Sun Elf Sorcerers in The Ground | World Anvil
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Sun Elf Sorcerers

Sun Elf 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: Daggers
tools: None
saving throws: Charisma, Dexterity
skills: Choose two from Arcana, Deception, Insight, Intimidation, Perception, Performance and Pursuasion
starting equipment:
spellcasting:

You know four cantrips of your choice from the sun elf sorcerer spell list. You learn additional sun elf sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sun Elf Sorcerer table.

You know two 1st level spells of your choice from the sun elf sorcerer spell list.

The Spells Known column of the Sun Elf Sorcerer table shows when you learn more sun elf 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 sun elf sorcerer spells you know and replace it with another spell from the sun elf sorcerer spell list, which also must be of a level for which you have spell slots.

The Sun Elf Sorcerer table shows how many spell slots you have to cast your 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.  

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Charisma modifier

Spell attack modifier:

your proficiency bonus + your Charisma modifier

class features:

Level 1

Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

  Wild Magic Surge Table
d100Effectd100Effect
01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.55-56Your hair falls out but grows back within 24 hours.
07-08You cast fireball as a 3rd level spell centred on yourself.57-58For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10You cast magic missile as a 5th level spell.59-60You regain your lowest level expended spell slot.
11-12Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.61-62For the next minute, you must shout when you speak.
13-14You cast confusion centred on yourself.63-64You cast fog cloud centred on yourself.
15-16For the next minute, you regain 5 hit points at the start of each of your turns.65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.67-68You are frightened by the nearest creature until the end of your next turn.
19-20You cast grease centred on yourself.69-70Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.71-72You gain resistance to all damage for the next minute.
23-24Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.75-76You glow with bright light in a 30 foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.77-78You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.81-82You can take one additional action immediately.
33-34Maximize the damage of the next damaging spell you cast within the next minute.83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.85-86You cast mirror image.
37-381d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.87-88You cast fly on a random creature within 60 feet of you.
39-40You regain 2d10 hit points.89-90You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.91-92If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.93-94Your size increases by one size category for the next minute.
45-46You cast levitate on yourself.95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.97-98You are surrounded by faint, ethereal music for the next minute.
49-50You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.99-00You regain all expended sorcery points.
 

Level 2

Sorcery Points

You have 2 sorcery points. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can create spell slots no higher in level than 5th. You learn other ways to use your sorcery points as you reach higher levels.

 
Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7
 

Invoke Duplicity

You can create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

subclass options:

Level 3

You have 2 class points.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Psychic Defence

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

 

Tides of Chaos

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

 

Cutting Words

You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll a d6 and subtract the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

 

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 Intelligence 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 Intelligence modifier (minimum of one). You must use the new rolls.

 

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).

 

Level 6

You gain 1 class point.

 

Optional Abilities

Read Thoughts

You can read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

You must finish a short or long rest to use this ability again.

 

Level 10

You gain 1 class point.

 

Heated Body

A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d10 fire damage.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Blindsense

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

 

Solar Strike

When you are wielding a weapon and in the sunlight, you cause additional damage equal to you Wisdom modifier on a hit. The damage is radiant.

 

Level 17

You gain 1 class point.

 

Corona of Light

You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

 

Improved Duplicity

You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Timeless Body

The primal magic that you wield causes you to age more slowly. For every 10 long moons that pass, your body ages only 1 long moon.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Sorcerous Restoration

You regain 4 expended sorcery points whenever you finish a short rest.

 

Optional Abilities

Searing Burst

As an action, you can expend 6 sorcery points to emit magical, solar energy. Each creature of your choice in a 10-foot radius must make a Dexterity saving throw, taking 4d6 fire damage plus 4d6 radiant damage on a failed save, or half as much damage on a successful one.

If you have less than half of your maximum hit points remaining, creatures who make a Dexterity saving throw as a result of this feature must do so with disadvantage.

 

Sun Elf Sorcerer Table

LevelClass PointsAbilitiesOptional AbilitiesSorcery PointsCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
10Spellcasting, Wild Magic Surge---0422------------------------
20Sorcery Points, Invoke Duplicity---2433------------------------
32---Psychic Defense, Tides of Chaos, Cutting Words, Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell34442---------------------
42Ability Score Improvement---45543---------------------
52------556432------------------
63---Read Thoughts657433------------------
73------7584331---------------
83Ability Score Improvement---8594332---------------
93------951043331------------
104---Heated Body1061143332------------
114------11612433321---------
124Ability Score Improvement---12612433321---------
134------136134333211------
145---Blindsense, Solar Strike146134333211------
155------1561443332111---
165Ability Score Improvement---1661443332111---
176---Corona of Light, Improved Duplicity17615433321111
187---Timeless Body18615433331111
197Ability Score Improvement---19615433332111
208---Sorcerous Restoration, Searing Burst20615433332211

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