Sorcerers
Raw natural spellcasters who bend arcane power to their will, sorcerers reshape the very elements of the world.
Sorcerer Heroes
Prerequisite: 12 ConstitutionStarting Hit Points: 4 + your Constitution modifier
Hit Die: d4
Languages: You can read the Arcane language.
Proficiencies: You are Trained in Initiative and Arcane Magic and its Arcane Defense, Detect Magic, and Dispel Magic features.
Skills: You can select three Skills.
Sorcerer Features
Plus three of the following cantrips:
Acid Orb, Produce Element (orison), Ray of Frost (cantrip), Thunderwave (cantrip/orison).
You also know one of the following rituals:
Feather Fall, Obscuring Mist, Stone Shape, Water Breathing.
At each level after 1st, you learn an additional cantrip or ritual from these lists. You treat all orisons in these lists as cantrips and divine rituals as arcane rituals.
At level 4, you can select from the following rituals as well:
Fog Cloud, Gust of Wind, Meld into Stone, Quench, Resist Elements, Water Walk.
At level 7, you can additionally select rituals from:
Air Walk, Fly, Gaseous Form, Solid Fog, Transmute Earth and Stone, and Wall of Ice.
The Sorcerer
Level | Benefit | Hero’s Surges | Sorcery Points | Title |
---|---|---|---|---|
1 | Sorcerer Features, Sorcecraft, Sorcery, Spellcasting | 4 | 1 | Dabbler |
2 | Elemental Preparation | 5 | 2 | |
3 | Sorcerous Blood, Sorcerous Tongue | 5 | 2 | Manipulator |
4 | Boon | 6 | 3 | |
5 | Valor | 6 | 3 | |
6 | Sorcerous Blood Feature | 7 | 4 | Thaumaturge |
7 | Boon | 7 | 4 | |
8 | Sorcerous Blood Feature | 8 | 5 | Mageblood |
9 | Boon | 8 | 5 | |
10 | Heroism | 9 | 6 |
LEVEL 2 Sorcerers
LEVEL 3 Sorcerers
Elementalists
Through childhood exposure, ancestral connection, a scarring accident, or something similar, your blood is bonded to the elements.
LEVEL 6 Elementalist
LEVEL 8 Elementalist
Tainted Blood Sorcerers
Your blood was gifted magic through a powerful creature such as a dragon, unicorn, or lycanthrope, and as you grow in power, features of that creature begin to emerge.
- Air: You grow wings and can glide a distance up to the distance you fall, taking no falling damage.
- Earth: You grow a set of insect-like legs and gain a climb speed equal to your speed.
- Fire: You grow a gland-like appendage that can spout a rush of superheated air, allowing you to safely jump distances up to your Constitution score.
- Water: You grow a tail and gain a swim speed equal to your speed.
Boon Option: Have an additional limb active at a time.
LEVEL 6 Tainted Blood Sorcerer
- Gland: Double your jumping distance. In addition, creatures in spaces you jump over must resist your Arcane Magic with their Dexterity or take 2d6 fire damage.
- Hide: Spikes grow from your hide. Creatures who hit you with melee attacks take piercing damage equal to your Emergent Hide's Damage Reduction value.
- Legs: You gain Blindsight to a distance of 30'. If you already have Blindsight, you gain truesight in the distance your Blindsights overlap.
- Tail: You gain the ability to breathe water and walk atop liquids. In addition, while swimming or water walking, double your speed.
- Wings: You gain a fly speed equal to your speed.
LEVEL 8 Tainted Blood Sorcerer
- Antennae: You gain Blindsight to a distance of 15'.
- Blood: At the start of any turn after you take damage greater than your Emergent Hide's Damage Reduction value, you regain hit points equal to your Emergent Hide's Damage Reduction value.
- Fangs: Once per turn when you critically hit an enemy with your Sorcery or a cantrip, you regain hit points equal to your Constitution modifier.
- Horns: Add your Intelligence, Wisdom, or Charisma modifier to damage with your Sorcery and cantrips.
Wild Magic Sorcerers
Your sorcery stems from an encounter with powerful magicks, and as you grow stronger its infection begins to break forth from you with unpredictable results.
- You are slowed
- You gain a swim speed equal to your speed
- You gain a climb speed equal to your speed
- Your speed is doubled
- You gain a fly speed equal to your own
- You gain a teleport speed equal to your speed
LEVEL 6 Wild Magic Sorcerer
LEVEL 8 Wild Magic Sorcerer
Sorcerer Wild Magic Effects
1d100 | Wild Magic | Effect |
---|---|---|
1 | Temporal | Make a Luck Roll. If lucky, you gain an extra action that cannot be interrupted. On a 20, you instead gain an extra turn that cannot be interrupted. If unlucky, you are Stunned until the end of your next turn. On a 1, you are Stunned. At the end of each turn while Stunned, you can make a Constitution check to attempt to end the effect. |
2-4 | Dispelling | Make a Luck Roll. If unlucky, this effect replaces your triggering magic. A Dispel Magic spell affects the area as if cast by you. Unlike normal dispel magic spells, this effect is capable of disenchanting magic items permanently. |
5-7 | Disconcerting | The triggering magic briefly floats numbers and words in the Arcane language over the heads of creatures in its area, describing all details of its effect. |
8-10 | Divination Shift | You lose access to your Sorcery and Spellcasting features and instead know Divination cantrips and spells of a random level no greater than the number of odd levels you possess. As an action, you can spend a hero's surge to cast these spells. |
11-13 | Reduced | The area of the triggering magic is halved. |
14-16 | Extravagant | Your triggering magic is replaced by an eruption of colorful effects over the area. |
17-19 | Stinking | A Stinking Cloud spell affects the area for 3 rounds. |
20-22 | Abjuration Shift | You lose access to your Sorcery and Spellcasting features and instead know Abjuration cantrips and spells of a random level no greater than the number of odd levels you possess. As an action, you can spend a hero's surge to cast these spells. |
24-26 | Awkward | Intelligent creatures witnessing the triggering magic immediately feel a moment of intense awkwardness. |
27-29 | Minimized | All effects of the triggering magic are minimized. |
30-33 | Silencing | A Silence spell affects the area for 1 minute. |
34-36 | Enlarged | The area of the triggering magic is doubled. |
37-39 | Displacing | You become displaced in space and time. When a creature or object attempts to interact with you, make a Luck Roll. If you are lucky, you vanish, reappearing where you were after the interaction. On an unlucky result, this effect ends. On a 20, you can ignore one unlucky result. On a 1, this effect is transferred to the creature or object attempting to interact with you. This effect also ends when you lose consciousness or roll a new Wild Magic Effect. |
40-42 | Hilarious | An Uncontrollable Hideous Laughter spell affects creatures in the area for 1 minute. |
43-45 | Maximized | All dice of the triggering magic are maximized. |
46-48 | Illusion Shift | You lose access to your Sorcery and Spellcasting features and instead know Illusion cantrips and spells of a random level no greater than the number of odd levels you possess. As an action, you can spend a hero's surge to cast these spells. |
49-51 | Glittering | A Glitterdust spell affects the area for 1d4 rounds. |
52-54 | Transmutation Shift | You lose access to your Sorcery and Spellcasting features and instead know Transmutation cantrips and spells of a random level no greater than the number of odd levels you possess. As an action, you can spend a hero's surge to cast these spells. |
55-57 | Slippery | A Grease spell affects the area for 1 minute. If you did not target an area, it affects your clothing instead. |
58-60 | Chaotic | If the triggering magic rolls dice, roll a d6 and use the corresponding dice instead: 1: d4. 2: d6. 3: d8. 4: d10. 5: d12. 6: d20. |
61-63 | Musical | Music plays within the area. If you did not target an area, it emanates from you instead. |
64-66 | Illusory Wall | An spell surrounds the area. If the triggering magic had no target, you are surrounded by this wall instead. |
67-69 | Slimed | Harmless slime splats over the area. |
70-72 | Infatuating | If one or more creatures are affected by the triggering magic, make a Luck Roll. If you're lucky, one target falls madly in love with you. If you're unlucky, you fall madly in love with it. An affected creature can attempt to end this effect at the end of its turns by succeeding on a Wisdom check. This effect also ends when the affected creature loses consciousness. |
73-76 | Piercing | Creatures attempting to resist the triggering magic do so at Disadvantage. |
77-79 | Cold | A Wall of Ice spell surrounds the area. If the triggering magic had no target, you are surrounded by a hemispheric wall of ice instead. |
80-83 | Enchantment Shift | You lose access to your Sorcery and Spellcasting features and instead know Enchantment cantrips and spells of a random level no greater than the number of odd levels you possess. As an action, you can spend a hero's surge to cast these spells. |
84-86 | Relocating | You can teleport yourself and any creature you can see within the area to an unoccupied space you can see within the area. If you targeted no creature with the triggering magic, you can teleport yourself to a space you can see instead. |
87-89 | Permanent | If the triggering magic has a duration, the duration becomes Permanent while you remain conscious. |
90-92 | Lightning | You gain the effects of the spell for the next minute. |
93-95 | Baby Animals | The triggering magic appears to be delivered by adorable baby animals. If your triggering magic had no visible effect, adorable baby animals appear around you for one round, staring in disappointment. |
96-98 | Fire | You gain the effects of the Fire Shield spell for 1 minute. |
99 | Earth | You gain the effects of the Stoneskin spell for 1 hour. |
100 | Blood | Blood sprays from your fingers, and you take ¼ of your maximum hit points in True Damage. Make a Luck Roll. If unlucky, this effect replaces the triggering magic. If lucky, you add the amount of this true damage to damage, hit points affected, or healing done by the triggering magic. On a 20, increase your maximum hit points by the same amount. On a 1, reduce them instead. |
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