Sorcerer
Overview
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.
When it comes to drawing forth their abilities in times of need, sorcerers have it easy compared to others. Their power not only rests within them, but it likely takes some effort to keep it at bay. Every sorcerer is born to the role, or stumbles into it through cosmic chance. Unlike other adventurers, who must actively learn, embrace, and pursue their talents, sorcerers have their power thrust upon them.
Because the idea of an innately magical being traveling among them does not sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benefit their less magically gifted contemporaries.
Sorcerers are often defined by the events surrounding the manifestation of their power. For those who receive it as an expected birthright, its appearance is a cause for celebration. Other sorcerers are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their abilities.
The Weave of magic infuses every part of Aravid, and some people have the natural ability to perceive, touch, and shape the Weave. Some inherit this ability from a magical ancestor such as a dragon or an angel, others gain it by accident from exposure to wild magical power, and others manifest this power by chance or the hand of fate, perhaps portended by events at their conception or birth.
Due to their varied origins and the delayed manifestation of powers, sorcerers can be found almost anywhere and among almost any people. Larger cities all have a few sorcerers, since people with magic gravitate to places where their abilities are valued. Sorcerers are slightly more common among cultures steeped in magic, such as among the elves and the humans.
Raw Magis
Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause.
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.
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical 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 enormous flexibility in using the spells they know.
Reaction
When a new sorcerer enters the world, either at birth or later when one's power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen.
Supernatural Mark
A sorcerer at rest is almost indistinguishable from a normal person; it's only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk.
Sign of Sorcery
As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one's magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from.
Features
as a sorcerer, you gain the following class features
Hit Points
- Hit Dice: 1d6 per sorcerer level
- Hit Points at 1st LeveI: 6 + your Constitution modifier
- Hit Points at Higher LeveIs: 1d6 (or 4) + your Constitution modifier per sorcerer leveI after 1st
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
- Any simple weapon or a light crossbow, 20 crossbow bolts, a crossbow bolt case
- A component pouch or an arcane focus
- A dungeoneer's pack or an explorer's pack liTwo daggers
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