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Aurora

6 Level (0/23000 XP for level-up) Divine Soul Background Fairy Race / Species / Heritage Alignment
Sorcerer
Level 6
Hit Dice: 6/6
1d6+2 Class 1

STR
10
+0
DEX
18
+4
CON
14
+2
INT
19
+4
WIS
19
+4
CHA
23
+6
48
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
6 / 6
Sorcery Points
Spellcasting ...
+9 Attack mod
CHA Ability
+6 Abi Mod
17 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+4 Dexterity
+5 Constitution
+4 Intelligence
+4 Wisdom
+9 Charisma
saving throws
+4 Acrobatics DEX
+7 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+6 Deception CHA
+4 History INT
+4 Insight WIS
+6 Intimidation CHA
+4 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+4 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+7 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidence +9 immediately touch 1p VS 0
 Notes:1d4 bónusz egy képesség-ellenőrzéshez. A célpont bármikor felhasználhatja a varázslat ideje alatt.
Light +9 1 action touch 60p VM 0
 Notes:Egy tárgy 20 ft sugarú körben élénk fényt, 20 ft-tal tovább halvány fényt bocsát ki. Eltávolítása ellenzési akcióként lehetséges.
Sacred Flame +9 immediately 60 ft immediately 2d8 VS 0
 Notes:Dexterity mentődobás szükséges, ha sikertelen, a célpont sebzést szenved. A célpontra nem vonatkozik a borítékszerzés előnye a varázslat alatt. A sebzés 1d8-cal nő, amikor eléred az 5. (2d8), a 11. (3d8) és a 17. (4d8) szintet.
Toll the Dead +9 1 action 60 ft immediately 2d8 VS 0
 Notes:Wisdom mentődobás szükséges. Ha a célpont már sebzett, a sebzés 2d12 nekrotikus sebzésre nő, ha nincs, akkor 1d8. A varázslat sebzése egy kockával nő, amikor eléred az 5. (2d8 / 2d12), a 11. (3d8 / 3d12) és a 17. (4d8 / 4d12) szintet.
Prestidigitation +9 1 action 10 ft 60 p VS 0
 Notes:Egy trükkvarázslat, amivel látványos, ártalmatlan mágikus hatásokat hozhatsz létre.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +9 1 bonus 60 ft immediately V 1
 Notes:1. szintű varázslat. Egy lényt gyógyít a hatósugáron belül. Gyógyulás: 1d4 + Charisma módosító. Bónusz akcióként is használható, ha előnyben vagy.
Shield +9 1 reaction self 1 VS 1
 Notes:Reakcióként használható, ha eltalálnak. A páncélosztályod +5-tel nő az adott kör végéig, és immúnis leszel a 'Magic Missile' varázslatra.
Comprehend Languages +9 1 action self 60p VSM 1
 Notes:Egy csipetnyi korom és só szükséges hozzá. Egy órán keresztül megérted a beszélt nyelveket, és bármilyen nyelven írt szöveget el tudsz olvasni. A varázslat nem adja meg az olvasás vagy beszéd képességét.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +9 1 bonus 60 ft immediately V 1
 Notes:1. szintű varázslat. Egy lényt gyógyít a hatósugáron belül. Gyógyulás: 1d4 + Charisma módosító. Bónusz akcióként is használható, ha előnyben vagy.
Spiritual Weapon +9 1 bonus 60 ft 1p 1d8 VS 2
 Notes:Bónuszakcióként megidézhető, lebegő fegyver. Akcióként a távolsága 20 lábbal növelhető, és támadást lehet vele végrehajtani. A varázslat nem ad jártassági bónuszt a támadó dobáshoz.
Lesser Restoration +9 1 action touch immediately VS 2
 Notes:Eltávolítja a betegséget, vagy a bénultságot, vagy a mérgezést. A varázslat minden használata egyféle állapotot gyógyít.
Enhance Ability +9 1 action touch 60p VSM 2
 Notes:Egy darab prémes vagy tollas anyag kell hozzá. A varázslat alatt a célpont előnyt kap a kiválasztott képesség-ellenőrzésekhez, és a hatás a varázslat szintjétől függően más extra bónuszokat is adhat.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +9 1 bonus 60 ft immediately V 1
 Notes:1. szintű varázslat. Egy lényt gyógyít a hatósugáron belül. Gyógyulás: 1d4 + Charisma módosító. Bónusz akcióként is használható, ha előnyben vagy.
Revivify +9 1 action touch immediately VSM 3
 Notes:Egy 10 másodpercen belül meghalt lényt hoz vissza az életbe 1 HP-val. Előfeltétele a 300 arany értékű gyémánt, amit a varázslat elpusztít.
Counter Spell +9 1 reaction 60 ft immediately S 3
 Notes:Reakcióként használható, ha egy másik varázsló 60 ft-on belül varázsol. Ha a varázslat szintje 3 vagy alacsonyabb, sikeresen megszakítod. Ha magasabb, varázslás-ellenőrzést kell tenned.


Flight (Repülés): A fajta repülési sebessége 30 láb, ami páncél viselése esetén nem csökken.
Fey Ancestry (Fey Örökség): Előnyöd van a bűbáj (charmed) állapot ellen.


Divine Magic (Isteni mágia): Hozzáférésed van a pap (Cleric) varázslatlistájához. Minden alkalommal, amikor varázslatot tanulsz, választhatsz a sorcerer és a pap varázslatai közül is. Favored by the Gods (Istenek kedvence): Ha egy mentődobást (saving throw) elvétesz, egy d4-et adhatsz a dobáshoz, és ha azzal az eredménnyel sikerül a dobás, akkor felhasználhatod a képességet. Ezt hosszú pihenőnként újra használhatod.




Features & Traits

Ásó, vasfazék, közönséges ruházat, erszény, Painter’s Supplies


6db drágakő





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 4410, Platinum: 0 Money


Common, Sylvan, Celestial


Dagger, Darts, Slings, Quarter Staff, Light Crossbows




Languages & Proficiencies




Personality Traits


A bajtársaim az én családom. Bármi áron megvédem őket, mert az isteni erő nem csak az én, hanem a mi szolgálatunkra adatott. Együtt erősek vagyunk




Ideals


Egykor elvesztettem valakit, akit szerettem. Azóta a csapatom tagjai a legfontosabbak számomra, és soha többé nem fogom hagyni, hogy bárki is elessen.




Bonds


Van egy sötét titkom, amiről senki nem tudhat, és rettegek tőle, hogy ez kiderül. Ez a titok, ha napvilágra kerül, az isteni forrásom elhagyhatja a lelkemet.




Flaws


Valamikor a múltban, az isteni erőd még nem volt ennyire fejlett és kontrollálható. Véletlenül, a düh és a kétségbeesés pillanatában, olyan erőt szabadítottál el, ami egy számodra ártatlan és fontos személy halálát okozta. Azóta rettegsz ettől a sötét oldaladtól, és attól, hogy ez az isteni forrásnak, a védőszentednek, vagy bárkinek kiderül, és elfordul tőled.




Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Suttogó Gyűrű ( Aurora )

Wondrous Item

Legendary Nem tartozik a világ tárgyai közé

Leírás A Suttogó Gyűrű

Aktív Statok:

AC +0 ( max3 )

Támadás +0 ( max 3 )

Sebzés +0 ( max 3 )

Mentődobás +0 ( max 2 egyválaszott stathoz )

Képességpróba +0 ( max 2 egy választott skillhez )

Egyedi képesség / spall slot: 0 ( DM adja , minimum 3 képeségpontal rendelkezők választhatják )

A gyűrű a világban nem létező tárgy... csak is kizárólag a játékosok belső fejlődését tükrözi. Ezért a tárgyat eladni, felhasználni bármilyen játékbeli célra, nem lehetséges. A gyűrű az inspirációt hivatott kiváltani.




Cost: értéktelen
Weight: súlytalan

Homebrew

A Lélek Keringése

Ring

Legendary csak azokkal egyesül, akik a csillagfény útját járják... Előnyben részesíti a Cleric, Paladin, Divine Soul Sorcerer, vagy Celestial Warlock karaktereket... Nem attunálható olyan karakter által, aki sosem gyógyított vagy védelmezett másokat Requires Attunement

Képességek:

1. Kegyelem Robbanása

  • Aktiválás: Action naponta 1x
  • Időtartam: Azonnali
  • Hatótáv: A támadó varázslat hatótávja szerint
  • Hatás: A következő támadó varázslat sebzése: 3d10 radiant + 2d6 psychic. A cél disadvantage-t kap a következő akciójára, ha Wisdom save DC 17 elbukja.
  • Újrahasználat: Hosszú pihenés után

2. Keringő Védelem

  • Aktiválás: Bonus Action, 2x naponta
  • Időtartam: 3 kör
  • Hatótáv: 60 láb
  • Hatás: Egy szövetséges +2 AC-t kap 1 körre, és körönként 1d6 HP-t visszanyer 3 körön keresztül.
  • Újrahasználat: hosszu pihenés után visszatöltödik

3. Sebzéscsökkentő Aura

  • Aktiválás: Action, 1x naponta
  • Időtartam: 1 perc
  • Hatótáv: 60 láb
  • Hatás: A viselő egy vagy több ellenségre „csillagfényes pecsétet” helyez:
  • 1 célpont: -1d10 sebzés minden támadásra
  • 2–3 célpont: -1d6 sebzés minden támadásra
  • Újrahasználat: Hosszú pihenés után

4. Csillagfény Aura

  • Hatás: A gyűrű halványan pulzál, amikor a viselő gyógyít vagy védelmet nyújt. A szövetségesek advantage-t kapnak a következő mentődobásukra, ha a viselő aktívan támogatja őket.
  • Hatótáv: 30 láb
  • Passzív képesség

A gyűrű finom aranyból készült, amelyet apró csillagminták díszítenek. A közepén egy opálos kő ül, amely belülről világít, mintha egy galaxis forogna benne. Aktiváláskor a gyűrűből halvány fényhullámok terjednek ki, mint egy pulzáló csillagrobbanás, és a levegő enyhén rezeg a varázslat hatására.




Cost: 100,000 gp
Weight: 0,5 font (~0,2 kg)

Farkasfog Holdfény medál ( Wolffang Moonlight Pendant )

Wondrous Item

Legendary Egyedi úton lehetséges a kapcsolódás és bizonyos cselekedetek megtörhetik az összekapcsolódást... Requires Attunement

A Képességek Felfedezése

Az, hogy a Farkasfog Medál milyen erőket rejt, nem nyilvánvaló. A kalandorok csak különleges események vagy konkrét körülmények között ismerhetik meg a medál tulajdonságait:

  • Ősi rúnák megfejtése: A medál peremét díszítő holdrúnák tanulmányozása révén fokozatosan felfedhetők a rejtett képességek. Ez mágikus ismereteket vagy ősi nyelvi szakértelmet igényel.
  • Különleges környezeti hatások: Egyes képességek spontán aktiválódhatnak.
  • Vérfarkasokkal való kapcsolódás: Vérfarkasokkal való szorosabb kapcsolatok felébresztheti a medál bizonyos képességeit.
  • Kalandozások során: A medál hosszabb ideig tartó viselése és használata során a képességek apránként megmutatkozhatnak, ahogy a medál és viselője összhangba kerül.

A Farkasfog Medál az egyik legkülönlegesebb és egyben legmisztikusabb tárgy Zekayen világában, amely titkai feltárásához nemcsak bátorságra, de kitartásra és bölcsességre is szükség van.

A Farkasfog Medál egy ezüstláncra függesztett, finoman megmunkált medál, melybe egy vérfarkas tűhegyes foga van belefoglalva. A fog tisztán csillogó éle és a medált övező ősi holdrúnák misztikus jelenléte már első ránézésre különleges varázserőt sugall. A medál természetéből adódóan titokzatos aura lengi körül, és igazi erejének felfedezése alapos vizsgálatot, mágikus kísérleteket és számtalan kalandot igényel.


A tárgy egyedi Eternal Kategória Tárgyak Alapelvei minőséget képvisel


Farkasfog Holdfény Medál




Cost: Felbecsülhetetlen
Weight: 0,5 font (~0,2 kg)

Homebrew

Holdszövet köpeny ( Cloak of Moonwoven Silence )

Wondrous Item

Legendary A karakternek legalább egyszer: Rejtőzködve mentett meg valakit, vagy került el egy konfliktust Tudatosan választotta a hallgatást egy helyzetben, ahol a beszéd veszélyt jelentett volna Átélte az éjszaka misztikumát – például álomban, rituáléban vagy holdfényes jelenetben... Előnyben részesíti a Shadow Monk, Gloom Stalker Ranger, Arcane Trickster Rogue, vagy Twilight Cleric típusú karaktereket. Requires Attunement

Aktiválás Egy akcióval aktiválható, miközben a viselő kimondja: „A hold rejt, a csend vezet.”

Hatás 8 órás Greater Invisibility, nem szűnik meg támadás vagy varázslás esetén, de koncentrációs varázslatok automatikusan megszűnnek

Különleges A viselő nem hagy nyomot, nem hallható, és mágikus érzékelés csak DC 20 felett észleli

Recharge Naponta egyszer, csak éjfél után töltődik újra

Ez a köpeny nem szövetből készült, hanem az éjszaka leheletéből. A holdfény legfinomabb szálaiból szőtték, csillagporral hímzett mintái lassan pulzálnak, mintha a köpeny maga is lélegezne. Ha kibontod, a fény elhallgat körülötte – a világ halkabb lesz, a levegő sűrűbb, és a csend megérint. A szövet nem simul a testhez, hanem körülölel, mintha tudná, ki vagy. Amikor Nyxiri kiköpi a gomolygó felhőt, benne rejtőzik ez a köpeny – egy ajándék, amit nem lehet kérni, csak elfogadni.




Cost: 148000 gp
Weight: 1 font (~0,5kg)

E:RLW

Cleansing Stone

Wondrous Item

Common

A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.

Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.

Cost: 50 gp - 100 gp

DMG

Driftglobe

Wondrous Item

Uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the Light or Daylight spell. Once used, the Daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Cost: 101 gp - 500 gp

Dungeon Master's Guide

Bag of Holding

Wondrous Item

Uncommon

Ez a különleges zsák sokkal nagyobb belső térrel rendelkezik, mint amit a külső mérete sugall. A szája körülbelül 2 láb átmérőjű, és 4 láb mély, de akár 500 fontnyi tárgyat is képes tárolni, 64 köbméteres térfogaton belül.

A zsák súlya mindig 15 font, függetlenül attól, hogy mennyi tárgy van benne. Egy tárgy kivétele a zsákból egy akciót igényel.

Ha a zsákot túlterhelik, kilyukasztják vagy elszakítják, akkor megsemmisül, és a benne lévő tárgyak az Asztrális Síkon szétszóródnak.

Ha a zsákot kifordítják, a tartalma érintetlenül kihullik, de a zsákot vissza kell fordítani, mielőtt újra használható lenne.

Fontos figyelmeztetés: ha egy Bag of Holding-ot egy másik extra dimenziós térbe helyeznek (például egy Portable Hole-ba), akkor mindkét tárgy megsemmisül, és egy kapu nyílik az Asztrális Síkra, amelyen keresztül a közeli lények beszippanthatók.

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in theAstral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Cost: 475 gp
Weight: 15 font (~6,8 kg)

Védelem Gömbje

Wondrous Item

Rare Requires Attunement

Aktíválás: Reakció

Használat: 1x/nap

Sugár: 10 láb (bright light)

Különleges képességek

  • Energiagömb Aktiválása (Reakció, 1x/nap): A viselő reakcióként aktiválhatja az energiagömböt, amely aranyló fényben öleli körül. → A viselő +5 AC-t kap a következő körének kezdetéig. → A gömb bright light-ot bocsát ki 10 láb sugarú körben.
  • Aegis Barrier (passzív, csak aktivált gömbnél): Amíg az energiagömb aktív, a gömb 10 HP-nyi mágikus vagy távolsági sebzést felfog. → Ez a pajzs nem véd közelharci fizikai támadások ellen.
  • A viselő +1 bónuszt kap az Észlelés (Perception) szakértelemhez. → Ez nem számít mágikus érzékelésnek, de segíti a környezeti észlelést.

Cost: 2800 gp
Weight: 1 font (~0,5kg)

The statblocks of your class features

Sorcerer

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

For the Sorcerer Spell list, press this Sorcerer Spell List
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifier
hit points at higher levels: 1d6 (or 4) + Constitution Modifier
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:
you start with the following equipment, in addition to the equipment granted by your background:

  • (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.

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 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 power of your magic relies on your ability to project your will 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 when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifer = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.
class features:
The Sorcerer Spell Slots Per Level
Levels Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 1 Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2 +2 2 Font of Magic 4 3 3 - - - - - - - -
3 +2 3 Metamagic 4 4 4 2 - - - - - - -
4 +2 4 Ability Score Improvement, Sorcerous Versatility (Optional) 5 5 4 3 - - - - - - -
5 +3 5 Magical Guidance (Optional) 5 6 4 3 2 - - - - - -
6 +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
7 +3 7 - 5 8 4 3 3 1 - - - - -
8 +3 8 Ability Score Improvement, Sorcerous Versatility (Optional) 5 9 4 3 3 2 - - - - -
9 +4 9 - 5 10 4 3 3 3 1 - - - -
10 +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11 +4 11 - 6 12 4 3 3 3 2 1 - - -
12 +4 12 Ability Score Improvement, Sorcerous Versatility (Optional) 6 12 4 3 3 3 2 1 - - -
13 +5 13 - 6 13 4 3 3 3 2 1 1 - -
14 +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
15 +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16 +5 16 Ability Score Improvement, Sorcerous Versatility (Optional) 6 14 4 3 3 3 2 1 1 1 -
17 +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18 +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19 +6 19 Ability Score Improvement, Sorcerous Versatility (Optional) 6 15 4 3 3 3 3 2 1 1 1
20 +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Sorcerous Origin

  Choose a sorcerous origin, which describes the source of your innate magical power. 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

    1)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. The created spell slots vanish at the end of a long rest.
    2)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. The created spell slots vanish at the end of a long rest.
Creating Spell Slots Chart
Spell Slot per Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
  • 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 of 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.

  • Heightened 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.

  • Seeking Spell : If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
    ou can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell

  • Subtle Spell : When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

  • Transmuted Spell : When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

  • 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 same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

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 Versatility (Optional)

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance (Optional)

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
subclass options:

Sorcerous Origin

Nightfell - Legacy of the World Below
The innate magic of sorcerers is well known and feared by many. Some shun these figures of arcane power and drive them away, while others view them as symbols of a power that springs from early sources in its purest form. Some of these individuals bring within them the immanent energies of the earth and stone that were sacred to the ancient peoples of the World Below.   Sorcerers who manifest the Legacy of the World Below learn to unleash the pure and chaotic magic of the bones of the world. Iùrmen's flaming core, enclosed between countless layers of rock as if in a casket, is the very heart of the Primes and one of the few remaining sources of life. These sorcerers can draw on it to unleash extremely destructive elemental spells.
In past ages, the Lyvar and the Rizadrin have followed customs based on the knowledge of these sorcerers, so attached are they to the cold stone and the dark world beneath the surface. In the Lunar Age, although separated from their underground homeland, some agents of this ancient power still roam Iùrmen, dexterous in mystical abilities drawn from the earth itself.  

Blood of the Earth

At 1st level, your AC is equal to 12 + your Dexterity Modifier as long as you remain unarmored.
Also, when casting a spell, you gain Temporary Hit Points equal to the level of the spell cast (cantrips still grant 1 Temporary Hit Point). These Temporary Hit Points double if you are underground or in a natural cave or chasm.  

Echo of the Tunnels

At 1st level, you have Advantage in hearing-based Wisdom (Perception) checks, and as long as you are underground or in a natural cave or chasm, the Skill bonus in these trials is doubled. In addition, you automatically learn the message cantrip.  

Primeval Momentum

At 6th level, casting a spell with a casting time of one action allows you to perform a melee spell attack as a bonus action. This attack deals 1d8 force damage, plus 1 additional damage per spell level (cantrip are considered 0-level spells).
If this attack hits, you may spend 1 to 3 Sorcery Points to unleash your primal arcane energy, selecting one of the following options for each point spent (the same option cannot be chosen multiple times):
  • The attack deals additional damage equal to your Charisma modifier.
  • All other creatures (yourself excluded) within 5 feet of the target takes force damage equal to your Charisma modifier, plus 1 additional damage per spell level.
  • The target is knocked to the ground prone, and its speed is reduced to 10 feet until the end of its next turn.
  • You gain a +2 bonus on AC and Saving Throws until the beginning of your next turn.
  • The target cannot take Reactions and has a -2 penalty to the AC until the beginning of its next turn.
 

Heart of Stone

At 14th level, you are Proficient in Wisdom Saving Throws and gain Immunity to Frightened and Charmed conditions as long as you have at least 1 Sorcery Point.  

Return to the Cave

At 18th level, when reduced to 0 Hit Points, or when you run out of all spell slots of 4th level or higher, you may decide to use your Reaction to be teleported to a safe, isolated, and uninhabited cave within a 6 miles radius. You do not need to know the location of the cave, nor its actual presence, but you can designate one previously visited as a destination.
This feature can be used once, then you regain its use after you complete a long rest.
 
  Abberant Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Psionic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Psionic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

  • Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.


Warping Implosion

At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Soul
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Clockwork Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Bastion of Law

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order

Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

  • At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. 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.

Dragon Ancestor

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.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic 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. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

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 same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

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 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 armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become 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 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 (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.


Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Angelic Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.
Shadow Magic
ou are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

Shadow Sorcerer Quirks

At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hound of III Omen

  • At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:
  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Storm Sorcery
our innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
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 through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful 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 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 14th 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.

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
.
Pyromancer
Your innate magic manifests in fire. You are your fire, and your fire is you.

Although this Sorcerous Origin was created for MTG, it is not tied to a specific setting or story, meaning its flavor is open to any setting and story. Regardless, ask your DM before using it.

HB You could easily create mages of other elements by swapping out the Pyromancer's fire damage and fire resistance for damage and resistance of other elements. For instance, you could create a cryomancer by replacing fire with cold, or an electromancer by replacing fire with lightning. As always, ask your DM before doing so.

Heart of Fire

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

Pyromancer's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Rune Child (Matthew Mercer, Unofficial Homebrew
The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as rune children.

The talents of a rune child are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

Essence Runes

At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

Glyphs of Aegis

Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

Sigilic Augmentation

Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

Manifest Inscriptions

At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.

Runic Torrent

Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

Arcane Exemplar Form

Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
  • You have a flying speed of 40 feet.
  • Your spell save DC is increased by 2.
  • You have resistance to damage from spells.
  • When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Fairy

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends.

Infused with the magic of the Feywild, fairies share a few commonalities with one another but can differ widely in appearance, behavior, and attitude. Many fairies have a special physical characteristic that sets them apart from other creatures of their kind. For your fairy, roll on the Fey Characteristic table or choose an option from it. The Feywild is a wild place, so come up with your own characteristic if none of these fit your character.

ability score increase: Increase one ability score by 2, and increase a different one by 1.
age: Fairies have a life span of about 2 centuries.
alignment: Neutral
Size: Small
speed: Your walking speed is 30ft; Fly 30ft, Hover
Languages: You can speak, read, and write Common, Sylvan and one other language that you and your DM agree is appropriate for the character.
race features:

Fairy Flight:

You have a flying speed equal to your walking speed and can hover. This flight is magical and does not require the use of your wings (if you have them).

Fairy Magic:

You know the Druidcraft ,Faerie Fire and Enlarge/Reduce spells. You can cast Faerie Fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Fey Passage:

You can squeeze through a space as narrow as 1 inch wide.

Fey Characteristics

d8 Characteristic

  1. You have small wings like those of an insect.
  2. You have shimmering, multicolored skin.
  3. You have exceptionally large ears.
  4. A constant, glittering mist surrounds you.
  5. You have a small spectral horn on your forehead, like a little unicorn horn.
  6. Your hands never look dirty.
  7. You smell like fresh brownies.
  8. A noticeable, harmless chill surrounds you.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid

PHB'14 p255

Light

0-level (Cantrip) Evocation

Range/Area: Touch
Components: V, M
Materials: a firefly or phosphorescent moss
Damage/Effect: emit light

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

PHB

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Saving Throw
Damage/Effect: Radiant
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Cleric

XGE

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Attack/Save: Saving Throw
Damage/Effect: Necrotic
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Available for: Cleric, Warlock, Wizard

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: Verbal, Somatic
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: Verbal, Somatic
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB

Druidcraft

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
Duration Instantaneous
Components V S

Whispering to the spirits of nature, you create one of the following effects within range:

  •  You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. this effect persists for 1 round.
  •  You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  •  you create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. THe effect must fit in a 5-foot cube.
  •  You instantly light or snuff out a candle, a torch, or a small campfire.

 

Class(es): Druid

Level 1 Spells

PHB

Healing Word

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: Verbal
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Available for: Bard, Cleric, Druid

PHB

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Wizard

PHB

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: A pinch of soot and salt
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).   Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Available for: Artificer, Bard, Druid

Level 2 Spells

PHB

Spiritual Weapon

2-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: Melee
Damage/Effect: Force
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.   When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.   As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.   The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
Available for: Cleric

PHB

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Fur or a feather from a beast
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.
  • Bear’s Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull’s Strength: The target has advantage on Strength checks, and their carrying capacity doubles.
  • Cat’s Grace: The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • Eagle’s Splendor: The target has advantage on Charisma checks.
  • Fox’s Cunning: The target has advantage on Intelligence checks.
  • Owl’s Wisdom: The target has advantage on Wisdom checks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

PHB

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: An eyelash encased in gum arabic
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

Player's Handbook

Revivify

3-level Necromancy

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Class(es): Cleric, paladin

PHB

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60 feet
Components: Somatic
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Available for: Sorcerer, Warlock, Wizard

PHB

Hypnotic Pattern

3-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: Somatic, Material
Materials: A glowing stick of incense or a crystal vial filled with phosphorescent material
Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.   The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Available for: Bard, Sorcerer, Warlock, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

tollasmacska.

Statblock Type

Character Sheet (2020)

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