Sorcerer

Description

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. Powerful sorcerers are something feared, as they forego the conventions of regular spellcasting and some sorcerers can become drunk off their own power. Certain sorcerers come into the world augured as a bad omen, and others are seen as destined for fortune and greatness; every culture of Faerun has a unique angle of looking at it.
 
  • Every creature has a starting amount of Spell Points (SP) equal to 4.
  • Each attribute point spent during character creation towards a caster's Spellcasting Attribute increases their Spell Points (SP) by another 4.
  • Choose between 6 subclasses, each one detailing a different mastery.
  • Any race, land, or creed can have a sorcerer born to them.
  • Most sorcerers do not keep their secrets hidden, and either use their gifts to help others or themselves.

 

Subclasses


 

Aberrant Mind

Aberrant Mind Sorcerers are perhaps some of the far stranger of those who share that arcane prowess. An alien influence to the prime material plane wrapped around the minds of these chosen, entities of the far realms that chose them at birth or very early in their livelihood. A psychic wind from the Astral Plane, the dominating powers of an Aboleth, or even something simple as the Flumphs leaving a mark on the child; any of these could cause what we know as the psychic wielding sorcerers of the Aberrant Mind.
 

Perks


 
Spells
Rituals
Adept
Sending

Expert
Dream
Nightmare

Master
Geas

  Novice
Powerful Mind
You gain +1 to Wisdom saves and +2 to Insight. As well, your Mage Hand cantrip is invisible acting instead as an extension of your mind.
 
Neural Overload
As a bonus action, the Sorcerer may spend 2 Sorcery Points and select up to 3 targets within 6 tiles of them to roll an Intelligence saving throw versus their Spellcasting Modifier. The target creatures will take two points of Psychic damage on the end of their turns for two turns. On a failed saving throw, they will suffer penalties to their Intelligence, Charisma and Wisdom saving throws by -1 for 2 rounds.

  Adept
Psychic Defenses
You gain Resistance to psychic damage and you are immune to being Charmed.
Revelation in Flesh
Unleash the aberrant truth hidden within yourself and magically transform your body. As a bonus action, spend sorcery points to choose between the following benefits, usable once per mastery level and sharing charges:
  Abominable Pulse: As a Bonus Action, select up to 2 targets within 8 tiles and spend 1 Sorcery Point. Force them each to make an INT saving throw. On a failed save, they are each Dazed for 2 turns. This ability can be used a number of times equal to your Mastery level per rest and shares charges with Eyes of the Far Realm.
  Eyes of the Far Realm: Spend 1 Sorcery Point to be able to see a target that is not in your line of sight, including Cloaked targets, allowing you to make an attack on them. This does not remove the Cloaked status. This ability can be used a number of times equal to your Mastery level per rest and shares charges with Abominable Pulse.

  Expert
Warping Implosion
"Select up to 3 targets within 3 tiles and spend 2 Sorcery Points. Force them each to make an INT saving throw. On a failed save, they each take 1d6+Mastery Psychic damage, 1d6 Force damage, and are Slowed for 1 turn. After this, select an unoccupied space within range of your currently available movement that you can see and teleport to that location. All targets that failed the initial INT saving throw are pulled into the unoccupied space you teleported from, as closely as physically possible.
  On a successful save, the target takes half damage and is not slowed or moved.
  This ability can be used twice per long rest, and you may not use the teleport to move further than your currently available movement allows.

  Master
Aberrant Expanse
The penalties from your Neural Overload ability are increased by +1. Revelation in Flesh has an additional charge.



 

Divine Soul

Sometimes the spark of magic that fuels a Sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, or your birth might align with an ancient prophecy. However the Divine Soul Sorcerer comes to be, they come with natural magnetism when encountering religious hierarchies. An outsider who commands sacred power can Undermine an existing order by claiming a direct tie to the divine. However, in other cultures, only those who can claim the power of a Divine Soul may command religious power.
 

Perks


 
Spells
Rituals

  Novice
Divine Health
Your hit dice becomes 1d6 and you gain the magical healing ability.
Favored by the Gods
The divine energy coursing through you can empower Healing Spells. You can spend 2 Sorcery Points and 2 Spell Points to empower the effectiveness of your healing spells cast this turn by 50%.

  Adept
Divine Defense
Gain +1 AC and the Shield of Faith spell.
Unearthly Recovery
As a bonus action, the Sorcerer can heal themselves or another for 10 Health points. When used on a target other than the Sorcerer, the Sorcerer may optionally move up to 4 tiles towards them without spending movement; this does not afford AoO immunity. This ability benefits from Favored by the gods. You can use this feature twice per short rest.

  Expert
Angelic Form
The sorcerer can manifest a spark of their divine heritage, be it a warm radiance, maddening rage, or distant ringing of bells their presence has intensified greatly. As a reaction, the sorcerer can choose up to 4 targets within 12 tiles of them to bolster their defenses. Each target receives +1 to all saving throws and +4 Health Points per turn. The caster also gains +1 movement for the duration of the ability. These benefits last for 5 turns.
  This ability can be used once per long rest.

  Master
Empowered Divine Favor
Your Unearthly Recovery ability can be used three times per short rest.



 

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well-established in the world, but most are obscure.
 

Ancestries


Red/Gold/Brass Ancestry | Fire Resistance
Novice: Fire Shield
Expert: Fireball
 
Blue/Bronze Ancestry | Lightning Resistance
Novice: Lightning Bolt
Expert: Chain Lightning
 
Black/Copper Ancestry | Acid Resistance
Novice: Ray of Enfeeblement
Expert: Disintegrate
 
Green Ancestry | Poison Resistance
Novice: Ray of Sickness
Expert: Cloudkill
 
White/Silver Ancestry | Cold Resistance
Novice: Snilloc's Snowball Storm
Expert: Ice Knife & Ice Storm
 

Perks


 
Spells
Rituals
Expert
Legend Lore

  Novice
Draconic Resilience
+1 AC, +3 Hitpoint per Mastery Rank. You gain the Draconic Language.
 
Draconic Presence - Frightened
As a full action, Select 2 Targets within 6 tiles of you, these targets must make a wisdom save vs your spellcasting DC. On a failed save, the target takes 1d8+Mastery Psychic damage, and becomes Frightened for 2 turns. This costs 2 Metamagic.

  Adept
Draconic Bloodline
Gain a Resistance in line with your Draconic Ancestry, gain +2 innate DT. Draconic Presence increases to 2d8+Mastery
Draconic Wings
As a reaction, gain +1 movement, and you climb at full speed for the rest of your turn. This costs 2 Metamagic.

  Expert
Draconic Presence - Awed
As a bonus action, Select 2 Targets within 6 tiles of you, these targets must make a wisdom save vs your spellcasting DC. On a failed save the target takes 1d8+Mastery Psychic damage and becomes charmed for 1 turn, or until the draconic sorcerer damages this target again. This costs 2 Metamagic and may only be used every other turn.

  Master
Draconic Bloodline Expansion
Increased AC bonus from Draconic Resilience increases by +1; to a total of +2. Draconic Presence Frightened, and Draconic Presence Awed deal an additional 1d8 psychic damage.



 

Lunar Sorcery

You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells-perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
 

Perks


 
Spells
Rituals

  Novice
Guided by Moonlight
You gain +2 Perception and +1 Int saving throw.
Lunar Embodiment
Full Moon
You become shrouded by lunar light, gaining the following benefits:
  • +2 DT (does not stack with Shield)
  • Access to the Shine Moonlight ability
This ability may NOT be used as a pre-buff, but can be used outside of combat. Once you have selected a Phase, it can only be changed in combat using Waxing and Waning or after a long rest.
  Shine Moonlight - Bonus Action, 1 Sorcery Point: Create a burst of moonlight against all targets within 2 tiles. Force them each to make a CON saving throw. On a failed save, they become Dazed for 1 turn. This ability can hit Cloaked targets, but will not dispel the Cloaked effect. When using this ability, you can select up to 3 targets within 10 tiles, including yourself. They each heal for 1d6+Mastery hitpoints. The healing of this ability scales with Upcasting and Empowered Spell and it can be used a number of times equal to your Mastery level per rest.
  New Moon
You become obscured by darkness, gaining the following benefits:
  • +1 AC
  • Access to the Gloom ability
  • For the duration of this buff, all targets within 3 tiles of you can use abilities that require shadows
This ability may NOT be used as a pre-buff, but can be used outside of combat. Once you have selected a Phase, it can only be changed in combat using Waxing and Waning or after a long rest.
  Gloom - Bonus Action, 1 Sorcery Point: Create a pulse of darkness against all targets within 2 tiles. All targets are forced to make a DEX saving throw. On a failed save, they take 1d6+Mastery Necrotic damage, are Slowed for 1 turn, and are dispelled of the Daylight buff. The damage of this ability scales with Upcasting and Empowered Spell and it can be used a number of times equal to your Mastery level per rest.
  Crescent Moon
You become shrouded by lunar light, gaining the following benefits:
  • +1 tile range on all teleports
  • Access to the Astral Tide ability
This ability may NOT be used as a pre-buff, but can be used outside of combat. Once you have selected a Phase, it can only be changed in combat using Waxing and Waning or after a long rest.
  Astral Tide - Bonus Action, 1 Sorcery Point: Select 1 friendly target within 4 tiles. They may select an unoccupied space within 2 tiles from them that they can see. They teleport to that location. This ability does not benefit from the +1 bonus provided by Crescent Moon and can be used a number of times equal to your Mastery level per rest.

This does not trigger Attacks of Opportunity, including those from the Mage Slayer feat.
This does not allow the target to travel through walls.
This does not allow the target to travel through passages that are too small to accommodate the target's body.

  Adept
Celestial Serenity
You gain a +2 bonus to saving throws against Daze effects and resistance to Radiant damage.
Moon Fire
Bonus Action, 2 Spell Points: Select up to 2 targets within 6 tiles. Force them each to make a WIS saving throw. On a failed save, they take 1d6+Mastery Radiant damage, 1d4 Radiant damage per turn for 3 turns, and have any Cloaked effects dispelled. This ability can ignore line of sight.

  Expert
Waxing and Waning
Free Action - At the cost of 3 Sorcery Points, the Lunar Sorcerer may change their current Lunar Embodiment to a different one. This ability can be used twice per short rest. This ability is not a valid pre-buff option. After changing phases the sorcerer gains a buff for 2 turns based on which phase they changed into:
  • Full Moon - +2 DT, stacking with the 2 DT from the Lunar Embodiment.
  • New Moon - +1 AC, stacking with the AC from New Moon.
  • Crescent Moon - Gain +1 Movement.

  Master
Lunar Phenomenon
Full Moon grants Fire resistance, New Moon grants Necrotic resistance and Crescent Moon grants Force resistance.



 

Shadow Magic

Shadow Magic Sorcerers are creatures of the Shadow, for their innate magic comes from the Shadowfell itself. Lineages can be traced to entities or traces from the place, or exposure to objects and magic that were touched by that plane. The power of Shadow Magic casts strange palls over the physical presence of these Sorcerers and their very sparks of life that sustain them seem to be muffled, in constant struggle to maintain itself against the dark energy imbuing their soul. From being icy cold to the touch, appearing lifeless while asleep, a far slower heartbeat, or maybe they even have to remind themselves to blink, could all be signs of a Shadow Sorcerer.
 

Perks


 
Spells
Rituals
Expert
Bestow Curse

  Novice
Stealth of Shadows
You gain a +2 to your Stealth skill.
Hungering Shade
Select 1 target within 6 tiles and expend 1 Sorcery Point. They take 1d6 Necrotic damage at the end of each turn for 3 turns. The damage of this ability will include any Necrotic bonuses to weapon damage, such as Shadow Blade. The damage of this ability, including amounts from Necrotic bonuses to weapon damage, can be increased by Empowered Spell, but not by Upcasting.

  Adept
Unsettling Shade
You gain a +2 to your Intimidation(Charisma) skill and Darkvision.
Strength of the Grave
Your existence in a twilight state between life and death makes you difficult to defeat. Shadows envelop you and a shadowy clone seems to take your place when you would be struck down, swapping locations with you. If you have been reduced to 0 hit points you are eligible to use this ability at the start of your turn. You heal 10 hitpoints and may teleport up to 2 tiles away. You are not knocked Prone when reduced to 0 hitpoints through this feature's use. This ability can be used once per long rest.

  Expert
Shadow Step
By melting into the darkness, you can immediately move from any shadowed area to another within 3 tiles of yourself. Teleporting in this manner takes a bonus action and may be done a number of times per long rest equal to your Mastery level.
  There must be a visible shadow for this ability to be used. This can also include shadows cast by larger creatures, objects, or buildings.
  The location the caster is moving to must be in direct line of sight without the aid of devices or spells, and this ability can be used to travel through any Conan windows or passages. This spell does not trigger Mage Slayer. This ability shares charges with Shadow Walk.
Shadow Walk
You gain the ability to pass through creatures, walls, and solid objects for the remainder of your turn. Passing through some objects, such as walls, still require appropriate adherence to infiltration rules or DM oversight. This does not make the player untargetable, invisible or impervious to damage.
  This ability can be used a number of times equal to your Mastery level per long rest and shares charges with Shadow Step.

  Master
Master of the Grave
Strength of the Grave now heals for 5 additional HP, as well as increases its teleportation range to 4 tiles with immunity to Attack of Opportunity and Mage Slayer.



 

Storm Sorcery

A Storm sorcerer's innate magic comes from the powers of the very elements. Many can trace their magic back to near-death experiences where they survived what many have not when underestimating the chaos of nature. Born during a Howling Gale, surviving a Great Rain, or even the very influence of the Plane of Air itself. Whatever the case, the Magic of the Storm permeates their very being. Storm sorcerers are invaluable Members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their Abilities also prove useful in repelling attacks by Sahuagin, pirates, and other waterborne threats.
 

Perks


 
Spells
Rituals
Master
Skywrite

  Novice
Wind Speaker
The Arcane Magic you Command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Tempestuous Magic
The magic of the Air remains around you, especially after casting magic. If you have cast a spell which successfully deals lightning or thunder damage this round you gain 1 additional tiles of movement and do not provoke attacks of opportunity. This costs a Free Action.
 

  Adept
Heart of the Storm
You gain resistance to Thunder and Lightning damage.
Storm Guide
You gain the ability to subtly control the weather around you. For example if it is raining, you can use an Action to cause the rain to stop falling around you or to begin raining where it is not.
  In combat during your turn you can alter the winds around you as a bonus action, causing a dust devil to protect you. Any creatures within 1 tile of you must make Strength saving throws versus your Sorcerer spell save DC or be thrown 1 tile away from you, landing prone. This may be done a number of times per short rest equal to your Mastery rank.

  Expert
Deadly Vortex
As an Action, select a target within 6 tiles of you. On a failed STR save, anyone within 2 tiles of that target is drawn in to their location by a vortex and takes 3d8 lightning damage. On a successful save, they take half damage and are not drawn in. This may be done once per short rest.

  Master
Master of the Storm
Your Storm Guide ability now pushes targets 2 tiles away and you may use Deadly Vortex twice per short rest.


Combative Perks

Weapon Proficiency
These classes are no longer able to equip martial weapons with the Defensive property.
  Novice
Spellcasting
Charisma is your Spellcasting ability for your sorcerer Spells, since the power of your magic relies on your ability to project your will into the world.   Spellcasting Ability
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
  • Cantrips
  • Spells:
    Spell save DC is 10+ your Charisma Modifier
Font of Magic
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 4 sorcery points, and you gain more as you reach higher levels. You regain all spent sorcery points every long rest.
Flexible Casting
You can sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.   Converting a Spell Slot to Sorcery Points:
As a Reaction, you can transform 2 Spell Points into 1 sorcery point.
Metamagic I
You gain the ability to twist your spells to suit your needs. You gain another one at higher levels. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.   Seeking Spell:
If you miss a target with a spell that requires an attack roll, you can expend 1 Sorcery Point to deal 1d6 force damage to the target.   Empowered Spell:
Spend 2 Sorcery Points to increase the damage of your next spell by 25% until the end of your turn. This is a free action.
Hit Dice
You gain +4 HP when you first become a Sorcerer. On each new mastery level, you gain an additional +4 to your Hit Points.
  Adept
Sorcery Points I
Your pool of available sorcery points increases to 6.
Spell Points I
+4 Spell points
Metamagic II
Heightened Spell
Spend 4 Sorcery Points to target a creature to make them more vulnerable to your next spell cast this round. That caster receives a +2 to their spell DC and +2 spell damage for the rest of their turn, increasing the difficulty to resist the spell.   Subtle Spell
Spend 2 Sorcery Points to remove the requirement for Somatic and Verbal spell components when casting spells for the rest of your turn.
Expertise
You gain a benefit to skills you already know. You gain a +2 to any two skills you have points in. The same skill may not be selected more than once.
  Expert
Sorcery Points II
Your pool of available sorcery points increases to 8.
Spell Points II
+4 spell points.
Magical Guidance
You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can reroll the skill. You must use the new roll. You may use this ability twice per long rest and it has a 15-minute cooldown.
Extra Spell Power
You gain an extra +1 to your spell save DC.
Upcasting
As a free action and for 1 SP, you are able to Upcast Damaging Cantrips, Novice, and Adept level spells for 40% spell potency.
  Master
Sorcery Points III
Your pool of available sorcery points increases to 10.
Spell Points III
+12 Spell Points.
Metamagic III
Sorcerous Restoration: As a reaction, immediately restore 4 Sorcery Points. This ability can be used once per long rest.

Non-Combative Perks


Armor Proficiency
You are not proficient with any armor.

Spell List


Novice
Adept
Expert
Master
Cantrips
Fluff
Rituals