Sorcerer
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.
Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
The Art of the Sorcerer
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Mirror or Fiendish Planes or the maddening chaos of the Etheral Plane, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.Learned Through:
A sorcerer, sometimes known as a sorceress if female, is a wielder of arcane magic that tapps into the Weave in ways bound only by their own willpower. Unlike most other arcane spellcasters, particularly the wizards they are often compared with, sorcerers have innate magical ability and are noted for their lack of study in obtaining such power. How they come by this power is not commonly known, though it is speculated that sorcerers' very flesh is, in some ways, touched by arcane power. Many sorcerers claim to be the descendants of dragons, a claim that is neither wholly false nor wholly true. It is evident that many sorcerers do indeed draw upon ancient dragon blood but others appear to draw their power from other sources, such as wild magic. Regardless of the origin in question, most sorcerers view their magic through a lens of emotion rather than logic, and they are not prone to specialization in the same way many wizards are. Sorcerers, in learning about their powers, often do so alone. This is because of the highly specialized nature of their magic, which is unique to each individual and is thus hard to teach and replicate. Sorcerers draw upon magic by pure instinct, and as such it is harder for a sorcerer to learn to control their powers from any outside sources. Sorcerers are rare in the world, though it is unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on. Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.Draconic Bloodline
Draconic bloodline sorcerers are those practitioners of the arcane arts who have some biological connection with dragons, either through their own relations or those of their forebears. Most of these sorcerers have some distant relative that forged a bargain with a dragon, or have a trace of draconic lineage. Yet others are considered among the minions that serve the mighty and magical beasts. Draconic sorcerers are generally distrusted in the north due to the northern kingdom's historically bad relationship with dragons. Any kind of dragon-worship is strictly forbidden, and although there are draconic sorcerers that have no reverence for their dragon-connections, people still consider them heretics. In the south no such distrust exists and many draconic sorcerers hold high positions of power due to their strong magical abilities. Depending on the variety of dragon to which they are linked, whether chromatic, metallic, or otherwise, these sorcerers possess a certain fortitude that is uncommon among their fellow practitioners. They hold an affinity for the specific element that is associated with that type of dragon, most often fire, cold, lightning, poison, or acid. They can readily protect themselves from that chosen element, and the spells they cast utilizing it are exceptionally potent. As they grow in power, draconic bloodline sorcerers begin to more resemble dragonkind. They gain the ability to grow draconic wings from their back and take upon themselves the terrifying aura of a dragon that instills fear in lesser beings. Draconic bloodline sorcerers often learn to speak, read, and write the language of dragons.Wild Magic
Wild mages are powerful sorcerers or specialist wizards who have received the ability to cast wild magic, a form of chaotic arcane magic noted for its erratic behavior and random effects. Wild mages draw their power from the entropic and raw power of the weave, which they gain through unusually potent exposure to arcane forces outside of mortal understanding. Wild magic is generally not well understood, neither in the north nor the south, and as such wild magic sorcerers are distrusted. Those wild magic sorcerers who cannot control their powers are usually killed or imprisoned in the north, while in the south they are often sent to academies to learn about the schools of magic to better become aligned with their powers. While all arcane spellcasters generally accept the fact that magic is a powerful and often unpredictable force, most believe that through the proper training and diligence it is something that one can learn to control. Most wild sorcerers, however, reject this precept, believing instead that controlling arcane magic is a futile goal that only limits one's potential to preconceived ideas of order. Instead, wild magic users tend to embrace the randomness of unrefined wild magic, channeling it through their bodies like an electrical current, rather than trying to contain or control it. In many cases, this gives wild sorcerers a degree of power uncommon to other mages. At other times, however, the forces with which these individual dabbles with backfire, a risk that all wild sorcerers have to accept as a natural consequence of playing with "fire".Divine Soul
Divine souls, sometimes called favored souls or invokers, are divine spellcasters who gain their power directly from a divine source, most often by being an avariel, an aasimar or with a bloodline relating back to an angel. Not all avariel or aasimar are divine soul sorcerers by class, but all have this power in their soul. Divine souls draw their powers from their innate connections to their divine ancestry. They use these powers to control the battlefield, smite foes from a distance, empower their allies, all of which makes them rather versatile. Of all the sorcerers the divine soul sorcerers are the most respected. In the north especially mages that harness powers of the gods can become spiritual and even military leaders due to their blessing, but they need also be wary of accusations of heresy lest they end up burned on a stake or with their head mounted on a pike. Most invokers are lonely, wandering souls, sometimes welcomed by the churches of their deity and sometimes rejected or misunderstood. Generally, invokers are outside of any church's hierarchy, instead serving their god directly as an emissary apart from their other agents who can act in ways that a cleric or paladin can not. Though sometimes distrusted for their lack of discipline, the truly devout recognize invokers for what they are—powerful manifestations of the divine. Invokers cast their prayers through an innate connection to their deity, rather than by study and ceremony. An invoker generally learn of their connection to the divine at an early age. Like other sorcerers, they often demonstrate their power unintentionally at first, eventually coming to understand it at a later age. Because of this process of self-discovery, dive souls rarely, if ever, relie on anyone else and gain comparatively less from cooperation than other divine agents.Shadow Magic
Shadow magic sorcerers draw their powers directly from the Shadowfell. Their connection with that plane or the dark entities that dwell within differ with each practitioner. Some claim lineage from a denizen of Shadowfell, while others may have directly been influenced by its malign energies by prolonged exposure. Whatever the origin of their connection, shadow magic sorcerers regularly manifest peculiar quirks of their behavior or character. Some individuals are entirely cold to the touch, while others rarely (if ever) bled or in some cases, blinked but once a tenday. A few particularly macabre sorcerers could not for the life of them remember there were inherent differences between the living and the dead. Shadow magic sorcerers are feared accross the continent, outright banned in the north and met with distrust in the south. It does not help that drow are usually the majority in all the races tthat tend towards shadow sorcerer abilities, and being a distrusted race overall, these sorcerers have garnered a downright horrible reputation. Shadow magic sorcerers do however have access to tremendous arcane powers. They feel quite comfortable in the darkness, armed with potent darkvision that extends outwards for 120 ft (37 m) and the ability to conjure darkness around them. By their nature, their existence is one that straddled both life and death simultaneously. As such, they recover more often from mortal wounds and are exceptionally difficult to truly kill.Feywild Sorcerer
You have been touched by the chaotic powers of the feywild, and imbued with magic by this connection. This influence may be the result of an ancient wood elven bloodline vested with magic, a stay in that sylvan realm, or perhaps you are the result of a union between a fey and a mortal. The fey magics flowing through your body grants you an otherworldly aspect, your enhanced emotions spilling out into the world around you. The presence of fey magic within a person may manifest itself in vibrant, multicoloured hair, different coloured — even multicoloured — eyes, or even silvery or glittery skin. Fey-touched may experience heightened or extreme emotions, and their emotions may also tend to change rapidly and without warning. The feywild sorcerer must not be confused with the druid, although from an outside view they might seem similar. The druids study and meditate to gain extreme control over themselves and their connection to nature, life and the feywilds, while the feywild sorcerer do not possess any such control. The feywild sorcerer is closer to the fey in their ability to simply go with the flow when it comes to using their magic, and they tend to be a bit ditzy, whimsical or chaotic in personality as well as powers. Homebrew: https://www.gmbinder.com/share/-MMPfDPmwzEiZ59lmlEN https://www.gmbinder.com/share/-M0aIr9qciTS_GxbuA0qAberrant Mind
Aberrant mind sorcerers are those arcane spellcasters that possess potent psionic abilities that originate from alien powers and entities far removed from the natural world of Gaea. Some of these sorcerers gain their powers from the planes beyond the Prime Material, such as the infinite expanse of the Astral Plane. Yet others are touched by otherworldly beings, like the mind flayers or the aboleths that dwell within the depths of the Underdark. Through their supernatural powers, aberrant mind sorcerers gain access to spells that manipulate the minds of others, such as mind sliver, calm emotions, and detect thoughts, along with others like arms of Hadar and Evard's black tentacles that draws upon powers from beyond. They also possess an inherent form of telepathy that allows for non-verbal communication with others for a limited time over the span of one or more miles. Aberrant mind sorcerers are the rarest, and the most misunderstood, of all the sorcerer origins. There are so few alive at a time that many do not even recognize that they exist. Aboleths, mind flayers and otherwordly beings from the Astral Plane are rare enough, and to receive such powers connected to these creatures, such that the aberrant mind possesses, is a mysterious and extremely rare occurense. As such, they are neither feared nor revered, apart from the usual that comes with being a mage. If people come to know the origins of these powers however, most, especially in the north, would probably name the aberrant mind as a heretic or worse.Elementalist
Your innate magic comes from the power of elemental air, fire, water or earth. Many with this power can trace their magic back to a near-death experience caused by one of the Elemental Rifts, which either them themselves experienced, or a ancestor lived through. Although it is rare, the elementalist's powers can be inherited, either from a parent or from a distant ancestor. Not all elementalist's powers come from the Rifts however, perhaps you were born during a howling gale so powerful that folk still tell stories of it, or you survived a raging fire that burned an entire city down, or perhaps your lineage might include the influence of potent earth elemental. Whatever the case, the magic of the elements permeates your being. The genasi of Primordia are often elementalist sorcerers due to their strong connection with genies. The same can be said for sirens, due to their ancestral origins in the elemental plane of water. How to create an Elementalist: http://dnd5e.wikidot.com/sorcerer:pyromancy http://dnd5e.wikidot.com/sorcerer:storm-sorcery Start by making Pyromancy the base, replace all mentions of element with the element (fire/water/earth/air) you want and call the subclass Elementalist Sorcerer 1. All elements: take "Wind Speaker" (lvl 1) from Storm Sorcery and replace "wind" with your element, the abilities are the same 2. All elements: replace "Fire in The Veins" (lvl6) from Pyromancy with "Heart of the Storm" (lvl6) from Storm Sorcerer and add your element. Call the ability "*Element* in The Veins" 3. All elements: take and modify "Storm Guide" (lvl 6) from Storm Sorcerer to fit your element and call it "Environmental Control": water: If it is raining, you can use a bonus action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. air: If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind. fire: As a bonus action you can make the temperature around you in a 20-foot sphere rise 5 degrees Celsius. You can end this effect as a bonus action. earth: As an action you can lean down and touch the earth and feel the presence of hidden enemies in a 20-foot radius. 4. Air and Water: "Tempestuous magic" from the Storm Sorcerer is for Air and Water, replace with your element if needed Fire and Earth: "Heart of Fire" / "Heart of Stone" from the Pyromancer is for Fire and Earth, replace with your element if neededCreating a Sorcerer
The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.Remove these ads. Join the Worldbuilders Guild




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