Rare and capable of arising in any bloodline, sorcerers represent the unpredictable effects that the mighty forces of Iroa can have on mortals caught in their wake. Most sorcerers arise due to either the environmental effects of a Locus region on the mother or due to a curse or blessing on their family bloodline, but exposure to any great supernatural event might suffice, such as the mother or the child coming into contact with a god or powerful monster.
Errata
TCoE lists the following changes to the Sorcerer.
Additional Sorcerer Spells are allowed. Note that you do not automatically know these; they are simply added to the Sorcerer spell list.
Metamagic Options simply expand the list of metamagic you can pick from, and are allowed.
Sorcerous Versatility just expands retraining options, and is allowed.
Magical Guidance is not granted. This feature steps way too much on the Wild Magic sorcerer's Tides of Chaos ability to grant it to all sorcerers.
Sorcerer Changes
The following significant changes are made to the class and each of its subclasses.
Hit Dice
The Sorcerer's Hit Die is d8, and its Hit Points at level up are 5 + Con mod.
Proficiencies
The Sorcerer is proficient in all simple weapons.
Spellcasting
Sorcerers gain one bonus spell slot per day at each spell level they have access to. If you multiclass, this only applies to spell levels you would have access to from your sorcerer levels alone.
Font of Magic
Font of Magic is severed from Flexible Casting, and is still at 2nd level.
You have sorcery points equal to your Constitution modifier plus your Sorcerer level (minimum 1). You regain all sorcery points after a short rest.
When applying metamagic, or using another class or subclass feature that requires sorcery points, you can sacrifice one or more spell slots and apply their total spell levels toward the cost of the ability to reduce the sorcery points required. This does not require a bonus action unto itself, and is simply part of the action which you are powering in this way.
Metamagic
At 2nd level, instead of 3rd level, you learn two metamagic options, from the list given across the PHB and TCoE.
You learn one more metamagic option at each of levels 5, 9, 13, and 17.
Flexible Casting
Flexible Casting is severed from Font of Magic and no longer interacts with sorcery points at all, and is now gained at 3rd level.
You can simply form spell slots out of other spell slots. As a bonus action, you can sacrifice up to half your sorcerer level (rounded up) in spell levels of spell slots, thereby forming any combination of spell slots of the same total levels as the sacrificed slots. For example, a 9th level sorcerer could give up a 4th level and 1st level slot to form a 3rd level and 2nd level slot.
You cannot create a slot higher than you can cast in this way. You can create slots of 6th level or higher in this way, in contradiction of the PHB, but only once per day per spell level.
Sorcerous Wellspring
The Sorcerous Restoration ability of the published sorcerer is deleted.
At 20th level, power wells up from within you without limit. You get 2 temporary sorcery points at the start of your turn every round, which are spent first before the points in your pool. These temporary sorcery points go away at the start of your next turn if unspent before then.
Subclasses
Basically all of the bloodlines see changes in this campaign. In particular, every pre-existing sorcerer type gains bonus spells like the new sorcerer subtypes from TCoE. Every sorcerer subclass is updated with the resultant changes.
Also note that while the "default" flavor for the origin of sorcerous power is as listed with each of the types below, this doesn't have to be true of your sorcerer. Perhaps your power comes from the tattoos you bear, or changes wrought by exposure to some powerful magical event or location, or even from being raised by a magical beast in the wilderness and taking on some of the nature of your adoptive parent!
The Giant Heir is also added as a subclass you can choose.
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