Source

Source (variant sorcerer)

A source is a person born with innate magical abilities that are difficult to control once they have bloomed. In some places this magic is simply known as The Power or Chaos; it is the raw unshaped pattern of elemental energy.

Strong emotions and stressful situations usually work as the trigger for a source’s abilities to erupt; such unpredictable expressions of The Power are referred to as Wild Magic Surges and they can have devastating consequences.

Schools of sorcery were created in some ancient elven and human cities to help these children cultivate and control their powers, lest the abilities drive them mad, though few exist now. Without such training, a source inevitably suffers increasing mental trauma.

There are three known major bloodlines a source could belong to: Storm (transcendent power over the elements), Elder Blood (ancient blood with the power to traverse space and time), and Wise Lineage (powerful witchcraft and blood magic).

Sources in a Party
The source class is a variant sorcerer, and in all respects functions as a sorcerer. The main difference being the unpredictability and severity of a source’s Wild Magic Surges.

The Source “Feel”
Sources make sense in settings where most magic is a mysterious power, and despite the study of it there always remains something not fully understood by mortals. A source’s spellcasting feels different from that of other spellcasters because it can have unexpected outcomes, be triggered at inopportune times, and the character can literally push themselves past their limits to harness more power… at great risk.
CLASS FEATURES

As a source, you gain the following class features. Any features not described below are identical to the corresponding features of the Sorcerer class in the PHB.

HIT POINTS
Hit Dice: 1d6 per source level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per source level after 1st

PROFICIENCIES
Armor: None
Weapon: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from: Arcana, Deception, Insight, Intimidation, Nature, and Persuasion

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 trinket
• two daggers
• (a) dungeoneer’s pack or (b) explorer’s pack

—Spell Slots per Spell Level—
Level Proficiency Bonus Sorcery Points Class Features Cantrips
Known
Spells
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
0
Innate Magic, Sorcerous Bloodline, Source Weakness, Spellcasting
4
2
2
2nd
+2
2
Font of Magic
4
3
3
3rd
+2
3
Metamagic
4
4
4
2
4th
+2
4
Ability Score Improvement
5
5
4
3
5th
+3
5
Encroaching Madness
5
6
4
3
2
6th
+3
6
Sorcerous Bloodline feature
5
7
4
3
3
7th
+3
7
Arcane Siphon
5
8
4
3
3
1
8th
+3
8
Ability Score Improvement
5
9
4
3
3
2
9th
+4
9
Arcane Overreach
5
10
4
3
3
3
1
10th
+4
10
Metamagic
6
11
4
3
3
3
2
11th
+4
11
Encroaching Madness
6
12
4
3
3
3
2
1
12th
+4
12
Ability Score Improvement
6
12
4
3
3
3
2
1
13th
+5
13
Instinctive Magic
6
13
4
3
3
3
2
1
1
14th
+5
14
Sorcerous Bloodline feature
6
13
4
3
3
3
2
1
1
15th
+5
15
Encroaching Madness
6
14
4
3
3
3
2
1
1
1
16th
+5
16
Ability Score Improvement
6
14
4
3
3
3
2
1
1
1
17th
+6
17
Metamagic
6
15
4
3
3
3
2
1
1
1
1
18th
+6
18
Sorcerous Bloodline feature
6
15
4
3
3
3
3
1
1
1
1
19th
+6
19
Ability Score Improvement
6
15
4
3
3
3
3
2
1
1
1
20th
+6
20
Sorcerous Restoration
6
15
4
3
3
3
3
2
2
1
1

INNATE MAGIC
You are an innately magical being, which has the following effects:
• You do not rely on material components for your spells. However, if a spell has a component with gold piece value, you still need to use a component in that case.
• You radiate magic when a creature casts detect magic upon you; it appears to be a kind of magic reflected by your Sorcerous Bloodline. This cannot be concealed in any manner.
• You can cast detect magic at-will.

SORCEROUS BLOODLINE
Choose a sorcerous bloodline, which describes the source of your innate magical power: Storm, Elder Blood, or Wise Lineage.

SOURCE WEAKNESS
You must select three emotional weaknesses that can cause your magic to trigger unintentionally. The nature of how the wild magic is expressed depends on your Sorcerous Bloodline. In addition, even if you multi-class into another class, you still gain the Encroaching Madness feature when your total character level is 5th, 11th, or 15th.

In selecting your emotional weaknesses, think of things which make you angry, fearful, guilty, sad, or any other “negative” emotion. You can look to your bond, flaw, ideal, alignment, or faction to determine what these might be. Examples might include seeing persecution (anger), confronting the man who killed your family as a child (fear), the death of a loved one or friend (grief), or failing to uphold an oath (guilt).

When you are in a situation that would fulfill one of the three conditions you listed, you trigger a Wild Magic Surge. Make a Wisdom saving throw against your spellcasting DC to resist the emotional breakdown. If you succeed, you are able to suppress the emotional outburst as a full-round action, though you suffer three levels of exhaustion; you may choose to fail this check if such an outcome would be dangerous to you. On a failed save, your Wild Magic Surge begins, though you can also try to delay your Wild Magic Surge until your next turn as a full-round action with a Wisdom saving throw against your spellcasting DC. If you succeed, the Wild Magic Surge is postponed one round. You may continue resisting and postponing the Surge as long as you continue succeeding Wisdom saving throws. In the rare event you manage to succeed on six consecutive Wisdom saving throws you successfully suppress the Wild Magic Surge completely. You can only express one Wild Magic Surge per long rest.

SPELLCASTING
Cantrips, Spell Slots, Spells Known of 1st Level and Higher, and Spellcasting Ability are the same as the PHB sorcerer, as indicated above. However, you do not get the Spellcasting Focus ability (which is obviated by Innate Magic). Additionaly, you can perform Spellweaving.

Spellweaving. When you cast a cantrip or a spell, you may alter the spell’s appearance, damage type, or other small parameters, or you may even combine two cantrips or spells together. The general guideline for doing so is that you can’t duplicate the effects of metamagic and that whatever changes you create can’t exceed the power of a spell slot used to cast the spell.

However, manipulating the forces of chaos thusly poses a risk; you must make a spellcasting ability (Charisma) check or miscast the spell (as determined by your GM). The DC is 10, unless your GM determines that what you’re attempting is exceptionally difficult.

ENCROACHING MADNESS
At 5th level, when you trigger a Wild Magic Surge you also trigger a form of long-term madness of your choice (see DMG 260) that lasts until you take a long rest or 24 hours passes, whichever comes first.

At 11th level, you show subtle signs of madness though you are able to mostly keep this under control. Gain a form of indefinite madness as a new flaw (see DMG 260).

At 15th level, when you trigger a Wild Magic Surge you also trigger a form of short-term madness of your choice (in addition to the long-term madness) that lasts 10 minutes.

ARCANE SIPHON
At 7th level you can use Arcane Siphon to cast dispel magic once per short or long rest, whether you know the spell or not. When you successfully cast dispel magic, you absorb the spell levels of whatever magic effect you dispel (instead of dissipating them, as normal).

On your next turn you must then cast a spell using those absorbed spell levels. At the end of your turn if any of the absorbed spell levels are not channeled into a spell, you sustain 1d6 force damage per spell level as the magical energies wrack your body and are dissipated. This damage cannot be reduced or mitigated in any way. Note that this does not allow you to cast a spell using a spell slot of a higher level than you normally could cast.

For example, if the source successfully casts dispel magic on a creature suffering from dominate person (a 5th-level spell), she might choose to use arcane siphon. She absorbs 5 spell levels, and on her next turn she casts fireball, using 3 of those absorbed spell levels. Since 2 spell levels remain, she takes 2d6 force damage as the magical energies course through her, dissipating those remaining 2 spell levels.

ARCANE OVERREACH
At 9th level, you learn to tap the magic intertwined with the deepest parts of yourself. As a bonus action, you can expend 1d12 hit points per spell level to gain a bonus spell slot of that level, up to a maximum of 5th level. If you use Arcane Overreach again before you finish a long rest, increases the number of hit points you must expend per spell level by 1d12.

INSTINCTIVE MAGIC
At 13th level, you can cast a spell as a reaction when you feel threatened. This spell must be one that would normally require an action to cast, and you must expend a number of sorcery points equal to the spell’s level. You cannot use Instinctive Magic again until you take a short or long rest.


SORCEROUS BLOODLINES

Storm
This bloodline may imply the character has a connection to a mythical figure associated with storms.

When your Source Weakness, or some other event you and your GM agree upon, would trigger a Wild Magic Surge, roll 1d10 on the table below.

1 Chaos Storm An obviously unnatural storm whips into being in the sky above the source. It extends to a radius of 100’ per level, and consists of black clouds, high winds, and wildly variable weather events such as driving rain, pounding hail, intense thunder, and so on. The specific weather event can change at the GM’s whim, up to once per round. The overall effect of the storm is that anyone caught within the radius suffers disadvantage on skill checks due to interference from water, wind, hail, noise, distraction, and so on. The storm can also do noticeable property damage to anything that could reasonably be damaged by weather of this kind (trees, wooden houses with thatch roofs, fragile goods left out, etc). There is a dark vortex at the center of the storm cloud overhead that follows the source around until it dissipates (the source must take a short or long rest).
2 Detonation The source radiates an effect similar to a thunderwave spell at her spellcasting DC up to a radius of 10’ per caster level. This effect is immediately preceded by a bolt of lightning coming down from the sky and appearing to strike the source. The source is stunned for one turn after the effect takes place.
3 Static Charge All ferrous metal within 20’ per level of the source becomes outlined by ghostly fire (St. Elmo’s Fire) and begins arcing into anything grounded nearby. This can range from inconvenient and painful in the case of small implements and tools, to mildly damaging in the case of most weapons, to very dangerous for those wearing metal armor. Anything that fits entirely within one hand, or close to it, does 1 damage per round. A large item that can be be wielded in one or two hands will do 1d6 damage per round. Light or Medium armor does 2d6 damage per round, and heavy armor does 3d6 per round. The effect lasts 1 round per caster level of the originating source. A handheld item can be dropped to avoid further damage. Worn items must be removed.
4 Auntie Em’s Lament Clouds appear in the sky overhead, and a dark funnel cloud descends onto the source. The source is lifted into the cloud and held aloft, and can take no actions during the Surge. She is surrounded by a ring of wind that acts like a gust of wind spell blowing in a circle around him, as well as a wind wall spell. The radius of this effect is 5’ per caster level. Vision is heavily obscured within this area as well due to dust and flying debris. At level 10 the area does 2d6 damage per round to anyone entering or starting their turn in the area due to flying debris. At level 15 treat the affected area as a whirlwind spell. The funnel cloud cannot be controlled by the source, though it could move at the GM’s whim, carrying the source along with it. The Surge lasts one round per caster level, and the source is stunned until a Constitution save at her spellcasting DC is succeeded at when it ends. If the Surge is somehow ended prematurely, the source is not stunned, but will fall from an altitude of 5’ per caster level as the winds dissipate.
5 1.21 Jiggawatts Clouds appear overhead, and lightning begins to rain down from above. Each round for 1 minute per level, one lightning bolt (treat as a call lightning spell) affects a random target within 50’ per source level. The target can be a creature, object or structure. It can set objects and structures ablaze if it is flammable.
6 Storm That Never Breaks Heavy clouds block the sky, thunder booms in the distance, and the static charge normally found before a storm raises hairs on the back of the neck. If it is daylight the ambient light grows dim. Intermittent gusts of wind or rain seem to presage a storm. Animals (even trained or companion animals) and many NPCs respond as if a terrible storm was imminent. This lasts for 2d6 hours. The source is filled with foreboding and if she expends any sorcery points while the weather is thus changed, the source is stunned until the start of her next turn as she revels in the chaotic energy coursing through her.
7 Into the Heavens Fierce erratic winds whip across the landscape within 50 feet per level of the source, some with an almost white ethereal shape provoking religious superstitions and risking capsize of boats. Each round for 1 minute per level, a vortex funnel of wind descends from the heavens and affects a random target, whether a creature, object or structure. The target must make a Dexterity saving throw against the source’s spellcasting DC. If the target succeeds, they are merely knocked prone. If the target fails, they are sucked up into the sky and randomly deposited somewhere within the area of effect, suffering falling damage of a number of d6’s equal to the source’s level.
8 Maddening Winds Howling winds affect an area within 50 feet per level of the source. The winds last for 1 minute per level of the source. They impose disadvantage on ranged weapon attacks and Perception checks relying on hearing, extinguish open flames, and make flying nearly impossible. Strangely these winds do not disperse fog, and hissing voices can vaguely be heard carried by the wind. Each minute a creature is exposed to the winds they must make a Wisdom or Charisma saving throw (their choice) against the source’s spellcasting DC or suffer long-term madness according to the DMG (1d10 x 10 hours).
9 Biblical Deluge Heavy precipitation pounds an area within 100 feet per level of the source. Everything is lightly obscured, open flames are extinguished, and creatures have disadvantage on Perception checks that rely on sight or hearing. While a region plagued by drought may bless the source as a rain-maker, eventually folks realize the rain doesn’t stop. There may be several hours of clear skies intermittently, but eventually the downpour begins again, flooding fields, rotting crops, and giving birth to diseases. The rain lasts until the soil is damaged (i.e. weeks) and is localized, not following the source around.
10 Double Trouble Roll twice and apply both effects. Reroll duplicate results.

WIND SPEAKER
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.) In addition, you add the following spells to your sorcerer class spell list and can choose from them when at the listed sorcerer level.

5th level call lightning
7th level conjure minor elemental *
9th level conjure elemental **

* Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it.

** Unless you gain this spell from another source, you can summon only air elementals with it.

TEMPESTUOUS MAGIC
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

HEART OF THE STORM
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your source level.

STORM GUIDE
At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

STORM’S FURY
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your source level. The attacker must also make a Strength saving throw against your spellcasting save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

WIND SOUL
At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.


Elder Blood
Those who have “Elder Blood” are the result of genetic mutations manifesting from powerful ancestral influences, often from dangerous and random magic but sometimes from blood magic and intentional genetic manipulation. This mutation grants the ability to travel through space and time, and to walk between worlds.

When your Source Weakness, or some other event you and your GM agree upon, would trigger a Wild Magic Surge, roll 1d10 on the table below.

1 Gate of Worlds A gate to another world appears within 50 feet of you and lasts for a minute, until dispelled, or until you are sucked into it. The gate exerts a magical gravitational pull on all creatures and unsecured objects within 50 feet; any creature starting their turn in the area must make a Strength saving throw against your spellcasting DC. On a failed check, creatures or objects weighing up to 300 pounds are knocked prone and pulled 30 feet toward the vortex. Moving away from the gate treats the area as difficult terrain. Anyone sucked into the gate is transported to another world for the duration of the spell, collapsing in a random space adjacent to the gate’s former location at the end. At the GM’s discretion, NPCs, objects, or entire adventuring parties sucked through may be stranded in the other world; alternately, with player and GM agreement, a PC might be stranded in the other world for a time and the player could either take over an NPC or create a temporary replacement PC.
2 Planar Bleeding Hallucinatory terrain occurs around you, revealing a scene from another world that follows you for up to 1 hour. Some trait from that world also affects the spell’s area (the player and GM can look to the DMG’s section on planes for inspiration on possible traits).
3 Teleport Flurry You and all creatures within 50 feet are teleported to a random location you have never seen before, potentially underwater or in some other hostile environment. 1d6 rounds later, you and all creatures within 50 feet teleport again to a random location, and 1d6 rounds after that you return to where you were originally. After each teleport, you and all creatures that teleported suffer a level of exhaustion.
4 Reactive Teleport You and all creatures within 50 feet are teleported to a random location you have visited before, preferably a place you are familiar with. The idea is that the reactive teleport shunts you to the first place your mind would go subconsciously. After this teleport, you are unable to teleport until you take a long rest.
5 Walk Through Worlds You intermittently vanish every other round, starting this one, for the next minute. On rounds when you vanish, you appear in some other world with an environment that is hostile in some manner, and in your place an extraplanar monster appears. When you reappear in the world, the monster vanishes. Whether this is the same monster or a different one is at the GM’s discretion.
6 Walk Through Time You vanish only to reappear at the start of your next turn; however you must roll a d10 again to determine whether you are 1d6 years younger (1-5) or 1d6 years older (6-10). In the case of becoming younger, you’ve literally reverted to a younger version of yourself though you retain the knowledge and experiences of your older self, and your memories feel ephemeral. In the case of becoming older, you have memories of a life you led in a different timeline that feel not quite tangible. At the GM’s discretion, there may be bonuses or penalties associated with significant aging such as wounds being healed, conditions ending, attribute changes, proficiency loss/gain, or memory loss.
7 Space-Time Distortion Space and time distort in an area around you within 50 feet per source level for the next minute. Roll a d10 again: (1-5) space-time compacts, halving distances and all creatures operate as if under the effect of a haste spell, (6-10) space-time expands, doubling distances and all creatures operate as if under the effect of a slow spell. Additionally, any creature attempting to leave the area of effect ends up on the other side, preventing them from leaving the area until the distortion ends. The distortion follows you, so if your movement away from a creature would cause them to leave the area they are freed of the distortion.
8 Time Stop A time stop spell affects everyone except you. However, the experience is incredibly taxing on your mind as you experience ominous visions, are bombarded by telepathic projections of the time-stopped people nearby, and perceive echoes of yourself. After the time stop ends you suffer short-term madness according to the DMG (1d10 minutes).
9 Magical Eruption Pure magic energy pours from your body, cascading down in pulses of blinding force, affecting all creatures within 10 feet per source level who suffer 1d10 force damage for every two source levels (rounded up). A Constitution saving throw against your spellcasting DC mitigates this damage by half. However, on a failed save the creature is knocked prone and blinded until the end of its next turn.
10 Double Trouble Roll twice and apply both effects. Reroll duplicate results.

EXTRADIMENSIONAL AWARENESS
At 1st level, when you cast detect magic you sense the presence of ethereal creatures, creatures from other planes of existence, and portals within range. In addition, you add the following spells to your sorcerer class spell list and can choose from them when at the listed sorcerer level.

3rd level locate object, pass without trace
5th level nondetection, sending
7th level hallucinatory terrain, leomund’s secret chest
9th level contact other plane *, modify memory

* You contact another version of yourself, from another universe or time, and attempt to receive the information you seek from them.

TRANSLOCATION
At 1st level, you can use misty step a number of times per short rest equal to your proficiency bonus.

DREAMS BEYOND
At 6th level, when you sleep during a long rest you have visions of other lands and other worlds. Roll a d20. On a result of 9 or less, the visions are hard to decipher or irrelevant. On a result of 10 or higher, the visions grant you the benefit of a divination spell.

TEMPORAL DISJUNCTION
At 14th level, if you don’t know the haste spell, add it to your spells known. You do not need to concentrate to sustain a haste spell on yourself.

FREEDOM OF MOVEMENT
At 18th level, you are under the effect of a permanent freedom of movement spell and you can now cast misty step at-will.


Wise Lineage
Sources of a wise lineage go by many names – witch, wise woman, medicine man, hedge mage. By whatever name they are known, they practice a tradition of magic passed down from mother to daughter, father to son. Rather than send source children away to distant lands or risk them going mad, older witches teach them to gain a degree of control over their powers using techniques passed down through families and covens for ages. Some whisper these techniques are taught by ancient nature spirits or that witches trace their bloodline back to a mortal coupling with primordial spirits. Whatever the truth, sources of a wise lineage are known to be master seers, miraculous advisors, and expert healers in the rural villages.

When your Source Weakness, or some other event you and your GM agree upon, would trigger a Wild Magic Surge, roll 1d10 on the table below.

1 The Witching Hour A false eclipse effect occurs in a fixed area within 100 feet per source level as a supernatural shadow covers the sun or moon, obscuring its light and ushering in untimely darkness. This effect lasts until the next sunrise. Witches (and creatures with the Wise Lineage), hags, and nocturnal monsters gain advantage on their spell attacks and saving throws against their spells are disadvantaged for the duration. In addition, this darkness emboldens wicked beings that venture forth with greater than normal boldness.
2 Beneficium A possessing spirit, haunting specter, or curse plaguing a person in the area is drawn into your body and mind until exorcised, put to rest, or dispelled. If you personally know someone who is possessed, haunted, or cursed, their burden is preferentially made your own.
3 Maleficium Someone you hold ill feelings toward suffers disease, poisoning, an extremely unlikely accident, or other misfortune as your subconscious exerts itself. This “maleficium” leaves behind magical traces of your source bloodline at the scene that witch hunters or others knowledgeable of the signs of witchery will recognize.
4 Wyrd All humanoids within 50 feet per source level are confronted by illusions of one possible destiny they may face, usually something grim or tragic. All temporary hit points, bardic inspiration dice, and magical “buffs” in the area are lost. Humanoids in the area must make a Charisma saving throw against your spellcasting DC or suffer long-term madness according to the DMG (1d10 x 10 hours).
5 Out-of-Body Experience You collapse and are stunned for 1d6 rounds, but while stunned you benefit from a scrying spell revealing a place or person that relates to your current quest.
6 Hag’s Eye You attract the attention of a powerful hag and become aware that this creature is now scrying on you and those near you. You become frightened for the duration of the event. This fell observation causes minor supernatural events near you, such as milk souring, shadows that temporarily move independently of their casters, unusual animal behavior, and so on. People other than you in the observed area can make a Wisdom saving throw to feel the chill of being watched by something malevolent. They won’t know the source though, but may assume it’s you based on their sensitivity. Similarly, witch hunters or others knowledgeable of the signs of witchery will recognize the strange events surrounding you. The scrying continues until the next noon, or the next sunrise, whichever comes first.
7 Fell Mists Supernatural mists descend on an area within 100 feet per source level, though they do not follow you. These mists are a mix of lightly and heavily obscured areas, all sounds within are distorted and seem to come from the wrong direction, and ghost sounds (as the spell) echo in the mist. Additionally, these mists exacerbate superstitions of NPCs and PCs alike, playing up their flaws. Monsters like will-o-wisps are often drawn to the mists, and sometimes ghosts of the deceased will visit those within. The mists last until the next noon, or the next sunrise, whichever comes first.
8 Something Wicked This Way Comes You experience a premonition of future events at the GM’s discretion, becoming blinded until the start of your next turn as your eyes turn a single solid color (e.g. black, misty silver, white). The premonition should center on a great evil like a black magic ritual, a king’s descent into madness, an impending raid on a village, the next victim of a monstrous killer, etc. Your close brush with pure evil taxes body, mind, and soul, incurring a level of exhaustion.
9 Anguish A wave of mental anguish pours from you, affecting all creatures within 10 feet per source level, who suffer 1d10 psychic damage for every two source levels (rounded up). A Wisdom saving throw against your spellcasting DC mitigates this damage by half. However, on a failed save the creature is incapacitated until the end of its next turn. A creature cannot be killed by this damage, only knocked unconscious.
10 Double Trouble Roll twice and apply both effects. Reroll duplicate results.

WAY OF THE WISE
At 1st level, you gain proficiency with the herbalism kit and you can perform rituals. In addition, you add the following spells to your sorcerer class spell list and can choose from them when at the listed sorcerer level.

1st level cure wounds, find familiar
3rd level augury, lesser restoration, locate animals or plants
5th level bestow curse, remove curse
7th level divination, locate creature
9th level dream, greater restoration

CURATIVE FORENSICS
At 1st level, when you use a spell to cure a creature or remove a condition from a creature, you also get a glimpse of whatever creature or effect caused the damage or condition, learning the general appearance of the creature, the damage type of the wound or condition, and how long ago the wound or condition was inflicted. Additionally, when you attempt to diagnose a disease or identify a magical curse, your corresponding check is advantaged.

EVIL EYE
Starting at 6th level, you can frighten those who meet your gaze. As an action, choose one creature that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or be frightened until the end of your next turn. Additionally, you can spend 1 sorcery point as part of your action to affect all enemies that can see you within 30 feet. Once you use this feature, you can’t use it again until you finish a short or long rest.

GREATER DIVINATION
At 14th level, when you cast divination you may pose a question concerning a specific goal, event, or activity that will occur in an undefined period of time – even millennia in the future! You can also ask about events which have already occurred, with no limit on how long back in history your question goes.

WEAVER OF FATE
At 18th level, you can speak, read, and write all languages, you are under the effect of a permanent nondetection spell, and you can cast augury at-will.

Covens
A group of three or more Sources following the same Wise Lineage may form a coven, applying their combined magical power toward a common goal. Such witches recognize one of their number as the High Priestess – typically the eldest – whom the others are expected to obey, though never blindly. All members of the coven share a limited empathy with one another, able to tell when one of their number is in trouble, pain, or pleasure provided they are on the same plane.

A coven of witches adopts spiritual practices reflecting the nature of the tradition it represents, for example revering the triple-aspected goddess in one of her many forms. While a coven creates no stronghold of its own, the witches meet monthly on a Sabbath in a secret basement, ruins, abandoned temple, cavern, or similarly secluded place. This sacred site holds special significance for the High Priestess who can call upon clairvoyance to perceive the sacred site at-will provided she is on the same plane as the site.

When gathering, witches of the same coven can perform collaborative ritual castings, boosting the power of their rituals to have far greater effects at the GM’s discretion. Due to the danger witch hunters pose to covens, it is not uncommon for witches to makes allies among the local peasants, conceal themselves with magic, and to develop a secret language or other means of identifying one another.

Source

Limited Insight The_Social_Moth