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Sorcerer

A sorcerer is a playable character class in Dungeons & Dragons who wields innate, inborn magical abilities rather than learned ones. Their power often comes from a magical bloodline or exposure to a powerful source, and their magic is fueled by their Charisma. Key features of the sorcerer include using their Charisma for spellcasting, having a limited number of spells compared to a wizard, and using Sorcery Points to fuel Metamagic, which allows them to alter their spells in unique ways. 

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Sorcerer

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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.

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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.

Novice

Skills

  • Proficiency in saving throws Constitution +2 and Charisma +2

  • Proficiency in Arcana +2 and Insight +2

  • Are NOT proficient with any kind of Armor/Shield

  • Proficiency in Simple Weapons

  • Health increase of 6 per rank.
     

  • Spellcasting Ability: Charisma

  • Spell Save DC: 8 + Proficiency Bonus + Charisma modifier

  • Spells (Regain after Long Rest):

    • 4 spell slots 1st level​

    • 2 spell slots 2nd level​
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  • Sorcery Points:

    • You have 3 Sorcery Points, which you regain after a long rest. As a bonus action, you can convert sorcery points into a spell slot using the following conversion: 

      • 1st level spell slot = 2 sorcery points

Adept

Skills

  • ​Enhanced Sorcery Points:

    • You gain 3 additional Sorcery Points (total 6).

  • Metamagic: You learn two Metamagic options:

    • Subtle Spell:

      • When you cast a spell, you can spend 1 sorcery point to cast it without verbal or somatic components. You can cast this spell even if you are silenced or grappled.

    • Quickened Spell:

      • When you cast a spell, you can spend 2 sorcery points to cast a cantrip on the same turn.

  • Spells:​

    • 4 spell slots 1st level​​

    • 3 spell slots 2nd level​

    • 3 spell slots 3rd level

Expert

Skills

  • ​Enhanced Sorcery Points:

    • You gain 3 additional Sorcery Points (total 9).

  • Additional Metamagic: You learn one additional Metamagic option: 

    • Distant Spell:

      • When you cast a spell, you can spend 1 sorcery point to double the spell's range. To use, simply use the rpr tracking to walk the appropriate distance to target.

  • Additional Skills: Arcana and Insight increase by another +2 points. (Total of +4)​

  • Spells:​

    • 4 spell slots 1st level​​

    • 3 spell slots 2nd level​

    • 3 spell slots 3rd level​

    • 3 spell slots 4th level

    • 1 spell slots 5th level

Specialist

Skills

  • ​Enhanced Sorcery Points:

    • You gain 3 additional Sorcery Points (total 12).

  • Master Metamagic: You learn one additional Metamagic option: 

    • Empowered Spell:

      • When you cast a spell that hits a target, you can spend 1 sorcery point to deal an additional 1d10 true damage.

  • ​Sorcerous Restoration:

    • Once per long rest, you can recover a number of sorcery points equal to your Charisma modifier (minimum of 1).

  • Spells:​

    • 4 spell slots 1st level​​

    • 3 spell slots 2nd level​

    • 3 spell slots 3st level​

    • 3 spell slots 4th level

    • 2 spell slots 5th level

Subclasses

  • You may only choose one:

Aberrant Mind

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An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse.

 

Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

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As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? 

Novice

Skills

  • ​Telepathic Speech:

    • With consent, you can communicate telepathically with one creature within 6 tiles of you. This communication can last as long as both parties remain within range. This is primarily for RP purposes.

Adept

Skills

  • Psionic Resistance:

    • You gain resistance to psychic damage. 

  • Mental Fortitude:

    • You are immune to being frightened.

Expert

Skills

  • Psionic Sorcery:

    • Due to your telepathic prowess, you can cast spells without using any verbal components.

  • Warped Being:

    • You gain a +2 to Wisdom saving throws.

Specialist

Skills

  • Revelation in flesh:

    • As a Bonus Action, you can spend Sorcery Points to transform your body into one of the following effects until the end of the fight.

      • Gain swim speed equal to your speed and can breathe underwater. Gills grow from your neck or flare behind your ears - spends two sorcery point

      • Gain fly speed equal to your speed.  - spends two sorcery point

      • See the invisible within 12 tiles  - spends two sorcery point

  • Psychic Defenses:

    • You gain an additional +2 to Wisdom, Charisma, and Intelligence saving throws. (Having a +4 total in both Charisma and Wisdom)

Divine Soul 

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Novice

Skills

  • ​Favored by the Gods:

    • When you miss with an attack roll, you can gain 1d4 saving throws until your next turn.

Adept

Skills

  • Divine Guidance:

    • You gain a +1 bonus to all saving throws.

  • Empowered Healing:

    • When you cast a spell that restores hit points, you can spend 1 sorcery point to restore an additional 1d6 hit points to one target of the spell.

Expert

Skills

  • Blessed Resilience:

    • You gain resistance to radiant damage.

Specialist

Skills

  • Otherworldly Wings:

    • As a bonus action, you can manifest spectral wings from your back and gain a flying speed of 6 tiles. The wings last for the duration of combat or until you dismiss them as a bonus action. You can use this feature once per long rest.

  • Angelic Form:

    • While your Otherworldly Wings are active, you can use your reaction to grant an ally within 2 tiles advantage on all saving throw.

Sometimes the spark of magic 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.

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Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

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

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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.

Draconic

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Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent.

 

Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Novice

Skills

  • Dragon Ancestor:

    • Choose one type of dragon as your ancestor. You learn to speak, read, and write Draconic. Your choice determines your damage type:

      • Black/Copper: Acid

      • Blue/Bronze: Lightning

      • Brass/Gold/Red: Fire

      • Green: Poison

      • Silver/White: Cold

  • Draconic Resilience:

    • Your hit point maximum increases by 3. Additionally, when you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Adept

Skills

  • Dragon's Presence:

    • You gain a +2 bonus to Intimidation checks.

  • Draconic Breath:

    • You can use your action to exhale destructive energy in a 3-tile cone. Each creature in that area must make a Dexterity saving throw against your spell DC, taking 3d6 damage of your dragon's damage type on a failed save, or half as much on a successful one. You can use this feature once per long rest, or you can spend 2 sorcery points to use it again.

Expert

Skills

  • Dragon Wings:

    • As a bonus action, you can manifest draconic wings from your back and gain a flying speed of 6 tiles. The wings last for the duration of combat or until you dismiss them as a bonus action. You can use this feature once per long rest.

  • Draconic Resistance:

    • You gain resistance to your dragon's damage type (Acid, Lightning, Fire, Poison, or Cold based on your Dragon Ancestor choice).

Specialist

Skills

  • Greater Draconic Breath:

    • Your Draconic Breath becomes more powerful. The damage increases to 5d6, and you can use it twice per long rest without spending sorcery points.

Shadow Sorcerer

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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.

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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. 

Novice

Skills

  • ​Eyes of the Dark:

    • You gain access to darkvision.

Adept

Skills

  • Strength of the Grave:

    • When you are reduced to 0 hit points, you can make a Charisma saving throw (DC 15). On a success, you drop to 1 hit point instead. You can use this feature once per long rest.

  • Umbral Sight:

    • Your Eyes of the Dark now includes being able to see in magical darkness.

Expert

Skills

  • Shadow Affinity:

    • You gain resistance to necrotic damage.

  • Hound of Ill Omen:

    • As a bonus action, you can summon a shadow hound to target a creature within 12 tiles. The hound uses your spell attack bonus and deals 2d6 + your Charisma modifier necrotic damage on a hit.

Specialist

Skills

  • Shadow Walk:

    • When you are in dim light or darkness, you can use a bonus action to magically teleport up to 12 tiles to an unoccupied space you can see that is also in dim light or darkness. You can use this feature once per short rest.

  • Umbral Form:

    • As a bonus action, you can spend 3 sorcery points to transform into a shadowy form till the end of combat. While in this form, you have resistance to all damage except force, radiant, and psychic damage, and you can move through other creatures and objects as if they were difficult terrain. You can end this ability as a bonus action.

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