Sorcerer in Galir | World Anvil
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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. 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 Inner Planes or the maddening chaos of Limbo, 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.  

Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier  

Proficiencies

Armor: None
Weapons: Daggers, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers
 

Font of Magic

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

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer Table.  

Sorcery Points

You have 4 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Table. You can never have more sorcery points than shown on the table for your level.   At higher levels you gain access to more powerful and taxing magics. The following table details at what level you gain access to these spells, and the sorcery points needed to cast them:
Sorcerer Level Spell Level Sorcery Point Cost
1st 1st 2
3rd 2nd 3
5th 3rd 5
7th 4th 6
9th 5th 8
When you finish a short rest, you can recover a portion of your sorcery points equal to your sorcerer level. Once you regain sorcery points in this way, you must finish a long rest before you are able to do so again.   You regain all spent sorcery points when you finish a long rest.  

High Sorcery

Casting spells of 6th level and above is a remarkable feat that few sorcerers achieve. Such magic is especially draining to cast and comes from a deeper source of power that is less easily replenished.   You can cast High Sorcery spells once, and you gain more as you reach higher levels, as shown in the Sorcerer Table.   You regain all spent High Sorcery slots when you finish a long rest.  

Spells Known

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 sorcery points. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   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, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus

As a conduit of raw arcane power, you do not require a spellcasting focus to produce magic. However, this power is often erratic and sorcerers who live long enough to gain an understanding and control of their abilities will often seek out a focus to help channel their innate magic, usually a crystal that can be worn as a necklace or embedded in a ring.

Class Features

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power.   Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.   Divine Soul
Draconic Bloodline
Shadow Magic
Storm Magic
Wild Magic  

Origin Spells

Each sorcerous origin has a list of spells that you gain at the sorcerer levels noted in the origin's description. Origin spells don’t count against your number of spells known.   If you have an origin spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.  

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You gain another one at 10th and 17th level.   You can use only 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.
  • 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.

Elemental 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, thunder.

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.
  • 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.

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, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

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.   Alternatively, you can choose to gain a single feat of your choice.  

Sorcerer Supreme

At 20th level, you can now use two different metamagic options on a single spell (3 if using empowered spell).   Additionally, you can choose a single metamagic option. Using this option now costs one fewer sorcery points.  

Sorcerer Class Table

Level Prof. Bonus Features Cantrips Known Spells Known Sorcery Points Sorcery Point Level 6th 7th 8th 9th
1st +2 Font of Magic, Sorcerous Origin 4 2 4 1st
2nd +2 - 4 3 8 1st
3rd +2 Metamagic (3) 4 4 17 2nd
4th +2 Ability Score Improvement 4 5 21 2nd
5th +3 - 5 6 32 3rd
6th +3 Sorcerous Origin Feature 5 7 38 3rd
7th +3 - 5 8 45 4th
8th +3 Ability Score Improvement 5 9 52 4th
9th +4 - 5 10 67 5th
10th +4 Metamagic (4) 6 11 76 5th
11th +4 - 6 12 77 5th 1 - - -
12th +4 Ability Score Improvement 6 13 78 5th 1 - - -
13th +5 - 6 14 79 5th 1 1 - -
14th +5 Sorcerous Origin Feature 6 15 80 5th 1 1 - -
15th +5 - 6 16 81 5th 1 1 1 -
16th +5 Ability Score Improvement 6 17 82 5th 1 1 1 -
17th +6 Metamagic (5) 6 18 83 5th 1 1 1 1
18th +6 Sorcerous Origin Feature 6 19 92 5th 1 1 1 1
19th +6 Ability Score Improvement 6 20 93 5th 2 1 1 1
20th +6 Sorcerer Supreme 6 20 94 5th 2 2 1 1

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