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Energy Beam Master

Energy Beam Master

The Energy Beam Master channels raw, explosive arcane energy into devastating beams, blasts, and shockwaves. Through sheer force of will, they harness their power to create concentrated energy attacks, sending beams of magic tearing across the battlefield and releasing waves of destructive force. These sorcerers specialize in focused offensive magic, pushing the limits of sorcery to create high-impact, anime-style energy attacks.  

Energy Wave

At 1st level you gain the ability to release a wave of arcane energy that pushes back enemies and deals damage in a cone. As an action, you can unleash a 15-foot cone of force energy. All creatures in the area must make a Dexterity saving throw against your spell save DC.
  • On a failure: Creatures take 2d6 force damage and are pushed 10 feet away from you.
  • On a success: They take half damage and aren’t pushed.
  •   The damage increases as you level up—3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. You can use this feature a number of times equal to your proficiency bonus, refreshing on a long rest.  

    Focused Beam

    At 6th level you can channel your sorcery into a powerful, concentrated beam of energy. As an action, you can release a focused beam of energy in a 60-foot line that’s 5 feet wide. All creatures in the line must make a Dexterity saving throw against your spell save DC.
  • On a failure: Creatures take 5d8 radiant damage and are pushed back 10 feet.
  • On a success: They take half damage and aren’t pushed.
  •   You can choose to convert the damage type to fire or lightning. Usable once per short or long rest.  

    Devastating Burst

    At 10th level your energy attacks expand into large, explosive bursts that disorient enemies caught in the blast. When you cast a spell of 1st level or higher that deals damage, you can choose to convert it into an explosive burst with a 10-foot radius centered on the target. All creatures in the area must make a Constitution saving throw against your spell save DC or be blinded until the end of their next turn. The spell deals an additional 1d8 force damage. You can use this feature a number of times equal to your Charisma modifier (minimum of once), refreshing on a long rest.  

    Ultimate Barrage

    At 14th level you can unleash a powerful series of energy blasts, creating a rapid barrage that devastates all within its range. As an action, you can expend 5 sorcery points to unleash a series of five energy blasts that you direct toward any targets within 60 feet. Each blast requires a separate attack roll.
  • Damage: Each blast deals 2d10 radiant or force damage.
  • Additional Effect: You can target one creature with multiple blasts or divide the blasts among multiple creatures.
  • Optional Scaling: You can spend additional sorcery points (up to 3 extra points) to increase each blast’s range by 10 feet or add 1d10 extra damage to each blast.
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    Metamagic (Optional)

  • Overload Spell - When you cast a spell that deals damage, you can spend 2 sorcery points to increase the spell’s damage by 1d10 for each spell level above 1st (max 3d10). This overload of energy damages you as well—you take 1d4 force damage per 1d10 added.
  • Beam Focus - When you cast a spell with a line area (such as Focused Beam or Lightning Bolt), you can spend 1 sorcery point to increase the line’s range by 30 feet and double its width to 10 feet.
  • Blast Radius - When you cast a spell that targets a single creature, you can spend 2 sorcery points to turn it into a 10-foot radius explosion centered on the target, dealing the spell’s full damage to all creatures within range.
  • Homing Spell - When you cast a spell that requires an attack roll, you can spend 2 sorcery points to grant yourself advantage on the roll and cause the spell to curve around obstacles, ignoring half and three-quarters cover.

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