Revised Sorcerer

by Joakker

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Revised Sorcerer

Unlike their magical peers, sorcerers didn't ask to become spellcasters. Be it an event in their past, a magical ancestor, or simply a fortuitous encounter, this power was granted to you, and you shall develop it wherever it may lead.

Sorcerers channel their magic through intuition, rather than scholarly training or faith. Every spell a sorcerer knows, they know by heart, sometimes to such an extent that they can manipulate it in ways no other caster can.

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: 1d6 (or 4) + your Constitution modifier

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
The Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known Sorcery Points Maximum Spell Level
1st +2 Sorcery, Sorcerous Origin 4 2 5 1st
2nd +2 Sorcerous Recovery 4 3 10 1st
3rd +2 Metamagic 4 4 15 2nd
4th +2 Ability Score Improvement 4 5 20 2nd
5th +3 5 6 25 3rd
6th +3 Sorcerous Origin Feature 5 7 30 3rd
7th +3 5 8 35 4th
8th +3 Ability Score Improvement 5 9 40 4th
9th +4 5 10 45 5th
10th +4 6 11 50 5th
11th +4 Surge of Magic (6th) 6 12 55 5th
12th +4 Ability Score Improvement 6 12 60 5th
13th +5 Surge of Magic (7th) 6 12 65 5th
14th +5 Sorcerous Origin Feature 6 12 70 5th
15th +5 Surge of Magic (8th) 6 12 75 5th
16th +5 Ability Score Improvement 6 12 80 5th
17th +6 Surge of Magic (9th) 6 12 85 5th
18th +6 Sorcerous Origin Feature 6 12 90 5th
19th +6 Ability Score Improvement 6 12 95 5th
20th +6 6 12 100 5th

Sorcery

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.

This class feature counts as Spellcasting for the purposes of feats or other abilities that require that feature.

Cantrips

At 1st Level, you know four Cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 4th Level and another at 10th level.

Sorcery Points

The amount of magical power you hold at any one time is represented by your pool of Sorcery Points. The maximum amount of Sorcery Points is detailed in the Sorcery Points column of The Sorcerer table. You expend an amount of Sorcery Points detailed below to cast each spell of 1st level or higher.

Spell Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

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. 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 as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

Choose a Sorcerous Origin, which describes the source of your innate magical power. Sorcerous Origins are described at the end of this class.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. In addition, each Origin gives you a list of additional spells you automatically know when you reach the appropriate level. These spells do not count against your total number of spells known.

Sorcerous Recovery

At 2nd level, you learn to use your sorcery to cure your own wounds. Once between short rests, you can expend any number of Sorcery Points (but not more than your Charisma mdifier), to roll that many d6 and regain Hit Points equal to the result.

Metamagic

At 3rd level, you get the ability to twist spells t suit your needs. You gain two Metamagic options of your choice. You gain another one at 10th and 17th level. Metamagic options are detailed at the end of this class.

You can only use one Metamagic option on a spell when you cast it, unless otherwise noted.

Ability Score Improvement

When you reach 4th levei, and again at 8th, 12th, 16th, and 19th levei, you can increase one ability score of your choice by 2, ar 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.

Surge of Magic

Sorcerers lack the proper training to use higher level spells, the maximum spell level you can employ is 5th, however, at 11th level, you can try to push your limits beyond your normal capabilities. Choose a single 6th level spell from the Sorcerer Spell List to learn. It doesn't count against the number of Sorcerer Spells you know. In additi-

on, once between long rests, you can cast that spell at it's lowest level, which doesn't expend any Sorcery Points.

At 13th, 15th and 17th level, you can choose a single 7th, 8th and 9th level spell, respectively, to add to your list of known spells, and can cast each at it's lowest level using this same feature.

Sorcerous Origins

Draconic Bloodline

You can trace your bloodline to the ancient dragons. Maybe you're the first of your bloodline, or maybe you come from an established lineage. Whether it was because of a blessing or a curse, draconic magic now flows through you.

Draconic Ancestor

At 1st level, you manifest the characteristics of a type of dragon. Choose a dragon type from the table below. You r choice is used by later features of this subclass.

Dragon Type Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Draconic Resilience

The magic of your draconic ancestor manifests in a greater physical resilience. At first level, you gain an additional Hit Point, and continue to gain 1 each time you gain a level in this class.

In addition, your skin becomes harder, possibly growing scales in some places. Your unarmored AC becomes 13 + your Dexterity modifier, and you gain resistance to the damage type associated with your Draconic Ancestor choice.

Draconic Breath

At 6th level, the draconic magic in your bloodline can be used as to harness your associated element. You gain a breath weapon attack. It has a DC equal to your Spell Save DC, and deals 1d6 damage for each level of Sorcerer you have. The damage is of the type associated with your Draconic Ancestor choice.

Draconic Form

At 14th level, you're able to harness the magic of your bloodline to change your form. As a bonus action during your turn, you can grow wings from your back, giving you a fly speed equal to your land speed. These wings remain until dismissed during your turn.

You can't grow your wings while wearing armor, unless that armor is made specifically to accommodate them.

Draconic Presence

At 18th level, you become an incarnation of your Draconic Choice. As an action, you can spend 5 Sorcery Points to make every creature in a 60 foot radius make a Wisdom Saving Throw. On a failure, the creature becomes charmed or frightened by you (your choice, you make this decision when activating this feature). A creature that succeeds on it's Saving Throw is immune to this feature for 24 hours.

Metamagic Options

Distant Spell

Metamagic Option


  • Requirements: The spell has a range of touch or at least 5 feet
  • Cost: 1 Sorcery Point

Double the range of the spell. If it had a range of touch before, it's range becomes 30 feet instead.

Extend Spell

Metamagic Option


  • Requirements: The spell has a duration of at least 1 minute
  • Cost: 1 Sorcery Point

You double the duration of the spell.

Subtle Spell

Metamagic Option


  • Requirement: The spell takes 1 action to cast
  • Cost: 1 Sorcery Point

The spell you're casting doesn't need any verbal or somatic components.

Twin Spell

Metamagic Option


  • Requirements: The spell allows exactly 1 target, and it doesn't have a range of self
  • Cost: Equal to the spell's level, or 1 if it's a cantrip

You can target a second creature with the spell

 

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