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Sorcerer

Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories—just raw power that they direct at will. Some sorcerers claim that the blood of dragons courses through their veins. That claim may even be true in some cases—it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it’s difficult to prove that a given sorcerer does not have a dragon ancestor. It’s true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer’s gift.

Sorcerer

Sorcerers are (along with wizards) the foremost practitioners of what Faerûnians refer to as the Art, the study and application of arcane magic. The common folk of Faerûn see little difference between the rigorous studies of the wizard and the mysterious ways of the sorcerer, but in some lands a fierce rivalry exists between the two traditions. Many wizards regard sorcerers as inexpert practitioners of the Art and servants of sinister powers better left alone. Some sorcerers see wizards as arrogant and pompous, deliberately cloaking the Art in mummery and obtuse lore.

Some areas of Faerûn are more tolerant than others of the presence of sorcerers. Aglarond, a forest kingdom ruled by the insuperable sorcerer-queen known as the Simbul, is perhaps the best example of such a place. Despite differing regional attitudes toward sorcerers, sorcerous talent seems to be spread nearly evenly through the world and the various races, with the exception of dwarves born before the Thunder Blessing.

True to their tendency toward chaos over law, sorcerers worship all types of deities. Mystra, Oghma, Selûne, and Shar are popular with sorcerers as deities who have something to do with magic. Lathander, Shaundakul, Sune, Tempus, and Tymora are popular with adventuring sorcerers.

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
armor proficiencies: None
weapon proficiencies: Simple weapons
tools: None
saving throws: Constitution and Charisma
skills: Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
starting equipment:

Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP




spellcasting:

Drawing from your innate magic, you can cast spells.

Cantrips. You know five Sorcerer cantrips of your choice. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

class features:

Level 1: Summon Familiar

You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.

Level 2: Metamagic

Because your magic flows from within, you can alter your spells to suit your needs; you gain one Metamagic options of your choice from “Metamagic Options”. You use the chosen options to temporarily modify spells you cast.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain one additional option at Sorcerer levels 5 and 10.

Metamagic Options

The following options are available to your Metamagic feature. The options are presented in alphabetical order.

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, 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, and it takes no damage if it would normally take half damage on a successful save.

Distant Spell

When you cast a spell that has a range of at least 5 feet, you can double the spell’s range. Or when you cast a spell that has a range of Touch, you can make the spell’s range 30 feet.

Empowered Spell

When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.

You can use Empowered Spell even if you’ve 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 double its duration to a maximum duration of 24 hours.

If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

Heightened Spell

Only available at level 5

When you cast a spell that forces a creature to make a saving throw, you can give one target of the spell Disadvantage on saves against the spell.

Quickened Spell

Only available at level 5

When you cast a spell that has a casting time of an action, you can change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Seeking Spell

If you make an attack roll for a spell and miss, reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.

Subtle Spell

When you cast a spell, you can cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.

Twinned Spell

When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can increase the spell’s effective level by 1.

subclass options:

Level

Proficiency BonusSorcerer Class FeaturesCantripsPrepared Spells12345

1

+2Summon Familiar, Metamagic Option533----

2

+2643----

3

+2655----

4

+26763---

5

+3Metamagic Option6964---

6

+3610653--

7

+3611664--

8

+36126653-

9

+46146664-

10

+4Metamagic Option61566653

Sorcerer Spell List

This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0 Sorcerer Spells)
SpellSchoolSpecial
Acid SplashEvocation
Blade WardAbjurationC
Chill TouchNecromancy
Dancing LightsIllusionC
ElementalismTransmutation
Fire BoltEvocation
FriendsEnchantmentC
LightEvocation
Mage HandConjuration
MendingTransmutation
MessageTransmutation
Mind SliverEnchantment
Minor IllusionIllusion
Poison SprayNecromancy
PrestidigitationTransmutation
Ray of FrostEvocation
Shocking GraspEvocation
Sorcerous BurstEvocation
ThunderclapEvocation
True StrikeDivination
Level 1 Sorcerer Spells
SpellSchoolSpecial
Burning HandsEvocation
Charm PersonEnchantment
Chromatic OrbEvocationM
Color SprayIllusion
Comprehend LanguagesDivinationR
Detect MagicDivinationC, R
Disguise SelfIllusion
Expeditious RetreatTransmutationC
False LifeNecromancy
Feather FallTransmutation
Fog CloudConjurationC
GreaseConjuration
Ice KnifeConjuration
JumpTransmutation
Mage ArmorAbjuration
Magic MissileEvocation
Ray of SicknessNecromancy
ShieldAbjuration
Silent ImageIllusionC
SleepEnchantmentC
ThunderwaveEvocation
Witch BoltEvocationC
Level 2 Sorcerer Spells
SpellSchoolSpecial
Alter SelfTransmutationC
Arcane VigorAbjuration
Blindness/DeafnessTransmutation
BlurIllusionC
Cloud of DaggersConjurationC
Crown of MadnessEnchantmentC
DarknessEvocationC
DarkvisionTransmutation
Detect ThoughtsDivinationC
Dragon’s BreathTransmutationC
Enhance AbilityTransmutationC
Enlarge/ReduceTransmutationC
Flame BladeEvocationC
Flaming SphereEvocationC
Gust of WindEvocationC
Hold PersonEnchantmentC
InvisibilityIllusionC
KnockTransmutation
LevitateTransmutationC
Magic WeaponTransmutation
Mind SpikeDivinationC
Mirror ImageIllusion
Misty StepConjuration
Phantasmal ForceIllusionC
Scorching RayEvocation
See InvisibilityDivination
ShatterEvocation
Spider ClimbTransmutationC
SuggestionEnchantmentC
WebConjurationC
Level 3 Sorcerer Spells
SpellSchoolSpecial
BlinkTransmutation
ClairvoyanceDivinationC, M
CounterspellAbjuration
DaylightEvocation
Dispel MagicAbjuration
FearIllusionC
FireballEvocation
FlyTransmutationC
Gaseous FormTransmutationC
HasteTransmutationC
Hypnotic PatternIllusionC
Lightning BoltEvocation
Major ImageIllusionC
Protection from EnergyAbjurationC
Sleet StormConjurationC
SlowTransmutationC
Stinking CloudConjurationC
TonguesDivination
Vampiric TouchNecromancyC
Water BreathingTransmutationR
Water WalkTransmutationR
Level 4 Sorcerer Spells
SpellSchoolSpecial
BanishmentAbjurationC
BlightNecromancy
Charm MonsterEnchantment
ConfusionEnchantmentC
Dimension DoorConjuration
Dominate BeastEnchantmentC
Fire ShieldEvocation
Greater InvisibilityIllusionC
Ice StormEvocation
PolymorphTransmutationC
StoneskinTransmutationC, M
Vitriolic SphereEvocation
Wall of FireEvocationC
Level 5 Sorcerer Spells
SpellSchoolSpecial
Animate ObjectsTransmutationC
Bigby’s HandEvocationC
CloudkillConjurationC
Cone of ColdEvocation
CreationIllusion
Dominate PersonEnchantmentC
Hold MonsterEnchantmentC
Insect PlagueConjurationC
SeemingIllusion
Synaptic StaticEnchantment
TelekinesisTransmutationC
Teleportation CircleConjurationM
Wall of StoneEvocationC


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