My Documents
Become a Patron!
Sorcerer Rework
\pagebreak # 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. ## Raw Magic 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 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. ## Unexplained Powers Sorcerers are rare in the world, and it's 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. \columnbreak
## Creating 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.
\pagebreakNum
##### The Sorcerer | Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | — | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | 5 | — | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | 7 | Weave magic feature | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | 9 | — | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | 11 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | 13 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | 15 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | 20 | Archsorcerer | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
#### Quick Build You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the *light*, *prestidigitation*, *ray of frost*, and *shocking grasp* cantrips, along with the 1st-level spells *shield* and *magic missile*. ## Class Features As a sorcerer, you gain the following class features. #### Hit Points **Hit Dice:** 1d6 per sorcerer level
**Hit Points at 1st Level:** 6 + your Constitution modifier
**Hit Points at Higher Levels:** 6 + your Constitution modifier per sorcerer level after 1st \columnbreak #### Proficiencies **Armor:** None
**Weapons:** Daggers, darts, 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 \pagebreakNum ### Spellcasting 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 chapter 10 for the general rules of spellcasting and chapter 11 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 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 or 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 (found in chapter 5 of the *Player's Handbook*) as a spellcasting focus for your sorcerer spells. ### Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power: *Draconic Bloodline*, *Wild Magic*, *Divine Soul*, *Storm Sorcery*, *Shadow Magic*, *Phoenix Bloodline*, *Sea Sorcery*, *Stone Sorcery*, some of which are detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. \columnbreak #### Origin Spells Each sorcerous origin has a list of spells that you gain at the sorcerer levels noted in the description. These spells don't count against the number of spells that you know and can't be replaced with other spells from the sorcerer spell list when you gain a level in this class. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. #### Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. #### Sorcery Points You have 2 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. You regain all spent sorcery points when you finish a long rest. ## During a short rest a Sorcerer recovers Spell Points equal to his/her Sorcerer level divided by three(3), plus one (1).
**Spell points recovered** = ( Sorcerer level x 1/3 ) +1
#### 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. The Creating Spell Slots table shows the cost of creating/converting a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a **short** or long rest.
##### Creating/Converting Spell Slots | Spell Slots Level | Sorcery Point Cost | |:---:|:---:| | 1st | 1 | | 2nd | 2 | | 3rd | 3 | | 4th | 4 | | 5th | 5 |
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. ### 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. \pagebreakNum ### Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 10th level and 17th level. Also at 10th and 17th level, you can choose one of the Metamagic options you know and replace it with another. 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 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). ### Weave Magic At 7th Level the Sorcerer has begun to understand the source of their power - the Weave. Once per day you use your force of will and throw their essence into the weave seeking power. Doing so allows the Sorcerer to attain a new spell. The Sorcerer must make a Weave Dive charisma check which is equal to 10+spell level of the spell you are trying to add to your **Weave Spell Slots**. In order to use this feature the Sorcerer needs 10 minutes (ritual) per spell level they is trying to attain. A level one spell requires one hour, spell level two, two hours and so on. You may forgo this limitation by using a full round action in a moment of need - doing so gives you the restrained condition and a level of exhaustion regardless of success or failure.
**Weave Dive charisma check** = 10 + spell level
**Weave Spell Slots**. You can attain a new Weave Spell Slot equal to your Sorcerer level divided by four (4) as seen in the table below:
**Weave Spell Slots** = Sorcerer level x 1/4
##### Weave Spell Slots | Sorcerer | Weave Slots | Random dice| |:---:|:---:|:---:| | 4th | 1 | 1 | | 8th | 2 | d4/2 | | 12th | 3 | d6/2 | | 16th | 4 | d8/2 | | 20th | 5 | d10/2 |
The spell you are trying to acquire is based on the **Sorcerer's** Spell casting ability only i.e., it is not sufficient for you to just have available spell slots. For instance, if the Sorcerer has access to level four (4) spells but actually has level five spell slots available (from multiclassing) then your character may Weave Dive to acquire spells from levels one to four. Choose a spell of equal level from the Wizard and/or Sorcerer spell list.
**If successful:** * The spell slot of equivalent level is consumed. * You may choose to cast the spell as part of your action. * Add the new spell to your pool of Weave Spells. * You may have a maximum of five (5) Weave Spells. * Once your Weave Spells Slots are filled, then any new Weave Spells that you acquire, through a Weave Dive, will randomly replace a Weave Spell Slot you currently have. Roll the respective Random dice to replace a Weave Spell that you already know (See table above).
**If unsuccessful (failure):** * This is known as a Weave Backlash * You temporarily lose 1D4 Charisma. * You gain a level of exhaustion. * These effects are cumulative and can be recovered after taking a long rest. ### Arch-Sorcerer You may combine any number of metamagics to a spell being cast. \pagebreakNum ## Sorcerous Origins
### Shadow Magic You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character. ##### Shadow Sorcerer Quirks ##### Weave Spell Slots | d6 | Quirk | |:---:|:---:| | 1 | You are always icy cold to the touch. | | 2 | When you are asleep, you don’t appear to breathe (though you must still breathe to survive). | | 3 | You don’t seem to bleed, even when badly injured. | | 4 | Your heart beats once per minute. This event sometimes surprises you. | | 5 | You have trouble remembering that living creatures and corpses should be treated differently. | | 6 | You blinked. Once. Last week. | ##### Shadow Magic Origin Spells | Sorcerer | Weave Slots | |:---:|:---:| | 1st | _Cause fear_ | | 3rd | _Blindness/Deafness_ | | 5th | _Bestow Curse_ | | 7th | _Evard's Black Tentacles_ | | 9th | _Negative energy flood_ | #### Eyes of the Dark Starting at lst level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you can cast the darkness spell by spending 2 sorcery points. If you cast it with sorcery points, you can see through the darkness created by the spell. #### Strength of the Grave Beginning at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest. #### Hound of Ill Omen At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. \columnbreak
The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes: * The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. * It appears with a number of temporary hit points equal to half your sorcerer level. * It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. * At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound. The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. #### Shadow Walk At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. #### Umbral Form Beginning at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. \pagebreakNum
### Sea Sorcery The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power. Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea. #### Soul of the Sea At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. In addition, you ignore any of the drawbacks caused by a deep, underwater environment, and you gain Darkvision to a range of 60 feet when completely submerged. If you already have darkvision from your race, its range increases by 30 feet in this circumstance. | Sorcerer Level | Spells | |:---:|:---:| | 1st | _Fog cloud_ | | 3rd | _Misty step_ | | 5th | _Tidal wave_ | | 7th | _Control water_ | | 9th | _Conjure Elemental_ | #### Curse of the Sea When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. When you hit a creature with a Spell attack or when a creature fails a saving throw against your Spells, you can curse the target until the end of your next turn or until you curse a different creature with this feature. Once per turn when you cast a Sorcerer spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies): * **Cold Damage**. The chill of the depths engulfs the creature, sapping its agility. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater. * **Lightning/Thunder Damage**. The target is magically soaked to their core, distant waters guiding electricity further through them. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier. * **Forced Movement**. A figment of the ocean's inexorable tides shoves the creature further from its path. If the target is moved by your spell, increase the distance it is moved by 15 feet. If the target is affected by Tidal Wave or another water-based spell which doesn't incur forced movement (at the DM's discretion), it is moved 15 feet in the direction of the spell's force. \columnbreak
#### Watery Defense At 6th level, you gain resistance to fire damage. You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest, unless you spend 5 sorcery points using a bonus action to replenish it. #### Shifting Form Starting at 14th level, you gain the ability to enter a liquid state while moving. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there. If you move through a creature's space, you can spend 1 sorcery point using your bonus action to curse it, as if you had successfully affected it with a Spell. On your turn, you can move through any space that is at least 3 inches 1 inch in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement. #### Watery Soul Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits: * You no longer need to eat, drink, or sleep breathe. * A critical hit against you becomes a normal hit. * You have resistance to bludgeoning, piercing, and slashing damage. * You may affect more than one creature at a time with your Curse of the Sea. When using your Shifting Form feature, you may spend 1 sorcery point for each additional creature you move through the space of to curse it. Each curse lasts until invoked or until the end of your next turn as normal, and you can choose whether to invoke the curse for each creature separately. \pagebreakNum ## Credit This rework draws large input from multiple sources and communities. ## Image Credits All images were taken randomly from the internet, in order of appearance: 1. Art 1 https://i.pinimg.com/736x/69/7a/03/697a03bccc4f8646275b5fa2365728d4.jpg 2. Art 2 https://i.pinimg.com/736x/5e/fc/bc/5efcbc84866a29e43401ec73686cbcd7--ice-queen-female-warriors.jpg 3. Art 3 http://vignette2.wikia.nocookie.net/coa/images/9/94/Hadrhune-1-.jpg 4. Art 4 https://i.pinimg.com/736x/ec/83/cd/ec83cd9e9679d4cfdb5643963aa903ea--water-wizard-water-mage.jpg