Sorcerer
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
Career
Qualifications
You must have a Charisma score of 13 or higher to enter this class.
Humans, dwarves, halflings, and gnomes cannot enter this class.
Career Progression
Level 1 - You start with 4 level 1 spells from the sorcerer spell list. As you level up you may choose to either add another spell slot or level up an existing spell slot. Each spell may only be used once per day.
The strength of your spells depends on your Charisma. A Spell Save = 8 + your proficiency bonus + your charisma modifier. Your Spell attack modifier = your proficiency bonus + your Charisma modifier.
You start having already chosen your sorcerous origin. Your options are: draconic bloodline, divine soul, shadow magic, storm, and wild magic.
Level 2 - You learn Font of Magic. This gives you an additional state known as sorcery points (2 pts per level starting at level 2) Sorcery points may be used to create additional spell slots. The number of points required depends on the level of the spell slot.
Level 3 - You learn Metamagic which lets you cast a spell that affects your world directly. You can only use one Metamagic option per spell used:
Careful spell: when you cast a spell that forces other creatures to make a saving throw you can protect some of those creatures from the spell's full force. You spend 1 sorcery point per creature you want to protect.
Distant spell: You can increase the range of your spell. 1 sorcer point = 30 feet.
Empowered spell: When you roll damage for a spell you can spend 1 sorcery point to reroll one of your dice. You must use these new rolls.
Extended spell: When you cast a spell that has a duration of 1 minute or longer you can spend 1 sorcery point to double its duration.
Heightened spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell a disadvantage on its saving throw.
Quickened spell: When you cast a spell that has a casting time of 1 action you can spend 2 sorcery points to immediately cast the spell and gain 1 bonus action for that turn.
Subtle spell: When you cast a spell you can spend 1 sorcery point to cast it without having to make any sign or speak any magic words.
Twinned spell: When you cast a spell that targets only one creature, you can spend a number of sorcery points equal to the spell's level to hit a second target with the same spell.
Operations
Tools
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Materials
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) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Two daggers
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