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
Novice
Powerful Mind
Neural Overload
Adept
Psychic Defenses
Revelation in Flesh
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
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
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
Favored by the Gods
Adept
Divine Defense
Unearthly Recovery
Expert
Angelic Form
This ability can be used once per long rest.
Master
Empowered Divine Favor
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 ShieldExpert: Fireball
Blue/Bronze Ancestry | Lightning Resistance
Novice: Lightning BoltExpert: Chain Lightning
Black/Copper Ancestry | Acid Resistance
Novice: Ray of EnfeeblementExpert: Disintegrate
Green Ancestry | Poison Resistance
Novice: Ray of SicknessExpert: Cloudkill
White/Silver Ancestry | Cold Resistance
Novice: Snilloc's Snowball StormExpert: Ice Knife & Ice Storm
Perks
Spells
Sleep
Adept
Fear
Slow
Expert
Greater Restoration
Master
Power Word: Stun
Fly
Rituals
Legend Lore
Novice
Draconic Resilience
Draconic Presence - Frightened
Adept
Draconic Bloodline
Draconic Wings
Expert
Draconic Presence - Awed
Master
Draconic Bloodline Expansion
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
Lunar Embodiment
You become shrouded by lunar light, gaining the following benefits:
- +2 DT (does not stack with Shield)
- Access to the Shine Moonlight ability
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
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
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
Moon Fire
Expert
Waxing and Waning
- 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
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
Sapping Sting
Novice
False Life
Shadow Blade
Ice Knife
Adept
Blight
Evard's Black Tentacles
Vampiric Touch
Expert
Cloudkill
Harm
Mental Prison
Master
Circle of Death
Finger of Death
Rituals
Bestow Curse
Novice
Stealth of Shadows
Hungering Shade
Adept
Unsettling Shade
Strength of the Grave
Expert
Shadow Step
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
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
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
Thunderwave
Snilloc's Snowball Storm
Scorching Ray
AdeptArcane Exposure (Cold, Lightning, and Thunder)
Lightning Bolt
Thunder Step
Fireball
Tsunami
Sleet Storm
Expert
Ice Storm
Chain Lightning
Maelstrom
Master
Meteor Swarm
Destructive Wave
Fly
Rituals
Skywrite
Novice
Wind Speaker
Tempestuous Magic
Adept
Heart of the Storm
Storm Guide
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
Master
Master of the Storm
Combative Perks
Weapon Proficiency
Spellcasting
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
Sorcery Points
Flexible Casting
As a Reaction, you can transform 2 Spell Points into 1 sorcery point.
Metamagic I
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
Sorcery Points I
Spell Points I
Metamagic II
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
Sorcery Points II
Spell Points II
Magical Guidance
Extra Spell Power
Upcasting
Sorcery Points III
Spell Points III
Metamagic III
Non-Combative Perks
Armor Proficiency
Spell List
Novice
Adept
Expert
Master
Cantrips
Fluff
Rituals
Detect Magic
Comprehend Languages
Adept
Feather Fall
Water Breathing
Major Image
Unleashed Weave
Master
Master’s Domain

