Sorcerer 5
Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | Spell Limit |
---|---|---|---|---|---|---|
1st | +2 | 4 | Feat, Sorcerous Bloodline | 4 | 2 | 1st |
2nd | +2 | 6 | Inherent Metamagic | 4 | 2 | 1st |
3rd | +2 | 14 | Inherent Metamagic Option | 4 | 3 | 2nd |
4th | +2 | 17 | Feat | 4 | 4 | 2nd |
5th | +3 | 27 | Magical Guidance | 5 | 5 | 3rd |
6th | +3 | 32 | Feat, Sorcerous Bloodline Feature | 5 | 6 | 3rd |
7th | +3 | 38 | Bloodline Mutation | 5 | 7 | 4th |
8th | +3 | 44 | Feat | 5 | 8 | 4th |
9th | +4 | 57 | — | 6 | 9 | 5th |
10th | +4 | 64 | Feat, Inherent Metamagic Option | 6 | 10 | 5th |
11th | +4 | 73 | — | 6 | 11 | 6th |
12th | +4 | 73 | Feat, Inherent Metamagic Option | 6 | 12 | 6th |
13th | +5 | 84 | Bloodline Mutation | 7 | 13 | 7th |
14th | +5 | 84 | Feat, Sorcerous Bloodline Feature | 7 | 14 | 7th |
15th | +5 | 98 | Inherent Metamagic Option | 7 | 15 | 8th |
16th | +5 | 98 | Feat | 7 | 16 | 8th |
17th | +6 | 123 | Grand Magic, Inherent Metamagic Option | 8 | 17 | 8th |
18th | +6 | 130 | Sorcerous Bloodline Feature | 8 | 18 | 8th |
19th | +6 | 139 | Feat | 8 | 19 | 8th |
20th | +6 | 150 | Feat, Sorcerous Emergence | 8 | 20 | 8th |
Class Features
All of the following are class features of the Sorcerer.Feat
1st-Level Sorcerer FeatureYou learn one feat of your choice.
Sorcerous Bloodline
1st-Level Sorcerer FeatureYour bloodline carries with it a magical power from some source of your choice, whether due to ancient interbreeding or having it directly infused into your blood. Your choice grants you features at 1st-level and again at 6th, 14th, and 18th level.
Bloodline Spells
Each Sorcerous Bloodline has a list of Bloodline Spells that you learn at the Sorcerer levels noted in your Bloodline's description. Your Bloodline Spells count as Sorcerer spells for you, but they do not count against your total number of spells known.Sorcerous Bloodlines
Sorcerous Bloodline | Description |
---|---|
Aberrant Bloodline | Within your veins courses an otherworldly essence, an enigmatic force that taints your very being, granting you access to the esoteric realm of psionic power. |
Abyssal Bloodline | Centuries past, a malevolent demon cast its nefarious influence upon the very roots of your ancestral tree, insidiously weaving its vile essence into the tapestry of your heritage. |
Appointed Bloodline | Once in a generation, a divinely chosen ruler is born amongst the people. Some cults and countries seek out these blessed rulers, trusting the gods to select their leader. |
Astral Bloodline | Some of the eldest beings in the universe reside in the Astral Plane, the ethereal space between the great planes. Sometimes, if a mortal being is exposed to the luminescent and ancient power of this space between spaces, or one of the ancient creatures that dwells there, they are infected by this magic. |
Celestial Bloodline | Occasionally, the wellspring of magic that ignites the sorcerer’s arcane potential finds its origins in the radiant brilliance of a divine source, a resplendent light that shimmers deep within the recesses of the soul. |
Darktouched Bloodline | The Outer Dark is that which lies beyond all, further even than the realms of the gods themselves. This formless, lightless, writhing chaos desires that all creature returns to it, and sometimes the magic of this place seeps into soon-to-be sorcerers, infusing their bodies and bloodline with itself. |
Draconic Bloodline | The wellspring of your innate magic finds its source in the ancient and venerable traditions of draconic power, an enigmatic force intertwined with the very essence of your bloodline or that of your ancestors. |
Elemental Bloodline | The formidable power of the elements courses like a tempestuous river, at times surging beyond your control with unrestrained fury. The genesis of this extraordinary influence finds its roots in a remarkable convergence of fate—an elemental visitor from realms beyond, or a defining encounter with the raw might of elemental forces that forever left their mark upon you and your ancestral lineage. |
Fey Bloodline | The capricious and whimsical essence of the fey races courses through the very veins of your family tree, a testament to an intermingling of fey blood or enchantment. |
Genie Bloodline | Deep within you surges the mythical and noble essence of a genie, an otherworldly heritage drawn from mysterious intelligent elemental wish-granters. |
Imperial Bloodline | A scion of forgotten kings, bearing a linaege steeped in the echoes of long-vanished empires that have spanned every epoch of humanity's storied history, an imperial sorcerer represents the pinnacle of human potential. |
Infernal Bloodline | Entwined within the annals of your family's history lies a fateful moment when one of your forebears entered into a pact with a devil, an accord that has reverberated through the ages and forever shaped the course of your family line. |
Lawbound Bloodline | Your mind, body, and soul are intertwined with the cosmic force of law, drawing you toward an ever-approaching median at the center of time and space. You can pull from this point and draw forth magic to enforce your will upon the universe around you. |
Primal Bloodline | There are many reclusive sages who learn to wield the magic of nature, but a rare few are born with an innate connection to that magic. |
Shadow Bloodline | Ethereal spirits from the Plane of Shadow intertwine themselves with your essence and lineage, forging a mystical communion. As a result, you have inherited not only the elusive powers of the shadow but also the enigmatic disposition that comes with it. |
Steelheart Bloodline | Often born during times of great war and strife, those of a Steelheart Bloodline have an affinity for all things forged for use in war. |
Storm Bloodline | You can trace your lineage back to the pierce and proud spirits of storm and sky, entities of elemental power that have etched their mark upon your bloodline with the crack of thunder and arc of lightning. |
Undead Bloodline | The unmistakable taint of the grave winds its way through the intricate branches of your family tree, a shadowy and ominous legacy that casts a haunting pall over your ancestral line. |
Spellcasting
1st-Level Sorcerer FeatureYour blood itself carries magic throughout it, leaving you forever marked by whatever force put it there. This font of magic, whatever its origin, fuels your spells.
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.Sorcery Points
The Sorcerer table shows the number of Sorcery Points that you have to cast the Sorcerer spells you know of 1st-level and higher. To cast a Sorcerer spell, you must expend the amount of Sorcery Points indicated in the table below. You regain all expended Sorcery Points each time you finish a long rest.For example, as a 3rd level Sorcerer, you can cast the spell burning hands at 2nd-level by spending 3 Sorcery Points.
Spell Level | Sorcery Point Cost |
---|---|
Cantrip | 0 |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
Spell Level | Sorcery Point Cost |
---|---|
5th | 7 |
6th | 9 |
7th | 11 |
8th | 14 |
9th | — |
Spell Limit
Your Sorcerer level limits the potency of spells that you can produce. This limit is reflected in the Spell Limit column of the Sorcerer Table. For example, as a 5th level Sorcerer, you are limited to learning and casting spells of 3rd-level or lower.Spells Known of 1st-level and Higher
At 1st level, you learn two 1st-level spells of your choice from the Sorcerer spell list. Refer to the Spells Known column of the Sorcerer table to see when you learn additional Sorcerer spells. Each spell you learn must be of a level equal to your Spell Limit or lower. For instance, when you reach 3rd level, you can learn one new Sorcerer 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 equal to your Spell Limit or lower.
Spellcasting Ability
Charisma is your spellcasting ability for your Sorcerer spells, so you use Charisma when a spell refers to your spellcasting ability, when setting the saving throw DC for a spell, or when you make a spell attack roll for one of your Sorcerer spells.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
Your body itself can be used as a spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed by a spell or have a gold cost.Inherent Metamagic
2nd-Level Sorcerer FeatureYou have unlocked the ability to twist your spells to suit your needs. You gain one Metamagic feat which you meet the prerequisites for. You gain another one at 3rd, 10th, 12th, 15th, and 17th level. Unlike normal, you can apply these metamagic feats when you cast a Sorcerer spell without increasing the casting time of the spell, without needing to apply it to the spell permanently. When you apply a metamagic feat to a Sorcerer spell, you spend Sorcery points as though casting the spell at a higher level.
You can only use one Metamagic option on a spell when you cast it, unless otherwise noted.
Metamagic options gained through the Inherent Metamagic trait can only be applied to the spells you gain through the Sorcerer class, even if you gain spells in another way at some point. You can use Metamagic options gained from other sources spontaneously upon casting a sorcerer spell using this feature.
Magical Guidance
5th-Level Sorcerer FeatureYou can tap into your inner wellspring of magic to try and conjure success from hopeless odds. When you make an ability check, you can spend 2 sorcery points as a reaction to grant yourself advantage on that roll. If you have disadvantage on that roll, you instead only need to spend 1 sorcery point to grant yourself advantage.
Bloodline Mutation
7th-Level Sorcerer FeatureThe raw magical energy channeled through you by your blood has altered and modified it to a great degree. Choose a bloodline mutation that you meet the prerequisites for.
Blood Havoc
Your blood grows rampant and uncontrollable. Whenever you cast a sorcerer spell of 1st level or higher that you gained from your bloodline spells that deals damage, you can reroll any roll of 1, using the new result. This applies to attack rolls and damage rolls.Blood Intensity
Your blood grows stronger. Whenever you cast a sorcerer of 1st level or higher that you gained from your bloodline spells that deals damage, that spell deals an additional die of damage. When you reach 13th level, this increases to two additional damage dice. If a spell deals two or more different sizes of dice for damage, use the smallest die size.Blood Piercing
Your magic is accurate and able to pierce even the strongest defenses. Whenever you cast a sorcerer spell of 1st level or higher that you gained from your bloodline spells that deals damage, creatures targeted by the spell have their magic resistance, if any, reduced by an amount equal to twice your Sorcerer Power Reservoir.Grand Magic
17th-Level Sorcerer FeatureYou have unlocked exceptionally powerful magic within your blood, being greater than anything you have managed thus far. Whenever you learn a new Sorcerer spell, that spell can be of any level, including 9th. You can cast a 9th-level spell by spnding 25 sorcery points. Once you do so, you cannot cast another 9th-level spell until you finish a long rest.
Sorcerous Emergence
20th-Level Sorcerer FeatureYou have realized the full potential of your innate magic, and the weave itself bends to your will. Each Metamagic ability you know has its Sorcery Point cost reduced by 1 (to a minimum of 1 Sorcery Point).
Also, you can apply a number of Metamagic abilities to each spell you cast equal to your Sorcerer Power Reservoir, provided that you have the Sorcery Points to do so, and the spell you cast meets all the requirements for the Metamagic abilities you wish to apply.
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Hit Points
Proficiencies
Equipment
As a sorcerer, you can choose to start with (1d4+1)x10gp to purchase starting gear or with the following equipment:- (a) a light crossbow, 20 light bolts, and a bolt case or (b) a sling, 20 sling bullets, and a belt pouch.
- (a) a quarterstaff or (b) two daggers.
- (a) a dungeoneer's pack or (b) an explorer's pack.
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