The Sorcerer Class

 
 

LevelProficiency BonusCantrips KnownSpells KnownMax Spell LevelSorcery PointsFeatures
1+2421st5Spellcasting, Flexible Casting
2+2431st7Metamagic
3+2442nd16Sorcerous Discovery
4+2552nd20Ability Score Improvement
5+3563rd28None
6+3573rd34Sorcerous Improvement
7+3584th40None
8+3694th45Ability Score Improvement
9+46105th58Sorcerous Advancement
10+46115th65Metamagic Recovery
11+46126th77None
12+47136th85Ability Score Improvement

Basic Stats:

Level 1 HP = 6 + your Constitution Modifier; Gaining an additional [1d6 (or 4) + your Constitution Modifier] HP with every additional Sorcerer Level

Proficiencies

  • Armor: None

  • Weapons: None

  • Tools: None

  • Saves: Proficiency with Charisma and Constitution Saving Throws

  • Skills: Choose 2 Between Arcana, Deception, Insight, Intimidation, and Persuasion

Equipment:

  • a Magical Focus (Orb, Rod, Staff, or Wand)

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Spellcasting - From within there was a power always dwelling within yourself that has been waiting to come out. How it found its way attached to your soul is dependent on every Sorcerer but it was likely that they had an ancestor make some bargain with or was bound romantically with a powerful entity that garnered them some boon. Occasionally siring a child has resulted in this effect but that is never common enough to have impacted the world regularly like a long lineage can. However, it’s when you take your 3rd Level in this Class you allow it to come forth in its entirety.

    • Cantrips

      • At 1st level, you know 4 cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at 4th and 8th Levels, as shown in the Cantrips Known column of the Sorcerer table

    • Spells

      • You know two 1st-level spells of your choice from the Sorcerer Spell List when you take this Class, gaining an additional Spell every time you take another Level  in this Class. Each of these spells must be of a level equal to or lesser than your Maximum Level known from the table above, starting at 1st and increasing by 1 every odd level of Sorcerer that you’ve taken. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can replace any number of the Spells you know and replace them with other spells from the sorcerer spell list, which also must be of a level for which you have spell slots

    • Spellcasting Ability

      • Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to pull the energy from within yourself and convince it to do as you wish. You utilize your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the Save 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

    • Spellcasting Focus

      • The Sorcerer channels magic through their body, they can’t utilize the arcane foci as other arcane spellcasters can but this also means that Sorcerers can cast Spells with Material Components even if their hands have other items in them 

    • Sorcery Points

      • The table above shows how many Sorcery Points you have as well as what Level of Spell you’re able to cast, which is dependent on your Sorcerer Level as explained above. You spend Sorcery Points to cast your Spells, allowing you to modify how you utilize your magic with greater versatility, the amount to which can be seen below. When you do so subtract the cost (dependent on the Spell Level) listed below from your current Sorcery Points. For example, if a 1st Level Sorcerer wants to cast the 1st-level spell Chaos Bolt and has their maximum 5 Sorcery points you can utilize Chaos Bolt at higher Level, but you must decide on the number of sorcery points you’ll use before anything takes effect. You regain all your Sorcery Points whenever you finish a Long Rest. However, that if a Character is to multiclass into or out of the Sorcerer Class they cannot utilize their sorcery points to cast Spells gained as a part of these abilities gained from another class

        • Spell Cost

          • 1st Level Spell - 2 sorcery points

          • 2nd Level Spell - 4 sorcery points

          • 3rd Level Spell - 6 sorcery points

          • 4th Level Spell - 8 sorcery points

          • 5th Level Spell - 10 sorcery points

          • 6th Level Spell - 12 sorcery points

    • Metamagic - At 2nd Level you can twist your Spells’ capabilities and bend them to your sense of personality utilizing your flexible magic. Pick 3 of the options below at this Level, and another one at 4th, 7th, 10th, and 12th Levels to gain access to. When you gain a Level in this Class you can re-make these choices. However, you cannot utilize multiple Metamagic options that you know on a single casting of a Spell unless that Metamagic option specifically says so 

      • Careful Spell - When you cast a spell that forces a Save, you can protect some of those creatures from the spell's full force. To do so, you spend a sorcery point and choose a number of those creatures up to your Charisma modifier. Those chosen automatically succeed on its Save against the spell.

      • Distant Spell - When you cast a spell that has a Range of 6m or greater, you can spend a sorcery point to triple the range of the spell.

        • When you cast a spell that has a range of Touch, you can spend 1 sorcery point to make the range of the spell 10m.

      • Empowered Spell - When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice (up to your Charisma modifier) but you must use the new rolls.

        • You can use this Metamagic even if you have already used a different one during the casting of the spell.

      • Extended Spell - When you cast a Spell that has a duration of 1 minute or longer, you can spend a sorcery point to triple its duration, to a maximum duration of 24 hours.

      • Heightened Spell - When you cast a spell that forces a creature to make a Save to resist its effects, you can spend 3 Sorcery Points to give one target of the spell Disadvantage on its first Save made against the spell. You can Spend an additional 3 as a part of this Ability to target a 2nd Creature if the Spell is targeting exactly 2 Creatures and doesn’t affect an area. If the Spell requires additional Saves you can use your Reaction when that Creature must remake that save to spend another 3 Points to give them Disadvantage again. 

      • Quickened Spell - When you cast a Spell that has a casting time of 1 Action, you can spend 2 Sorcery Points to change the casting time to 1 Bonus Action for this casting.

      • Seeking Spell - If you make an Attack Roll for a spell and miss, you can spend 2 Sorcery Points to reroll the d20, but you must use the new roll.

      • You can use Seeking Spell even if you have already used a different Metamagic during the casting of the spell.

      • Sniper Spell - When you cast a Spell that requires you to make a Spell Attack Roll or that forces a target to make a Reflex Save, you can spend a sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.

      • Subtle Spell - When you cast a Spell, you can spend a sorcery point to cast it without any somatic or verbal components if it had them.

      • Transmuted Spell - When you cast a Spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend sorcery points to change that damage type to one of the others listed.

      • Twinned Spell - When you cast a Spell that targets only one creature and doesn't have a range of self, you can spend a number of Sorcery Points equal to the Spell's Level (1 for Cantrips) to target a second creature in range with the same spell. To be eligible, a Spell must be incapable of targeting more than one creature at the Level with which it is cast

    • Ability Score Improvement: When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

    • Metamagic Recovery - When you Roll Initiative and do not have any Sorcery Points you immediately regain an amount equal to 4 + your Charisma Modifier

Subclass - Your Sorcerous Discovery occurs at 3rd Level, your powers come into their true form, the source of which you select from the choices below. This represents the basis for your powers, whatever kind of creature or being that has granted you the internal source of magic which fuels you suddenly becomes apparent to you, though for some this is less of a direct knowable ancestor and more a general origin which would need to be explored at an individual level

  • Burned Sorcerer - Whenever you dream you incur the thoughts of hell, its powerful magic having entered into your bloodline at some point and erupting from you at this Level. Most of these Sorcerers are Tieflings but there are still some of a different ancestry that have the magic within their blood, gaining traits similar to those of hellish ancestry that makes some misconstrue these sorcerers as of that ancestry.

    • I

      • Sorcerer Spells: Gain additional Spells based on your Sorcerer Level. They don’t count against your total number of Spells Known

        • 3rd - Scorching Spears

        • 5th - Flame Stride

        • 7th - Conjure Demon

        • 9th - Infernal Calling

        • 11th - Immolation 

      • Ignition - Your heat flows naturally through you, giving you certain abilities…

        • You cannot gain points of Exhaustion from being exposed to Warm environments

        • You can use an Action to hold an object - such as a torch, piece of tinder, or carpet - and Ignite it

        • You learn the Cantrip Firebolt, and it doesn’t count against the number of Cantrips Known. When you cast it you ignore its inability to Ignite objects, as long as they’re not being carried or worn and it has another 30m of Range for you

      • Flame Strike I

        • Once per turn when you deal Fire Damage using an Attack Roll you can select any Creature within 10m of your target and deal additional Fire Damage equal to your Charisma Modifier

    • II

      • Burned Veins

        • You gain Resistance to Fire Damage

      • Flame Strike II

        • You gain +2 to all Attack Rolls that you make with Cantrips or Spells that  deal Fire Damage and gain this same bonus to the additional Damage from Flame Strike I

    • III

      • Cloak of Flames

        • Once per Long Rest you can summon your fire to surround your body, lasting for 1 minute or until you are rendered unconscious. While in this form you gain the following benefits…

          • You shed 10m of bright light around you and 10m of dim light beyond that

          • You gain a flying speed of 6m

          • You have Immunity to Fire Damage

          • You have Resistance to Cold Damage

          • If you take Damage from a Melee Attack you can use your Reaction to cast the Hellish Rebuke Spell at 5th Level without expending a Spell Slot. You can do so once every time you utilize this ability

          • If you roll Fire Damage for any reason you add your Charisma Modifier to the total

          • Once per turn if you deal Fire Damage you gain Shielding equal to your Sorcerer Level

  • Draconic Sorcerer - In your lineage there was once a person so bold that they committed to be an honorary consort of a powerful dragon and since then its blood has traveled through your family's veins. That or someone managed to make a deal with one. Regardless, there are many things that come with the discovery of these powers, horns or scales may begin to grow out of you while some others have eyes shaped like a dragon’s. 

    • I

      • Sorcerer Spells: Gain additional Spells based on your Sorcerer Level. They don’t count against your total number of Spells Known

        • 3rd - Dragon’s Breath

        • 5th - Fireball

        • 7th - Compulsion

        • 9th - Summon Draconic Spirit

        • 11th - Legend Lore 

      • Draconic Resilience

        • When not wearing Armor your Base AC is 13 and you can spend a Sorcery Point as a Bonus Action to grant yourself Resistance to the Elemental Type selected below for 1 Hour

        • Black - Acid

        • Blue - Lightning

        • Green - Poison

        • Red - Fire

        • White - Cold

    • II

      • Elemental Affinity - Whenever you deal Damage with your associated Element you gain the following benefits

        • You deal additional Damage equal to your Charisma Modifier

        • Using the Empowered Spell grants you an additional reroll to any 1 die of your choice

        • You gain Shielding equal to your Charisma Modifier until the start of your next turn 

      • Draconic Resilience II

        • You can spend 4 Sorcery Points instead of 1 to increase your Resistance to Immunity for the Hour

        • Your Base AC increases to 14

    • III

      • Draconic Breath

        • You can utilize your Action and 8 Sorcery Points to trigger your Breath Weapon. It can either be a 60m Line or a 20m Cone (your choice upon casting), requires a Constitution or Dexterity Saving Throw (your choice) vs your Spell Save DC, and deals 8d8 [your Draconic Resilience Type] Damage on a Failure, or half as much on a Success. 

          • You can Spend 2 Sorcery Points when Casting this to reroll all the dice, but you must take the new total

      • Draconic Resilience III

        • You can utilize this feature to grant allies the Resistance/Immunity by touch, the cost for this is the same

        • Your Base AC increases to 15

  • Jotun Sorcerer - The giants once dwelled in a fabled realm long lost to time, a paradise for their folk that reflected their mastery of the mortal realm. In time, this realm was consumed, and the giants were scattered and broken and a few of them managed to escape to this world. In this new realm, the giants granted a few chosen individuals among the small folk a shard of their great power to extend their influence into society, while their species garnered the time to repopulate. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant

    • I

      • Sorcerer Spells: Gain additional Spells based on your Sorcerer Level. They don’t count against your total number of Spells Known

        • 3rd - Enlarge/Reduce

        • 5th - Wall of Protection

        • 7th - Polymorph

        • 9th - Unleashed Vibration

        • 11th - Wall of Force 

      • Giant's Tenacity I

        • Your Maximum HP increases by 3

        • You gain Proficiency with Athletics

    • II

      • Armor of the Ruler

        • You can utilize your Action to summon magical stone armor around you, gaining Shielding equal to your Sorcerer Level for up to 8 Hours, with the armor eroding as you lose this Shielding. While the Shielding is active you gain the following benefits

          • Any Creature that hits you with a Melee Attack takes Force Damage equal to your Sorcerer Level. If you gain Shielding in any other way it adds to your Armor’s Shielding but cannot exceed your Sorcerer Level

          • If you hit a Creature with a Cantrip or Spell that requires an Attack Roll they are also pushed back 2m

          • You gain Resistance to Acid, Poison, and non-magical Weapon Damage

          • You can spend any number of Sorcery Points to regain Shielding (up to the Maximum) as a Bonus Action

      • Giant’s Tenacity II

        • Your Maximum HP increases by 3 

        • You gain Proficency with Strength Saving Throws

    • III

      • Reinforce

        • You can utilize your Action to summon the energy of your blood and take another form for 1 minute, your skin becoming a hardened dark grey with white magical tattoos covering large swathes of it. Your head is covered with stone in a similar shape to a helmet and you begin to grow. You can utilize this ability once per Long Rest. This effect lasts for up to a minute and you gain the following benefits…

          • Your size increases to Large

          • Your Melee Attacks have a Range of 4m and you can add your Constitution Modifier to any Damage Rolls you make with them

          • Any Spells you cast that require a Constitution or Strength Saving Throw has their DC increased by +2

          • You have Advantage on Strength and Constitution Saving Throws

          • You gain 4m of Movement Speed

          • You gain Shielding equal to your Sorcerer Level. If you have your Armor of the Ruler active and this would take the total above the Maximum then you can convert the additional Shielding into HP up to your Maximum

      • Giant’s Tenacity III

        • Your Maximum HP increases by 3 

        • You gain Expertise with Athletics and Strength Saving Throws

  • Storm Sorcerer - These Sorcerers have garnered power from the elements. Some have a Genie or Sky Giant in their past lineage while others had an ancestor blessed by the Divine of Storms and so have a long line of magically in-tune family members albeit rare. Regardless, this power normally strikes forth in the sharpest heat of lightning strikes and the hollering of wind that whips around such a powerful sorcerer.

    • I

      • Sorcerer Spells: Gain additional Spells based on your Sorcerer Level. They don’t count against your total number of Spells Known

        • 3rd - Shatter

        • 5th - Lightning Bolt

        • 7th - Air Blast

        • 9th - Lightning Field

        • 11th - Cloudkill 

      • Windtalker

        • You can speak, read, and write Primordial

      • Storm Sorcerer I

        • When you deal Lightning or Thunder Damage with a Cantrip or Spell as your Action, electrical energy surrounds you until the start of your next turn. You can spend your Bonus Action on this turn to dash 4m in any direction without provoking Opportunity Attacks or you can use your Reaction if a Creature moves to be adjacent to you to move directly away from that Creature. The distance for this dash increases by 4m at 6th, 9th, and 12th Levels.

    • II

      • Heart of the Storm I

        • You gain the ability to subtly limit the effects of the weather within 20m of you. You utilize your Action to begin this ability, Concentrating on it as if it were a Spell for a number of Hours per Day equal to your Charisma Modifier. Within this Sphere you can slow pouring rain to a drizzle and a gale to a light breeze, though large hail or lightning cannot be stopped by this effect. This effect lasts until you dismiss it or go unconscious. In addition, you can change the direction of the weather, instead of slowing it you direct these strong winds in a direction of your choice

      • Storm Sorcerer II

        • You gain Resistance to Lightning and Thunder Damage. 

        • The energy you generate by casting spells lasts for 2 turns instead of 1. When you are surrounded by this energy and cast a Spell that deals Lightning or Thunder Damage you can target a Creature you can see within 10m (whether they were the target of the Spell or not). They take Lighting or Thunder Damage (the same type as the Cantrip/Spell) equal to your Sorcerer Level

    • III

      • Heart of the Storm II

        • You can now deal with even stronger weather effects with this feature, including tornado force winds or large hail and lightning. In addition, while Concentrating on this feature you can spend 4 Sorcery Points to grant yourself a 4m Flying Speed for the duration of this feature, which also falls if you lose Concentration on this feature. You can spend 10 Sorcery Points instead to grant yourself a 10m Flying Speed for the duration, this also grants you Advantage on Dexterity Saving Throws while you are flying

      • Storm Sorcerer III

        • You gain immunity to Lighting and Thunder Damage

        • When you utilize your Dash to escape an adjacent enemy you also deal Lightning or Thunder Damage (your choice) equal to twice your Sorcerer Level to the Creature you dashed away from 

        • The Range of your additional Damage from Storm Sorcerer II increases to 30m from 10m

  • Voidwalker Sorcerer - Some people are naturally inclined to look at the stars above, at the wild cosmic universe that stands around their small world. Those people when they are attuned to magic can sometimes pull enough energy from this great cosmic entropy to acquire some of its magic. However unlike the magic that comes from some powerful being into that void this Sorcerer enjoys the entropy and enthalpy themselves as the energy transfers throughout the universe.

    • I

      • Sorcerer Spells: Gain additional Spells based on your Sorcerer Level. They don’t count against your total number of Spells Known

        • 3rd - Misty Step

        • 5th - Hypnotic Pattern

        • 7th - Dimension Door

        • 9th - Far Step

        • 11th - Steel Wind Strike

      • Void Blade

        • Every time you finish a Long Rest you can utilize a 10 minute ritual to summon a great blade in your hand, swirling with black energy. This blade immediately disappears within a demi plane behind you, which you can have appear in your hand as a Free Action during this day. You are Proficient with this Weapon and utilize your Charisma Modifier to make Attack and Damage Rolls with it. The Damage Die for this weapon is 1d10, increasing to 1d12 at 7th Level and to 2d8 at 11th Level

        • When you roll Initiative while your Void Blade is in its demi plane you gain Shielding equal to your Charisma Modifier + your Sorcerer Level which lasts until the end of combat

      • Void Essence

        • You gain 2 Void Dice, increasing by 1 at 5th, 7th, 9th, and 11th Levels. You can spend a Bonus Action and any number of Sorcery Points to regain an equal amount of Void Dice (up to your maximum) equal to the amount of Sorcery Points spent. You regain your maximum number of Void Dice upon the completion of a Long Rest. The uses of these Dice are listed below…

          • Void Armor - You can spend a Void Die to cast the Mage Armor Spell without expending a Spell Slot or requiring components

          • Void Jump - You can move between open space as though it’s a much shorter distance, you can spend a Void Die and a Bonus Action to teleport up to 30m away, to an unoccupied space you can see. However to do so there must be no objects of Small size or larger between you and your target

          • Void Mind - Target a Creature within 20m that you can see, you can expend two Void Dice and a Bonus Action to strike at its mind with your energy. The target has Disadvantage on its next Save against a Spell you cast this turn

          • Void Sight - You gain 20m of Darkvision for 8 Hours

          • Void Strike - When you deal Damage with a Weapon Attack or a Melee Spell Attack you can deal additional Necrotic Damage equal to 1d6 * the number of Void Dice used

    • II

      • Void Burst 

        • Whenever you utilize your Void Jump feature to a point where you are adjacent to an enemy you can make a Melee Attack with your Void Blade against that Creature as a part of the Jump, you gain Advantage on that Attack

        • If you then utilize your Void Strike Feature you roll 2d6 per Void Die used

      • Void Absorption

        • You can absorb more void essence via rest or in critical moments. If you finish a Short Rest or Critically Strike an enemy and don’t have any Void Dice you regain 2

        • If you are reduced to 0HP you regain 1 Void Die up to your Maximum

        • If you are making Death Saves you can expend a Void Die to grant yourself Advantage on the Roll

    • III

      • Void Boost - The methods of void essence that you can utilize can be enhanced now at the cost of 2 Void Dice, however the first time you utilize one of them it costs no void dice

        • Void Shield - Your Void Armor also grants you Shielding equal to your Sorcerer Level. This stacks with any other Shielding you gain from the Subclass

        • Void Leap - Your Void Jump has a range of 60m and doesn’t require line of sight, however normal teleport rules apply if you end up inside a solid surface

        • Void Mind Break - When you use the Void Mind ability you can target 2 creatures instead of 1

        • Void Slam - The target of your Void Strike must make Strength Saving Throw equal to your Spell Save DC. On a Failure they fall prone and take Necrotic Damage equal to your Sorcerer Level 

        • Void Eyeglass - You have 60m of Darkvision for the duration instead

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