Double Time, Iridescent Path, Revali’s Gale, Vehicle Sigil, Yunobo’s Cannonball
- 3rd Level: Form to Fairy, Riju’s Charge, Sidon’s Bubble, Time Sync, Urbosa’s Fury
- 4th Level:
- 5th Level: Reflect
- 6th Level: Spell Spell, Spirit Vessel
- 7th Level: Time Portal
- 8th Level: Blizzard
- 9th Level: Time Jump
Picori Bloodline
3rd Level: Surprise Spell
Creatures have disadvantage on saving throws against spells you cast when you are hidden. In addition, missing with a spell attack does not reveal your position.
3rd Level: Unseen Influence
You gain proficiency in the Stealth skill and gain the Subtle Spell metamagic option.
6th Level: Transmute Size
As a reaction you may expend a spell slot to shrink or enlarge the size of an attack right before it hits a target within 60 feet of you. The target takes additional damage or reduces the damage dealt from the attack by a number of dice equal to the level of the slot expended. These dice are of the same type as the dice being rolled.
14th Level: Incarnation of the Small
You may use a Magic Action to shrink down, becoming Tiny, granting you advantage on skill checks made to hide, and allowing you to take the Hide action as a bonus action. This effect ends when you are reduced to 0 hit points or when you use a bonus action to dismiss it.
18th Level: Absolute Subtlety
You have become a master at touching the world with your magic without others noticing. Spells you cast always have the Subtle Spell metamagic feature applied to them unless you choose for them not to. This does not cost sorcery points.
Creatures have disadvantage on saving throws against spells you cast when you are hidden. In addition, missing with a spell attack does not reveal your position.
3rd Level: Unseen Influence
You gain proficiency in the Stealth skill and gain the Subtle Spell metamagic option.
6th Level: Transmute Size
As a reaction you may expend a spell slot to shrink or enlarge the size of an attack right before it hits a target within 60 feet of you. The target takes additional damage or reduces the damage dealt from the attack by a number of dice equal to the level of the slot expended. These dice are of the same type as the dice being rolled.
14th Level: Incarnation of the Small
You may use a Magic Action to shrink down, becoming Tiny, granting you advantage on skill checks made to hide, and allowing you to take the Hide action as a bonus action. This effect ends when you are reduced to 0 hit points or when you use a bonus action to dismiss it.
18th Level: Absolute Subtlety
You have become a master at touching the world with your magic without others noticing. Spells you cast always have the Subtle Spell metamagic feature applied to them unless you choose for them not to. This does not cost sorcery points.
Umbral Magic
3rd Level: Defile
When casting a spell you may choose to defile the area around you, causing all nonmagical plants within 15 feet of you to wither and die and all living creatures (except yourself, constructs, and undead) within 15 feet of you to take necrotic damage equal to your Charisma modifier. When you do so the spell deals bonus necrotic damage equal to your Charisma modifier plus the amount of necrotic damage dealt when defiling, split amongst targets successfully hit by the spell as you choose. This feature can cause a spell that does not originally damage a creature to deal damage.
3rd Level: Life’s Bane
Your use of defiling has caused you to become Fey in nature, making you no longer age and granting you expertise in Intimidation when dealing with living plants and beasts.
6th Level: Dark Vitality
When defiling with a spell you regain hit points equal to your Charisma modifier plus the amount of necrotic damage dealt by defiling.
14th Level: Sorrowful Takeover
One humanoid creature within 5 feet of you must succeed on a Charisma saving throw with a DC equal to your spellcasting DC or they become possessed by you, with you entering their body. While possessed the target is incapacitated, loses control of their body, and retains their awareness and you cannot be directly targeted by an attack that would physically damage you. You now control their actions, movements, and the like but do not gain access to their spells, proficiencies, knowledge, or any class feature, retaining your ability to cast spells and mental ability scores. The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you are forced out by an effect like the dispel evil and good spell or you are hit by an attack that would deal damage of a random type. When the possession ends, you reappear in an unoccupied space within 5 ft. of the body. The target is immune to this possession for 24 hours after succeeding on the saving throw or after the possession ends. You may only use this feature once before needing a long rest to use this feature again.
18th Level: Anti-Fairy
You manifest gossamer fairy wings on your back, giving you a fly speed equal to your speed and the ability to hover. You may also choose to defile everything out to 30 feet of you while Innate Sorcery is active.
When casting a spell you may choose to defile the area around you, causing all nonmagical plants within 15 feet of you to wither and die and all living creatures (except yourself, constructs, and undead) within 15 feet of you to take necrotic damage equal to your Charisma modifier. When you do so the spell deals bonus necrotic damage equal to your Charisma modifier plus the amount of necrotic damage dealt when defiling, split amongst targets successfully hit by the spell as you choose. This feature can cause a spell that does not originally damage a creature to deal damage.
3rd Level: Life’s Bane
Your use of defiling has caused you to become Fey in nature, making you no longer age and granting you expertise in Intimidation when dealing with living plants and beasts.
6th Level: Dark Vitality
When defiling with a spell you regain hit points equal to your Charisma modifier plus the amount of necrotic damage dealt by defiling.
14th Level: Sorrowful Takeover
One humanoid creature within 5 feet of you must succeed on a Charisma saving throw with a DC equal to your spellcasting DC or they become possessed by you, with you entering their body. While possessed the target is incapacitated, loses control of their body, and retains their awareness and you cannot be directly targeted by an attack that would physically damage you. You now control their actions, movements, and the like but do not gain access to their spells, proficiencies, knowledge, or any class feature, retaining your ability to cast spells and mental ability scores. The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you are forced out by an effect like the dispel evil and good spell or you are hit by an attack that would deal damage of a random type. When the possession ends, you reappear in an unoccupied space within 5 ft. of the body. The target is immune to this possession for 24 hours after succeeding on the saving throw or after the possession ends. You may only use this feature once before needing a long rest to use this feature again.
18th Level: Anti-Fairy
You manifest gossamer fairy wings on your back, giving you a fly speed equal to your speed and the ability to hover. You may also choose to defile everything out to 30 feet of you while Innate Sorcery is active.
Zonai Bloodline
3rd Level: Ruin Builder
You gain proficiency in a single Artisan Tool of your choice and expertise in a single Artisan Tool with which you are proficient. You may use Artisan Tools as a focus for your sorcerer spellcasting.
3rd Level: Create Construct
You may create a Zonai construct who obeys your commands to the best of their ability. If the construct is destroyed you can create a new one after taking a long rest or spending a spell slot of 1st level or higher to resummon it.
6th Level: Zonai Armor
You use your artisan tools to create magical clothing that is attuned to your ancestry. Choose one first level spell that would normally last 1 minute or more and does not deal damage. While attuned to and wearing the magical clothing you created a creature is always under the effects of that spell.
14th Level: Zonai Empowerment
Choose a single element or school of magic. You may cast a spell of 3rd level or lower of the chosen school or element without expending a spell slot a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.
18th Level: Ascendant Eye
You gain and manifest a third eye in your forehead, heightening your magical ability with a connection to your past. When you cast a spell you may spend sorcery points to increase the spell level you cast it at by 1 per sorcery point spent. If a spell deals damage and normally cannot be cast at higher levels you can instead increase the damage of that spell by 1d6 for each sorcery point spent in this way. This can be used to increase a spell's level above 9th, however a spell can only have up to 5 sorcery points spent in this way at a time.
You gain proficiency in a single Artisan Tool of your choice and expertise in a single Artisan Tool with which you are proficient. You may use Artisan Tools as a focus for your sorcerer spellcasting.
3rd Level: Create Construct
You may create a Zonai construct who obeys your commands to the best of their ability. If the construct is destroyed you can create a new one after taking a long rest or spending a spell slot of 1st level or higher to resummon it.
6th Level: Zonai Armor
You use your artisan tools to create magical clothing that is attuned to your ancestry. Choose one first level spell that would normally last 1 minute or more and does not deal damage. While attuned to and wearing the magical clothing you created a creature is always under the effects of that spell.
14th Level: Zonai Empowerment
Choose a single element or school of magic. You may cast a spell of 3rd level or lower of the chosen school or element without expending a spell slot a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.
18th Level: Ascendant Eye
You gain and manifest a third eye in your forehead, heightening your magical ability with a connection to your past. When you cast a spell you may spend sorcery points to increase the spell level you cast it at by 1 per sorcery point spent. If a spell deals damage and normally cannot be cast at higher levels you can instead increase the damage of that spell by 1d6 for each sorcery point spent in this way. This can be used to increase a spell's level above 9th, however a spell can only have up to 5 sorcery points spent in this way at a time.