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Sorcerer

Sorcerers are those that can call upon nothing but their innate talent and will to summon powerful magic. Most sorcerers come about through powerful lineages, though some mortals are just born with an abundance of natural magical talent or are the result of a magical being producing offspring. Most people in the world have at least some base magical ability even if it is never activated, sorcerers on the other hand are the heavy weights of this natural state of the world. Crossing sorcerers is a perilous act, as most of the great ones have become haughty on their laurels. That doesn't mean they don't deserve reverence, just that they tend to judge others by their high standards.  

C r e a t i n g a S o r c e r e r

The most important question to consider when creating your sorcerer is the origin o f your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence o f wild magic, but the exact source o f your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as w ell? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.  

Starting Equipment

• (a) a light c rossbow 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
 

Spellcasting

C a n t r i p s

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips o f your choice at higher levels, as shown in the Cantrips Known column o f the Sorcerer table.

Sp e l l Sl o t s

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one o f these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spe l l s K n o w n o f 1st L e v e l a n d H ig h e r

You know two 1st-level spells o f your choice from the sorcerer spell list. The Spells Known column o f the Sorcerer table shows when you learn more sorcerer spells o f your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell o f 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one o f the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be o f a level for which you have spell slots.

Sp e l l c a s t in g A b i l i t y

Charisma is your spellcasting ability for your sorcerer spells, since the power o f your magic relies on your ability to project your w ill into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

Sp e l l c a s t in g F o c u s

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells.

S o r c e r o u s O r i g i n

Choose a sorcerous origin, which describes the source o f your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end o f the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

F o n t o f M a g i c

At 2nd level, you tap into a deep wellspring o f magic within yourself. This w ellspring is represented by sorcery points, which allow you to create a variety o f magical effects.

S o r c e r y P o in t s

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column o f the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

F l e x i b l e C a s t i n g

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots

. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost o f creating a spell slot o f a given level. You can create spell slots no higher in level than 5th.

C r e a t i n g S p e l l S l o t s

Spell Slot Sorcery Level Point Cost 1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points

. As a bonus action on your turn, you can expend one spell slot and gain a number o f sorcery points equal to the slot’s level.

M e t a m a g i c

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two o f the following Metamagic options o f your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

C a r e f u l Sp e l l

When you cast a spell that forces other creatures to make a saving throw, you can protect some o f those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number o f those creatures up to your Charisma modifier (minimum o f one creature). A chosen creature automatically succeeds on its saving throw against the spell.

D i s t a n t S p e l l

When you cast a spell that has a range o f 5 feet or greater, you can spend 1 sorcery point to double the range o f the spell. When you cast a spell that has a range o f touch, you can spend 1 sorcery point to make the range o f the spell 30 feet.

E m p o w e r e d Sp e l l

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number o f the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting o f the spell.

E x t e n d e d S pe l l

When you cast a spell that has a duration o f 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration o f 24 hours.

H e ig h t e n e d S p e l l

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 disadvantage on its first saving throw made against the spell.

Q u i c k e n e d Sp e l l

When you cast a spell that has a casting time o f 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Su b t l e Sp e l l

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Tw i n n e d Sp e l l

When you cast a spell that targets only one creature and doesn’t have a range o f self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

A b i l i t y S c o r e I m p r o v e m e n t

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

S o r c e r o u s R e s t o r a t i o n

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.  

Sorcerous Origins

D r a c o n i c B l o o d l i n e

Your innate magic comes from draconic magic that was mingled with your blood or that o f your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times w ho made a bargain with a dragon or who might even have claimed a dragon parent. Some o f these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first o f a new bloodline, as a result o f a pact or some other exceptional circumstance.

D r a g o n A n c e s t o r

At 1st level, you choose one type o f dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
D r a c o n i c A n c e s t r y
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Cold Fire
Green Poison
Red Fire
Silver Cold
White Cold
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

D r a c o n i c R e s il ie n c e

As magic flows through your body, it causes physical traits o f your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts o f your skin are covered by a thin sheen of dragon-like scales. When you aren’t w earing armor, your AC equals 13 + your Dexterity modifier.

E l e m e n t a l A f f i n i t y

Starting at 6th level, when you cast a spell that deals damage o f the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

D r a g o n W in g s

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these w ings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your w ings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

D r a c o n ic P r e s e n c e

Beginning at 18th level, you can channel the dread presence o f your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance o f 60 feet. For 1 minute or until you lose your concentration (as if you w ere casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a W isdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

W i l d M a g i c

Your innate magic comes from the w ild forces of chaos that underlie the order o f creation. You might have endured exposure to some form o f raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke o f your birth, with no apparent cause or reason. However it came to be, this chaotic m agic churns within you, waiting for any outlet.

W il d M a g ic Su r g e

Starting when you choose this origin at 1st level, your spellcasting can unleash surges o f untamed magic. Immediately after you cast a sorcerer spell o f 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

T id e s o f C h a o s

Starting at 1st level, you can manipulate the forces o f chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

B e n d L u c k

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects o f the roll occur.

C o n t r o l l e d C h a o s

At 14th level, you gain a modicum o f control over the surges o f your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Sp e l l B o m b a r d m e n t

Beginning at 18th level, the harmful energy o f your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one o f those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Class Features

Hit Dice:

1d6

Hit Points at 1st Level:

68+Con

Hit Points after 1st:

1d6+Con

Armour Proficiencies:

None

Weapon Proficiencies:

Daggers, darts, slings, quarterstaffs, light crossbows

Tools:

None

Saving Throws:

Constitution, Charisma

Skills:

Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

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