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Sorcerer

Red eyes flashing, a human stretches out her hand and unleashes the bloodmagic 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, an 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 khajiit points a finger at a charging troll. 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 made her fur into a fuzzy ball of static. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some deadric 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.
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 per sorcerer level after 1st
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
• (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
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   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 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 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
Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells.
class features:
Sorcerous Origin: Choose a sorcerous origin, which describes the source of your innate magical power: Vampiric Bloodline or Wild 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.   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.   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 a spell slot of a given level. You can create spell slots no higher in level than 5th.
Spell Slot LevelSorcery 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.   Metamagic. At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the Metamagic Options of your choice, listed below. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.   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.   Sorcerous Restoration At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Metamagic Options: 3rd, 10th and 17th level feature.   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 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.   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.   Hightened 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 sam e spell (1 sorcery point if the spell is a cantrip).
subclass options:
Vampiric Bloodline: Your innate magic comes from vamprism, mingled with your blood or that of your ancestors. Sometimes, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with Molag Bal, the Deadric prince of vampirism. 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.   Vampirism As a Vampire you are classed as Undead, you will not age past maturity, you can no longer eat or drink without incurring sickness but must feed on the blood of sentient living beings to survive. (Animal blood will surfice but nowhere near as effectively) Or else slowly succumb to feral vampirism. As a vampire gain Darkvision (Superior Darkvision if belonging to a race with Darkvision already). You also have Immunity to Disease (including lycanthropy, the Path of the Werewolf is locked to you.) and gain the Minor Illusion cantrip if you don't already know it. However, in direct sunlight, your Vampire blood boils. Causing a discomfort that exposes your vampric nature to all observers. This effect can be negated using the Disguise Self spell if you know it. While in direct sunlight, you also have disadvantage on attack rolls and ability checks. At all times, also suffer a Vulnerability to Radiance.   Vampires Bite As a bonus action, any living creature within 5 feet that is grappled by you, incapacitated, or restrained, takes (1d4) piercing damage plus (1d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. At 7th Level becomes (2d4) piercing damage plus (2d6) necrotic damage. At 11th level becomes (2d4+2) piercing damage plus (3d6) necrotic damage. Hits with this attack count as feeding and have a chance to cause sanguinare vampiris. Vampires Claws. Your unarmed strikes now deal (1d6+1) slashing damage and count as having light and finesse properties.   Undead Magics At 5th Level, if you know the spell Vampiric Touch, the spell is improved and becomes Vampiric Drain. Which gives the spell a range of 15ft, the range rising to 30ft at 15th level. Hits with this attack count as feeding and have a chance to cause sanguinare vampiris. Also gain Sapping Sting, successful attacks with this cantrip will also drain health equal to the necrotic damage, count as feeding and have a chance to cause sanguinare vampiris. As an undead creature you will also gain the spells Vampire's Seduction and Animate Dead, niether will count against the number of spells you can know as a Sorcerer. Additionally, whenever you use frost magic you can spend 1 sorcery point to gain Frost Resistance for 1 hour.   Bats Wings At 14th level, you gain the ability to sprout a pair of bats wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.   Additionally whenever you use Misty Step if you know it. If you choose, you instead transform into a cloud of bats while teleporting who fly immediately in a direct line to the location you teleport to. While in this form, if your teleportation causes you to pass through the space occupied by another creature you immediately cast Sapping Sting and heal by a number of hitpoints equal to the necrotic damage dealt. Instead of using a spell slot you can also immediately expend 2 sorcery points to cast misty step this way.   Vampiric Presence Beginning at 18th level, you can channel the dread presence of your vampiric ancestry, causing those around you to become charmed or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of seduction or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed or frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Wild Magic: Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps you were the victim of one of Sheogoraths practical jokes. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.   Wild Magic Surge Starting when 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 Wild Magic Surge table to create a random magical effect.   Tides of Chaos 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. 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.   Bend Luck Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes 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.   Controlled Chaos At 13th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.   Double Trouble At 9th level, whenever you roll on the Wild Magic table and experience the effect. You can choose to roll again for a second burst of wild magic.   Spell Bombardment Beginning at 18th level, the harmful energy of your spells intensifies. When 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.
Level
Proficency BonusSorcery PointsFeaturesCantrips KnownSpells KnownSpell Slots Per Level - 1st2nd3rd4th5th6th7th8th9th
1st+2-Spellcasting, Vampirism, Vampires Bite/Wild Magic Surge, Tides of Chaos422--------
2nd+22Font of Magic433--------
3rd+23Metamagic4442-------
4th+24Ability Score Improvement5543-------
5th+35Undead Magics56432------
6th+36Bend Luck57433------
7th+37Vampires Bite584331-----
8th+38Ability Score Improvement594332-----
9th+49Double Trouble51043331----
10th+410Metamagic61143332----
11th+411Vampires Bite612433321---
12th+412Ability Score Improvement612433321---
13th+513Controlled Chaos6134333211--
14th+514Bats Wings6134333211--
15th+515Undead Magics61443332111-
16th+516Ability Score Improvement61443332111-
17th+617Metamagic615433321111
18th+618Vampiric Presence/Spell Bombardment615433331111
19th+619Ability Score Improvement615433332111
20th+620Sorcerous Restoration615433332211

Created by

ShireLord.

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