Sorcerer Profession in Novence Eternal | World Anvil

Sorcerer

Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 100
Feat Slots: 5

Proficiencies

Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools: None
Saving Throws: CON, CHA
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Abilities

Ultimate Ability: Arcana Storm

Rarity: Rare | UP: 70 | ZP: 1 | ZL: 0 | Cost: 3 TP
Fire a beam of pure mana at a target, dealing 20d10 electric damage. The target gains Silenced (III) (2) and Brittle (III) 10d10 (2).

Spellcasting (Sorcerer)

Level 1 | CC: Sorcerer | Rarity: Uncommon | Cost: 10 TP
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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
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.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
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 spell slots. 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
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

Draconic Bloodline: Dragon Ancestor

Level 1 | REQ: Sorcerer, or Background | Rarity: Uncommon | Cost: 0 TP
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. Consult the Draconic Ancestry table in the character creation chart for Dragonborn.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
You may only pick up this ability if you are a Sorcerer, or if your race is Dragonborn or Half-Dragonborn.

Draconic Bloodline: Draconic Resilience

Level 1 | REQ: Draconic Bloodline: Dragon Ancestor | Rarity: Uncommon | Cost: 0 TP
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, you gain 3 PC.

Font of Magic

Level 2 | REQ: Spellcasting | CC: Sorcerer | Rarity: Rare | Cost: 8 TP
Sorcery Points
You have a number of sorcery points equivalent to your Sorcerer level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. A 1st-level spell costs 2 points, a 2nd-level costs 3, 3rd-level costs 5, 4th-level costs 6, and 5th-level costs 7. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Metamagic

Level 3 | REQ: Spellcasting | Rarity: Legendary | Cost: 10 TP
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two 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.
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 at least 1 action, you can spend 2 sorcery points to reduce the casting time by 1 action for this casting. If the spell has a casting time of 1 action, it reduces to a bonus action.
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.

Class Feat Slot I

Level 4 | CC: Sorcerer

Draconic Bloodline: Elemental Affinity

Level 6 | CC: Sorcerer | REQ: Spellcasting | Rarity: Legendary | Cost: 8 TP
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to each die roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Class Feat Slot II

Level 8 | CC: Sorcerer

Class Feat Slot III

Level 12 | CC: Sorcerer

Draconic Bloodline: Dragon Wings

Level 14 | REQ: Draconic Bloodline: Dragon Ancestor | Rarity: Rare | Cost: 5 TP
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Class Feat Slot IV

Level 16 | CC: Sorcerer

Draconic Bloodline: Draconic Presence

Level 18 | CC: Sorcerer | REQ: Draconic Bloodline: Dragon Ancestor | Rarity: Rare | Cost: 5 TP
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute (6 rounds) or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be afflicted with Charmed (V) (if you chose awe) or Frightened (V) (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Class Feat Slot V

Level 19 | CC: Sorcerer

Sorcerous Restoration

Level 20 | REQ: Font of Magic | Rarity: Rare | Cost: 5 TP
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest, and you regain 1d2 sorcery points whenever you Meditate.


Subclasses

Sorcerous Origin: Divine Soul

Sometimes the spark of magtic 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, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Soul: Divine Magic

Level 1 | CC: Sorcerer (Divine Soul) | Rarity: Legendary | Cost: 0 TP
Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
  • Good: Cure Wounds
  • Evil: Inflict Wounds
  • Law: Bless
  • Chaos: Bane
  • Neutrality: Protection from Evil and Good

Divine Soul: Favored by the Gods

Level 1 | CC: Sorcerer (Divine Soul) | Rarity: Legendary | Cost: 2 TP
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
When you make the Meditate action, roll a d6-- on a 6, you replenish this ability if it has already been expended. You also replenish this ability when you finish a short or long rest.

Divine Soul: Empowered Healing

Level 6 | Rarity: Exotic | Cost: 4 TP
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores and rolls below the average value, you can spend 1 sorcery point to change the roll to the average value instead, provided you aren't incapacitated. You can use this feature only once per turn.

Divine Soul: Angelic Form

Level 14 | CC: Sorcerer (Divine Soul) | Rarity: Exotic | Cost: 4 TP
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed equivalent to 1.5x your DEX rolls. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality (alternatively, whatever kind of wings fits the lore of your ancestry).

Divine Soul: Unearthly Recovery

Level 18 | Rarity: Legendary | Cost: 3 TP
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.


Sorcerous Origin: Riftblood

Long ago, your ancestors partook in the blood of a Riftling-- a cryptid that dwells the Rift. The Rift is the space between realms-- the vast inky fog that separates the terrestrial realm from the spirit realm, and the other major realms. All minor realms, from as small as a Bag of Holding to as large as the Endless Bazaar, are carved from the Rift. The power of the Riftlings-- that of traversing and manipulating the Rift, has manifested in your blood in the form of a brand-like birthmark on your left hand, along with giving you the innate ability to access the arcane arts.

Riftblood: Ink of the Rift

Level 1 | CC: Sorcerer (Riftblood) | Rarity: Exotic | Cost: 0 TP
Your ability to navigate the Rift draws upon a resource known as Riftink-- a substance secreted by Riftlings that pulls at the fabric of the Rift. When you cast a teleportation spell, you may forgo the spell slot cost and instead spend an amount of Riftink equivalent to the spell's level. Doing so causes the spell to be an instant cast. You have an amount of Riftink whose maximum is equivalent to your Sorcerer level, which replenishes every long rest.

Riftblood: Enbu

Level 1 | REQ: Riftblood: Ink of the Rift | Rarity: Legendary | Cost: 4 TP
Your deftness with your Riftblood abilities allows you to 'waltz' along the battlefield using short-range teleportation, taking advantage of foes' blindspots and weak points. Beginning at the 1st level, when using this ability, you spend 1 Riftink to make a Perception roll and scan the battlefield. On a success, you find a place to flank the enemy, dealing an additional damage die when landing a blow against them. This die begins at 1d8, and increases by an additional 1d8 as you level up: 6th Level (2d8), 12th Level (3d8), and 18th Level (4d8). When KO’ing an enemy with Enbu, you can teleport once more, and return to the spot you originally teleported from. Creative use of your teleportation and the environment can potentially yield even more bonus damage.

Riftblood: The Space Between

Level 6 | REQ: Riftblood: Ink of the Rift | Rarity: Exotic | Cost: 5 TP
As your understanding of your innate ability deepens, you learn how to access the Rift for more than just momentary teleportation. You have carved out a small pocket within the Rift for yourself known as a Nest-- a spherical pocket dimension whose diameter is equivalent to 10ft * your Sorcerer level. You may spend 5 Riftink to open a tear in reality for 1 minute, whose diameter is equivalent to 1 ft * your Sorcerer level. You may transport objects or creatures that weigh no more than 1000 lbs into your Nest.
While in your Nest, you may as a free action spend Riftink to open a tear in reality for 1 minute to any location you have previously visited and can clearly envision, or any location in direct line of sight of your last location in a realm outside your Nest. Note that the amount of Riftink spent depends on the distance from your last location to your destination (5 Riftink minimum, increasing by 1 for every additional 50 miles above the first). Whenever you travel using your Nest, you always have a chance of running into a Hollow-- a minor realm carved from the Rift, either naturally occurring or made by something. The chance of running into a Hollow increases the further you travel in a single tear, and further still if you travel between major realms. However, Hollows can also be used to extend the distance you travel in a single trip through the Rift.

Riftblood: Redirection

Level 14 | REQ: Riftblood: Ink of the Rift | Rarity: Exotic | Cost: 4 TP
As your prowess with your innate ability grows, you've learned how to use your teleportation to avoid attacks. When you use the Dodge action, you can spend 4 Riftink and use your teleportation to phase through the first melee attack against you this round. When you use the Guard action, you can spend 4 Riftink and open minor tears in reality to redirect the first ranged attack against you this round back at the your assailant, hitting them for half damage.

Riftblood: Opportunistic Enbu

Level 14 | REQ: Riftblood: Enbu | Rarity: Legendary | Cost: 4 TP
When you KO an enemy with Enbu, you can use your bonus teleport to instead immediately use Enbu as a free action on another target.

Riftblood: Spacetime Tailor

Level 18 | REQ: Riftblood: The Space Between | Rarity: Exotic | Cost: 3 TP
You can now spend 1 Riftink to instantly close one of your tears in reality at will, instead of waiting for it to expire after 1 minute. Doing so leaves behind a patch of warped spacetime, as well as some residual Riftink.


Sorcerous Origin: Starwalker

Centuries ago, a group of esoteric astrologers dared to seek the stars for information to direct their lives. Observing the movements in the heaven above, they scryed a message from their god, Astraeus-- a god of cosmos, stars, and fate, whose power ruled over the storms at the edge of Lysi's oceans. Through interpreting these star signals, they believed that their god-- and Lysi itself-- was fractured across realms; and that through reunifying their god, they would reunify the lands of Lysi and enter the promised land beyond the storms. These astrologers would scour the lands and traverse through the Rift in search of the pieces of their god, and would indeed come across a part of him-- an Ayternia. Exposure to this Ayternia however had proved to be too much for their minds to handle; and those who survived would have their very souls irrevocably altered. The power to call upon the latent power of Astraeus to one's side now manifests within the inheritors of the survivors' bloodlines, appearing as a black hole's accretion disk around the pupil of their eye. These descendants have also been granted the innate ability to access the arcane arts.

Starwalker: Ethereal Knowledge

Level 1 | CC: Sorcerer (Starwalker) | Rarity: Exotic | Cost: 5 TP
With the near omniscient knowledge of the stars above, those around you can succeed at the tasks they set out to do with ease. Beginning at 1st level, once per round after a creature within 5 feet of you makes an ability or skill check, the natural d20 roll value can instead be replaced by your CHA modifier. Out of combat, you may do this once every 10 minutes.

Starwalker: Prognostication

Level 1 | CC: Sorcerer (Starwalker) | Rarity: Exotic | Cost: 5 TP
At 1st level, at the start of each session or at the first Edesday that passes ingame, roll nine d20s and record the numbers rolled. Once per long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these rolls. You may also choose to roll nine new d20s at any time in place of the above events at the cost of accruing three stacks of Injury.

You may only have nine numbers recorded at maximum. If you would record a new number whilst having the maximum amount, you may choose to replace a number you have currently recorded with it or discard the new number.

Starwalker: Constellate

Level 6 | CC: Sorcerer (Starwalker) | Rarity: Mythic | Cost: 6 TP
Like stars in a constellation, the imaginary threads that link Resonants together can be pulled to Sig's advantage. Once per long rest, you may swap to another of your Resonant partner instantly.

As an ability action, Sig may also bless himself or an ally with 1 charge of Constellation (1 a buff that allows the target to instantly swap to another of their Resonant partners once the buff expires. When a creature with charges of Constellation takes damage, the damage is considered Soulbound.

Starwalker: Thrymmotic Undoing

Level 14 | CC: Sorcerer (Starwalker) | Rarity: Mythic | Cost: 7 TP
Beginning at 14th level, at the cost of two ability actions, you may reset the condition of an ally to what it was 1 round ago, inflicting 1d4 stacks of TDEG on the ally in exchange.

Starwalker: כוכב בוקר

Level 18 | CC: Sorcerer (Starwalker) | Rarity: Mythic | Cost: 7 TP
May the brightest star of all guide those beneath it towards an impeccable future. At 18th Level, once per long rest you may forgo your turn bestow an ally with an extra turn to be used anywhere before the current round ends provided you had not performed any other actions aside from your movement action.

Sorcerous Origin: Osceala Heritage

You come from a proud lineage of the Osceala House-- one of the most famous houses in the history of the Covenant. Ever since the rule of Corym Osceala as Gardener millennia ago, the Osceala lineage has been famed for their innate magical prowess. Such powers take form in the unique ability of the Osceala line-- that of Etherocrystallization. By condensing residual mana released by various spells, highly potent formations of crystallized mana can be created and used to further empower spell usage.

Osceala Heritage: Etherocrystallization

Level 1 | CC: Sorcerer (Osceala Heritage) | Rarity: Exotic | Cost: 5 TP
By focusing on the residual mana released by spellcasting, you can generate crystals of pure mana known as Ethercrystals. Whenever any creature within 120ft of you casts a spell, you can as a free action create a mana crystal at their location at a 1d2 chance. The mana crystal has an inherent Potency buff with tier equivalent to half the level of the spell that spawned it (rounded up). Mana crystals have 10 HP and last up to 3 rounds before dissipating. Upon being destroyed, mana crystals deal 2*(Potency)d10 Etheric damage to all enemies in a 15ft radius of them, and heal allies for (Potency)d10 HP in the same radius. Allies can spend an ability action to absorb a mana crystal by touching it, restoring a spell slot of equivalent potency, or increasing the level their next spell is cast at for free by an amount equivalent to the potency of the crystal.

Osceala Heritage: Applied Etherology

Level 1 | CC: Sorcerer (Osceala Heritage) | Rarity: Legendary | Cost: 3 TP
For each level of the Smart feat you have, the potency of all mana crystals generated increases by 1.

Osceala Heritage: Scrollworker

Level 6 | CC: Sorcerer (Osceala Heritage) | Rarity: Legendary | Cost: 3 TP
You may directly learn spells that you find on spell scrolls, consuming the scroll in the process. You can also transform a spell scroll or certain other magical items into a mana crystal, with a potency dependent on the level of the spell or the type of item consumed.

Osceala Heritage: Lineage of Sorcery

Level 14 | CC: Sorcerer (Osceala Heritage) | Rarity: Mythic | Cost: 4 TP
Whenever any Mana Crystal is destroyed, you gain a number of sorcery points equivalent to 1d(Potency), up to a maximum of 1d4. In addition, all of your spells are always under the effects of Careful Spell and Subtle Spell.

Osceala Heritage: Greater Metamagic

Level 18 | CC: Sorcerer (Osceala Heritage) | Rarity: Sanctified | Cost: 9 TP
Your innate affinity with magic grants you an unparalleled level of control over your spells. You gain all available metamagic options, and can use up to two metamagic options on a spell at once by default.

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