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- S orcerer
- 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 w ings 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
- o f 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 m agic has turned her skin bright blue.
- Sorcerers carry a m agical birthright conferred
- upon them by an exotic bloodline, som e otherworldly
- influence, or exposure to unknow n cosm ic forces.
- One can ’t study sorcery as one learns a language, any
- m ore than one can learn to live a legendary life. No one
- ch ooses sorcery; the pow er ch ooses the sorcerer.
- Magic is a part of every sorcerer, suffusing body, mind,
- and spirit with a latent pow er that waits to be tapped.
- S om e sorcerers wield m agic that springs from an
- ancient bloodline infused with the m agic of dragons.
- Others carry a raw, uncontrolled m agic within them,
- a chaotic storm that manifests in unexpected ways.
- The appearance of sorcerous pow ers is wildly
- unpredictable. S om e draconic bloodlines produce
- exactly one sorcerer in every generation, but in other
- lines of descent every individual is a sorcerer. Most
- o f the time, the talents o f sorcery appear as apparent
- flukes. S om e sorcerers can’t name the origin of their
- power, while others trace it to strange events in their
- ow n 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.
- S o too might the gift of a deity of m agic, exposure
- to the elemental forces of the Inner Planes or the
- maddening chaos of Limbo, or a glim pse into the
- inner workings of reality.
- Sorcerers have no use for the spellbooks and ancient
- tom es of m agic lore that w izards rely on, nor do they
- rely on a patron to grant their spells as w arlocks do.
- By learning to harness and channel their own inborn
- magic, they can discover new and staggering ways
- to unleash that power.
- U n e x p l a i n e d P o w e r s
- Sorcerers are rare in the world, and it’s unusual to find
- a sorcerer w ho is not involved in the adventuring life
- in som e way. People with magical pow er seething in
- their veins soon discover that the pow er doesn’t like to
- stay quiet. A sorcerer’s m agic wants to be wielded, and
- it has a tendency to spill out in unpredictable ways if
- it isn’t called on.
- R a w M a g i c
- T h e S o r c e r e r
- Level
- Proficiency
- Bonus
- Sorcery
- Points Features
- Cantrips
- Known
- Spells
- Known
- — Spell Slots per Spell Level—
- 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 — 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 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
- Sorcerers often
- have obscure or quixotic
- motivations driving them
- to adventure. Som e seek a greater
- understanding of the m agical force that infuses
- them, or the answer to the mystery of its origin. Others
- hope to find a way to get rid of it, or to unleash its full
- potential. Whatever their goals, sorcerers are every bit
- as useful to an adventuring party as wizards, making
- up for a comparative lack of breadth in their magical
- knowledge with enorm ous flexibility in using the
- spells they know.
- C r e a t i n g a S o r c e r e r
- 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 pow er is up to you to decide. Is it a family
- curse, passed down to you from distant ancestors? Or
- did som e extraordinary event leave you blessed with
- inherent m agic but perhaps scarred as well?
- H ow do you feel about the magical pow er coursing
- through you? D o you em brace 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? W hat do you intend to do with it? Perhaps you
- feel like you’ve been given this pow er for som e lofty
- purpose. Or you might decide that the pow er gives you
- the right to do what you want, to take what you want
- from those w ho lack such power. Perhaps your pow er
- links you to a pow erful individual in the w orld—the fey
- creature that blessed you at birth, the dragon w ho put
- a drop of its blood into your veins, the lich who created
- you as an experiment, or the deity w ho chose you to
- carry this power.
- Q u i c k B u i l d
- You can make a sorcerer quickly by following these
- suggestions. First, Charisma should be your highest
- ability score, follow ed by Constitution. Second,
- choose the hermit background. Third, choose the
- light, prestidigitation, ray o f frost, and shocking grasp
- cantrips, along with the 1st-level spells shield and
- magic missile.
- C lass F eatures
- As a sorcerer, you gain the following class features.
- H i t P o i n t s
- 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 m odifier per sorcerer level after 1st
- P r o f i c i e n c i e s
- Armor: None
- Weapons: Daggers, darts, slings, quarterstaffs,
- light crossbow s
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: C hoose two from Arcana, Deception, Insight,
- Intimidation, Persuasion, and Religion
- E q u ip m e n t
- You start with the follow ing equipment, in addition to
- the equipment granted by your background:
- • (a) a light crossbow and 20 bolts or (b) any simple
- w eapon
- • (a) a com ponent pouch or (b) an arcane focus
- • (a) a dungeoneer’s pack or (b) an explorer’s pack
- • Two daggers
- S p e l l c a s t i n g
- An event in your past, or in the life of a parent or
- ancestor, left an indelible mark on you, infusing you with
- arcane m agic. 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.
- C a n t r ip s
- 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 show n in the
- Cantrips Known colum n of the Sorcerer table.
- S p e l l S l o t s
- The Sorcerer table show s 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 w hen 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.
- S pells K n o w n o f 1s t L e v e l a n d H ig h e r
- You know two 1st-level spells o f your choice from the
- sorcerer spell list.
- The Spells K now n colum n of the Sorcerer table
- show s 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 w hich you
- have spell slots.
- S p e l l c a s t in g A b il it y
- Charisma is your spellcasting ability for your sorcerer
- spells, since the pow er of your m agic relies on your
- ability to project your w ill 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 w hen 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
- S p e l l c a s t in g F o c u s
- You can use an arcane focus (found in chapter 5) as a
- spellcasting focus for your sorcerer spells.
- S o r c e r o u s O r i g i n
- Choose a sorcerous origin, which describes the
- source of your innate magical power: D raconic
- Bloodline or W ild Magic, both 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.
- F o n t o f M a g i c
- 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.
- S o r c e r y P o in t s
- You have 2 sorcery points, and you gain m ore as you
- reach higher levels, as shown in the Sorcery Points
- colum n of the Sorcerer table. You can never have
- m ore sorcery points than shown on the table for your
- level. You regain all spent sorcery points when you
- finish a long rest.
- F l e x ib l e C a s t i n g
- 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 show s the cost
- of creating a spell slot of a given level. You can create
- spell slots no higher in level than 5th.
- C r e a t i n g S p e l l S l o t s
- Spell Slot Sorcery
- Level Point Cost
- 1st 2
- 2nd 3
- 3rd 5
- 4th 6
- 5th 7
- 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.
- M e t a m a g i c
- At 3rd level, you gain the ability to twist your spells
- to suit your needs. You gain two of the following
- M etamagic options of your choice. You gain another one
- at 10th and 17th level.
- You can use only one M etam agic option on a spell
- w hen you cast it, unless otherwise noted.
- C a r e f u l S p e l l
- W hen you cast a spell that forces other creatures to make
- a saving throw, you can protect som e of those creatures
- from the spell’s full force. To do so, you spend 1 sorcery
- point and choose a number o f those creatures up to your
- Charisma modifier (minimum of one creature). A chosen
- creature automatically succeeds on its saving throw
- against the spell.
- D i s t a n t S pe ll
- W hen 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.
- W hen 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.
- E m p o w e r e d S p e l l
- W hen 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 Em powered Spell even if you have
- already used a different M etam agic option during the
- casting of the spell.
- E x t e n d e d S pell
- W hen 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.
- H e ig h t e n e d S pe ll
- W hen 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.
- Q u ic k e n e d S pe ll
- W hen 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.
- S u b t l e S p e l l
- W hen you cast a spell, you can spend 1 sorcery point to
- cast it without any som atic or verbal components.
- T w i n n e d S p e ll
- W hen 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 sam e spell (1 sorcery point if
- the spell is a cantrip).
- A b i l i t y S c o r e I m p r o v e m e n t
- W hen 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.
- S o r c e r o u s R e s t o r a t i o n
- At 20th level, you regain 4 expended sorcery points
- w henever you finish a short rest.
- Sorcerous O rigins
- Different sorcerers claim different origins for their
- innate magic. Although many variations exist, most
- of these origins fall into two categories: a draconic
- bloodline and wild magic.
- D r a c o n i c B l o o d l i n e
- Your innate m agic com es from draconic m agic that was
- mingled with your blood or that o f your ancestors. M ost
- often, sorcerers with this origin trace their descent
- back to a mighty sorcerer of ancient times w ho made a
- bargain with a dragon or who might even have claim ed
- a dragon parent. S om e of these bloodlines are well
- established in the world, but m ost are obscure. Any
- given sorcerer could be the first of a new bloodline, as a
- result of a pact or som e other exceptional circum stance.
- D r a g o n A n c e s t o r
- 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.
- D r a c o n i c A n c e s t r y
- Dragon Damage Type
- Black Acid
- Blue Lightning
- Brass Fire
- Bronze Lightning
- Copper Acid
- Cold Fire
- Green Poison
- Red Fire
- Silver Cold
- White Cold
- You can speak, read, and write D raconic. Additionally,
- whenever you make a Charisma check when interacting
- with dragons, your proficiency bonus is doubled if it
- applies to the check.
- D r a c o n ic R e sil ie n c e
- As m agic 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. W hen you aren’t wearing
- armor, your AC equals 13 + your Dexterity modifier.
- E l e m e n t a l A f f i n i t y
- Starting at 6th level, when you cast a spell that deals
- damage of the type associated with your draconic
- ancestry, add your Charisma modifier to that damage.
- At the sam e time, you can spend 1 sorcery point to gain
- resistance to that damage type for 1 hour.
- D r a g o n W i n g s
- 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 w ings
- as a bonus action on your turn. They last until you
- dism iss them as a bonus action on your turn.
- You can’t manifest your w ings while w earing armor
- unless the arm or is made to accom m odate them, and
- clothing not made to accom m odate your w ings might
- be destroyed when you manifest them.
- D r a c o n i c P r e s e n c e
- Beginning at 18th level, you can channel the dread
- presence of your dragon ancestor, causing those around
- you to becom e 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 or until you lose your
- concentration (as if you w ere casting a concentration
- spell), each hostile creature that starts its turn in this
- aura must succeed on a W isdom saving throw or be
- charm ed (if you chose awe) or frightened (if you chose
- fear) until the aura ends. A creature that succeeds on
- this saving throw is im mune to your aura for 24 hours.
- W i l d M a g i c
- Your innate m agic com es from the wild forces of chaos
- that underlie the order of creation. You might have
- endured exposure to som e form o f raw magic, perhaps
- through a planar portal leading to Limbo, the Elemental
- Planes, or the mysterious Far Realm. Perhaps you
- were blessed by a pow erful fey creature or marked by a
- demon. Or your magic could be a fluke of your birth, with
- no apparent cause or reason. However it cam e to be, this
- chaotic m agic churns within you, waiting for any outlet.
- W i l d M a g i c S u r g e
- Starting w hen you choose this origin at 1st level, 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 W ild Magic Surge table to create a random
- magical effect.
- T id e s o f C h a o s
- Starting at 1st level, you can manipulate the forces of
- chance and chaos to gain advantage on one attack roll,
- ability check, or saving throw. O nce 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 W ild Magic Surge table
- immediately after you cast a sorcerer spell of 1st level or
- higher. You then regain the use of this feature.
- B e n d L u c k
- Starting at 6th level, you have the ability to twist fate
- using your w ild magic. W hen another creature you can
- see m akes an attack roll, an ability check, or a saving
- throw, you can use your reaction and spend 2 sorcery
- points to roll 1d4 and apply the number rolled as a
- bonus or penalty (your choice) to the creature’s roll. You
- can do so after the creature rolls but before any effects
- of the roll occur.
- C o n t r o l l e d C h a o s
- At 14th level, you gain a m odicum of control over the
- surges of your wild magic. W henever you roll on the
- W ild M agic Surge table, you can roll twice and use
- either number.
- S p e l l B o m b a r d m e n t
- Beginning at 18th level, the harmful energy of your
- spells intensifies. W hen you roll damage for a spell and
- roll the highest number possible on any of the dice,
- choose one of those dice, roll it again and add that roll to
- the damage. You can use the feature only once per turn.
- W il d M a g i c S u r g e
- d100 Effect d100 Effect
- 01-02 Roll on this table at the start of each of your turns for
- the next minute, ignoring this result on subsequent
- rolls.
- 45-46 You cast levitate on yourself.
- 47-48 A unicorn controlled by the DM appears in a space
- within 5 feet o f you, then disappears 1 minute later.
- 03-04 For the next minute, you can see any invisible creature
- if you have line of sight to it.
- 49-50 You can’t speak for the next minute. Whenever you
- try, pink bubbles float out of your mouth.
- 05-06 A modron chosen and controlled by the DM appears
- in an unoccupied space within 5 feet o f you, then
- disappears 1 minute later.
- 51-52 A spectral shield hovers near you for the next minute,
- granting you a +2 bonus to AC and immunity to m agic
- missile.
- 07-08 You cast fireball as a 3rd-level spell centered on
- yourself.
- 53-54 You are immune to being intoxicated by alcohol for
- the next 5d6 days.
- 09-10 You cast m agic missile as a 5th-level spell. 55-56 Your hair falls out but grows back within 24 hours.
- 11-12 Roll 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.
- 57-58 For the next minute, any flammable object you touch
- that isn’t being worn or carried by another creature
- bursts into flame.
- 13-14 You cast confusion centered on yourself. 59-60 You regain your lowest-level expended spell slot.
- 15-16 For the next minute, you regain 5 hit points at the
- start of each o f your turns.
- 61-62 For the next minute, you must shout when you speak.
- 63-64 You cast fog cloud centered on yourself.
- 17-18 You grow a long beard made of feathers that remains
- until you sneeze, at which point the feathers explode
- out from your face.
- 65-66 Up to three creatures you choose within 30 feet of you
- take 4d10 lightning damage.
- 67-68 You are frightened by the nearest creature until the
- 19-20 You cast grease centered on yourself. end of your next turn.
- 21-22 Creatures have disadvantage on saving throws against
- the next spell you cast in the next minute that involves
- a saving throw.
- 69-70 Each 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.
- 23-24 Your skin turns a vibrant shade of blue. A remove curse
- spell can end this effect.
- 71-72 You gain resistance to all damage for the next minute.
- 73-74 A random creature within 60 feet of you becomes
- 25-26 An eye appears on your forehead for the next minute. poisoned for 1d4 hours.
- During that time, you have advantage on Wisdom
- (Perception) checks that rely on sight.
- 75-76 You glow with bright light in a 30-foot radius for the
- next minute. Any creature that ends its turn within 5
- 27-28 For the next minute, all your spells with a casting time feet o f you is blinded until the end of its next turn.
- of 1 action have a casting time of 1 bonus action. 77-78 You cast polymorph on yourself. If you fail the saving
- 29-30 You teleport up to 60 feet to an unoccupied space of throw, you turn into a sheep for the spell’s duration.
- your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air
- 31-32 You are transported to the Astral Plane until the within 10 feet of you for the next minute.
- 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.
- 81-82 You can take one additional action immediately.
- 83-84 Each creature within 30 feet of you takes 1d10 necrotic
- damage. You regain hit points equal to the sum of the
- 33-34 Maximize the damage of the next damaging spell you necrotic damage dealt.
- cast within the next minute. 85-86 You cast mirror image.
- 35-36 Roll 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.
- 87-88 You cast fly on a random creature within 60 feet of you.
- 89-90 You 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.37-38 1d6 flumphs controlled by the DM appear in
- unoccupied spaces within 60 feet o f you and are
- frightened of you. They vanish after 1 minute.
- 91-92 If you die within the next minute, you immediately
- come back to life as if by the reincarnate spell.
- 39-40 You regain 2d10 hit points. 93-94 Your size increases by one size category for the next
- 41-42 You turn into a potted plant until the start of your minute.
- 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.
- 95-96. You and all creatures within 30 feet o f you gain
- vulnerability to piercing damage for the next minute.
- 97-98 You are surrounded by faint, ethereal music for the
- For the next minute, you can teleport up to 20 feet as next minute.43-44
- a bonus action on each o f your turns. 99-00 You regain all expended sorcery points.
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