Sorcerer in Ancient Greece | World Anvil
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Sorcerer

Sorcerer   Hit Dice: d6
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

Spells Known       Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st: Proficiency Bonus: +2 4 2 2 - - - - - - - -
Spellcasting, Sorcerous Bloodline
2nd:Proficiency Bonus: +2 4 3 3 - - - - - - - -
Font of Magic
3rd:Proficiency Bonus: +2 4 4 4 2 - - - - - - -
Metamagic
4th:Proficiency Bonus: +2 5 5 4 3 - - - - - - -
Ability Score Improvement
5th:Proficiency Bonus: +3 5 6 4 3 2 - - - - - -
6th:Proficiency Bonus: +3 5 7 4 3 3 - - - - - -
Bloodlines Feature
7th:Proficiency Bonus: +3 5 8 4 3 3 1 - - - - -
8th:Proficiency Bonus: +3 5 9 4 3 3 2 - - - - -
Ability Score Improvement
9th:Proficiency Bonus: +4 5 10 4 3 3 3 1 - - - -
10th:Proficiency Bonus: +4 6 11 4 3 3 3 2 - - - -
Metamagic
11th:Proficiency Bonus: +4 6 12 4 3 3 3 2 1 - - -
12th:Proficiency Bonus: +4 6 12 4 3 3 3 2 1 - - -
Ability Score Improvement
13th:Proficiency Bonus: +5 6 13 4 3 3 3 2 1 1 - -
14th:Proficiency Bonus: +5 6 13 4 3 3 3 2 1 1 - -
Bloodlines Feature
15th:Proficiency Bonus: +5 6 14 4 3 3 3 2 1 1 1 -
16th:Proficiency Bonus: +5 6 14 4 3 3 3 2 1 1 1 -
Ability Score Improvement
17th:Proficiency Bonus: +6 6 15 4 3 3 3 2 1 1 1 1
Metamagic
18th:Proficiency Bonus: +6 6 15 4 3 3 3 2 1 1 1 1
Bloodlines Feature
19th:Proficiency Bonus: +6 6 15 4 3 3 3 3 2 1 1 1
Ability Score Improvement
20th:Proficiency Bonus: +6 6 15 4 3 3 3 3 2 2 1 1
Sorcerous Restoration

Spellcasting   Cantrips - At 1st level, you know four cantrips of your choice from the Sorcerer spell list. You learn additional orator cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.   Preparing and Casting Spells Sorcerers are descended from something non-human from a race that predates the Olympians. Their blood from their ancestor gives them magical ability that comes naturally to them. See PhB for further details on spellcasting.   Spell Slots - The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.   Spells known of 1st level or higher - You know two 1st level spells of your choice from the Sorcerer spell list. The spells known column of the Sorcerer table shows when you learn more Sorcerer spells of your choice. Each of these spells must be of a level for which you have spells slots, as shown on the table. Additionally, when you gain a level in this class, you can choose one of the Sorcerer spells you know and replace it with another spell 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. Your power comes from your ability to project your will into the world. Spell save DC = 8 + your charisma modifier + your proficiency bonus Spell attack modifier = your proficiency bonus + your charisma modifier   Spellcasting Focus - You can use an arcane focus as a spellcasting focus for your sorcerer spells.   Chosen of the Gods – Sorcerers are descended from a race that predates modern civilization and the Olympians. As such, Sorcerer levels do not count for the purposes of a Chosen of the Gods ability. If sorcerer is your only class, there will be no Chosen abilities for the character at all. If multi-classed, only the class levels of the other class(es) count for the purposes of any Chosen of the Gods abilities.   Sorcerous Origin – Choose a sorcerous bloodline, which describes the source of your innate magical power, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Any origin has a telltale sign of otherworldly bloodlines when the sorcerer is casting spells. Font of Magic- Starting at 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points – You have 2 sorcery points, and you gain one for every additional Sorcerer level you gain, so you always have a number equal to the number of Sorcerer class levels you have. You can never have more sorcery points than your current Sorcerer level. You regain all spent sorcery points when you finish a long rest. Flexible Casting – 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 of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with the feature vanishes when you finish a long rest.
Creating Spell Slots
Spell Slot Level Sorcery 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 of sorcery points equal to the slot’s level.

Metamagic – at 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can only use one Metamagic option on a spell when you cast it, unless otherwise noted. • 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. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. o When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. • 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 (minimum of one). You must use the new rolls. o You can use Empowered Spell even if you have already used a different Metamagic option 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 1 sorcery point to double its duration, to a maximum duration of 24 hours. • 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 disadvantage on its first saving throw made against the spell. • 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. • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. • Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. • 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 to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level. Ability Score Improvement - 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. Alternately, you can take a feat in place of your Ability Score Improvement.
  Sorcerous Restoration – At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Sorcerous Bloodlines Titanborn Your sorcerous powers come from a bloodline that predates the Olympic pantheon, and traces your abilities to Cronus, the Titan of Time. When casting spells, your bloodline manifests with an otherworldly glow that closely mirrors that of an Olympian manifesting powers. When people see this, the sorcerer is clearly more than human and even sheds dim light from his skin with an ethereal aura. Enhanced Time Sense – At 1st level, add your charisma to initiative checks as well as your dexterity modifier. Time Dash – At 1st level and by magically affecting time, you can Dash as a bonus action. Time Control – Beginning at 6th level, you learn haste and slow as sorcerer spells. If you already know either spell, you can learn a different spell of a spell level you can cast. Haste and Slow do not count against the number of spells known. You can also cast Haste or Slow by spending 3 sorcery points without using a spell slot or requiring a material component. Divert Time – Beginning at 14th level, when you or a creature you can see makes an ability check, attack or saving throw, you can make the target reroll, replacing the previous result with the new one (regardless of whether it is better or worse). You must finish a long rest before using this feature again. Master of Time – Beginning at 18th level, you learn Foresight and Time Stop as sorcerer spells. They do not count against your sorcerer spells known. Child of Gaia Your sorcerous powers come from an ancestor likely seduced by a Dryad or other nature spirit. When casting spells, the sorcerer’s ears elongate, their skin becomes nearly translucent, and their hair looks like leaves. Fey Blood –Starting at 1st level, you gain proficiency with two of the following skills: Persuasion, Deception, Insight and Intimidation. If you already have the skill, you can add one and a half times your proficiency modifier. Fey Manipulation – You can add the following spells to your sorcerer spells known list without them taking up a spells known slot. You add them when you reach the sorcerer level that would allow you to cast them. Cantrips: Friends 1st Level: Charm Person 2nd Level: Suggestion 3rd Level: Fear 4th Level: Confusion 5th Level: Dominate Person 6th Level: Mass Suggestion   Master of Manipulation – At 6th level, you can spend a sorcery point as a reaction to gain advantage on saving throws to avoid being charmed or frightened. In addition, any time you make a saving throw to end the effect, you can spend a sorcery point to gain advantage on the roll. Unearthly Charisma – at 14th level, you can spend two sorcery points to cause the target of any spell on the Fey Manipulation list to have disadvantage on their saving throw. If the spell has multiple targets, you can spend two sorcery points per additional target that you pick from the available targets to have disadvantage. Fey Presence – at 18th level, you can fully tap into the blood of your fey ancestor to either charm or frighten your foes. 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 of 60 feet. For one minute or until you lose your concentration (as if you were casting a concentration spell spell), each hostile creature that starts its turn in this aura must succeed on a wisdom saving throw or be charmed (if you choose awe) or frightened (if you choose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. Elemental Elemental Heritage - At 1st level, choose one element from the Elemental Heritage table. You can speak, read, and write the language associated with your heritage, and its damage type is used by features you gain later. When casting spells, the sorcerer develops characteristics of an elemental matching this heritage, appearing to be made of stone, fire, etc. Elemental Heritage Element Language Damage Type Air Auran Lightning or thunder (choose one) Earth Terran Bludgeoning Fire Ignan Fire Water Aquan Cold Manifest Aura - Starting when you choose this origin at 1st level, you are able to channel your elemental power into a swirling aura. As a bonus action, you can surround yourself in a magical aura of elemental material or energy appropriate to your heritage element for 1 minute. While the aura persists, you gain the following benefits: • When you are attacked, you can use your reaction to impose disadvantage on the attack roll. • When you cast a spell of 1st level or higher, the aura around you intensifies until the start of your next turn. During this time, any creature that ends its turn within 5 feet of you or that enters that area takes 1d6 damage of the type associated with your heritage element. This damage increases to 2d6 when you reach 7th level. You can use this feature twice. You regain all expended uses when you finish a long rest. Infuse Elements - Starting at 6th level, you gain resistance to the damage type associated with your heritage. Additionally, when you damage a creature with a spell, you can spend 1 sorcery point to enhance it with the power of your heritage element. The spell takes on a visual cast that reflects the elemental infusion (fire and embers dance in the area, wind swirls around a bolt of energy, and so forth) and delivers the following additional effects depending on your heritage: • Air. The creature is buffeted by strong winds, arcs of lighting, and claps of thunder. It can’t take reactions until the start of its next turn. • Earth. The creature is restrained until the start of your next turn. • Fire. The creature is seared by your fiery magic. It is frightened until the end of its next turn. Creatures that are immune to fire are unaffected. • Water. The creature is disoriented as the world seems to roll and pitch in waves. It is poisoned until the end of its next turn. Elemental Jaunt - At 14th level, you can teleport by skimming the outer boundary of the Elemental Planes. As a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see. When you appear, you can create one of the following effects, depending on your heritage element: • Air. When you appear within 5 feet of an area of wind (whether natural or magical), you create a cyclonic burst of wind. All creatures within 10 feet of you must succeed on a Constitution saving throw or take 2d6 slashing damage and be blinded by dust and debris until the start of your next turn. • Earth. When you appear within 5 feet of nonmagical, unworked stone filling at least one 5-foot square, you create tremors in the earth that ripple outward from you. Each creature within 10 feet of you that is touching the ground must succeed on a Strength saving throw or take 4d6 bludgeoning damage and fall prone. • Fire. When you appear within 5 feet of a fire at least the size of a campfire, you create a burst of flame around yourself. Each creature within 10 feet must succeed on a Dexterity saving throw or take 2d6 fire damage and catch on fire. Until a creature takes an action to douse the fire, a creature on fire takes 1d6 fire damage at the start of each of its turns. • Water. When you appear within 5 feet of at least 50 gallons of water, you create a torrent of water that assails the creatures around you. Each creature within 10 feet of you must succeed on a Constitution saving throw or take 2d6 bludgeoning damage and choke on the water that forces its way into the creature’s throat. A choking creature can’t speak and has disadvantage on attack rolls and ability checks until the start of your next turn. Creatures that don’t have to breathe or that can breathe water aren’t subject to choking. Saving throws against these effects are made against your spell save DC. You can use this feature twice. You regain all expended uses when you finish a short or long rest. Elemental Soul - At 18th level, you gain immunity to the damage type associated with your heritage element. Depending on your elemental heritage, you also gain one of the following benefits: • Air. You gain a magical flying speed equal to your current walking speed. Additionally, during your turn you can spend 1 sorcery point to become insubstantial wind and mist. Until the start of your next turn, you can enter a hostile creature’s space, you can move through a space as narrow as 1 inch without squeezing, you are immune to the effects of strong wind, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. • Earth. You gain a burrowing speed equal to your current walking speed, and you can burrow through nonmagical, unworked earth and stone. While doing so, you don’t disturb the material you move through. Additionally, you can spend 1 sorcery point to become stony and unyielding until the start of your next turn. During this time, you have resistance to piercing and slashing damage, you are immune to poison damage, and you can’t be petrified or poisoned. • Fire. Your speed increases by 10 feet. Additionally, during your turn you can spend 1 sorcery point to become fiery and insubstantial. Until the start of your next turn, you can move through a hostile creature’s space. The first time you enter a creature’s space on a turn, that creature takes 1d10 fire damage and catches on fire. Until a creature takes an action to douse the fire, a creature on fire takes 1d10 fire damage at the start of each of its turns. • Water. You gain a swimming speed equal to your current walking speed, and you can breathe both water and air. Additionally, during your turn you can spend 1 sorcery point to take on a watery form. Until the start of your next turn, you can enter a hostile creature’s space and move through a space as narrow as 1 inch wide without squeezing. When you enter a hostile creature’s space, the creature must succeed on a Strength saving throw against your spell save DC or fall prone.
  Hadestouched
  Somewhere in the sorcerer’s ancestry was a servant of Hades. Everyone that dwells in Hades takes on the characteristics of that place, which leaves them a washed out look, mostly devoid of color. When the sorcerer is casting spells, he seems to fade away into shadow, even in bright light. Warding Shadows –Starting at 1st level, you can use a reaction to summon wisps of shadows to surround you and the spaces adjacent to yours. A creature without darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. This darkness remains until the end of your next turn. You can use this feature once between short or long rests. In addition, your character gains darkvision if it doesn’t already have it. Shadow Stealth - Beginning at 1st level, as a bonus action you can use the Hide action, whether or not you have cover or are under observation. This feature recharges after a short or long rest. When you reach 3rd level and you use this feature, you become invisible along with anything you are wearing or carrying. This invisibility lasts until you make an attack, enter an area of bright light, or become incapacitated. You can end this invisibility as a bonus action. Shadowjump - Once you reach 6th level, you can move from one shadow to another. While in dim light or darkness, you can teleport up to 60 feet as a bonus action to an unoccupied space you can see that also is in dim light or darkness. This gives you advantage on your first melee attack you make before the end of your turn. When you reach 14th level, you can teleport up to a range of 120 feet with this feature. Thief of Life - At 14th level, when you cast a spell that inflicts necrotic damage, you can target one creature affected by the spell that you can see within 60 feet. That creature suffers disadvantage on its saving throw. In addition, you gain half the damage the target takes as temporary hit points. These temporary hit points dissipate after 1 minute. This feature recharges following a short or long rest. Living Shadow - Upon reaching 18th level, you can spend 5 sorcery points to become a creature of shadow. As long as you remain in dim light or darkness, you have resistance to damage that isn’t force, psychic, or radiant, and you gain immunity to poison damage. While in this form, you can squeeze through a space as narrow as 1-inch wide without squeezing. Your body reverts to its normal form after 1 minute, or if you die, become incapacitated, or dismiss the effect as a bonus action.

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