1st-level Engine-Touched feature
Engine-Touched sorcerers carry the mark of the Veil Engines in their blood. Perhaps they were conceived near an active Engine, or maybe their ancestors were engineers who worked on the great reactors. Whatever the source, their magic is infused with the same dimensional energy that tore reality apart. They wield tremendous power—but at terrible risk.
Origin Spells
You learn additional spells when you reach certain levels in this class, as shown on the Engine-Touched Spells table. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.
| Sorcerer Level | Spells |
|---|---|
| 1st | chaos bolt, detect magic |
| 3rd | scorching ray, shatter |
| 5th | fireball, lightning bolt |
| 7th | ice storm, wall of fire |
| 9th | cone of cold, destructive wave |
Overcharged Magic
At 1st level, your spells crackle with excess energy. When you cast a sorcerer spell of 1st level or higher that deals damage, you can add your Charisma modifier to the damage dealt to one target of the spell.
Engine Resonance
At 1st level, you can tap into the lingering energy of Veil Engines and similar sources. When you finish a short rest within 1 mile of a Veil Engine or similar source of dimensional energy (DM's discretion), you regain sorcery points equal to your Charisma modifier (minimum of 1).
Additionally, you can sense the direction and approximate distance to the nearest Veil Engine or major source of dimensional energy within 10 miles.
Power Surge
At 6th level, you can channel dangerous amounts of energy through your spells. When you cast a sorcerer spell of 1st level or higher, you can spend 1 sorcery point to overcharge it. The spell deals additional damage equal to your sorcerer level. However, you take force damage equal to half the spell's level (rounded up) as the energy backlash ravages your body.
Unstable Discharge
At 14th level, your magic has become dangerously volatile. When you cast a sorcerer spell of 5th level or higher, you can choose to trigger an unstable discharge. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 3d10 force damage. On a successful save, it takes half damage.
Additionally, you can use this feature voluntarily (without casting a spell) as an action. If you do, you can choose to take 3d10 force damage (no save) to regain expended sorcery points equal to your Charisma modifier.
Living Engine
At 18th level, you've become a conduit for dimensional power comparable to the Veil Engines themselves. You gain the following benefits:
- You have resistance to force, fire, cold, and lightning damage.
- When you use your Power Surge feature, you can choose not to take damage. If you do, the spell's save DC increases by 2.
- Once per long rest, you can enter an overcharged state as a bonus action. For 1 minute, your spells deal maximum damage instead of rolling. At the end of the minute, you gain 3 levels of exhaustion. You can end the overcharged state early as a bonus action (this doesn't prevent the exhaustion).