Sorcerer

hit dice: d6 per Sorcerer level
hit points at 1st level: 6 + your Constitution Modifier
hit points at higher levels: 1d6 + your Constitution Modifier
armor proficiencies: -
weapon proficiencies: Daggers, Darts, Slings, Quarterstaffs and Light Crossbows
tools: -
saving throws: Constitution and Charisma.
skills: Choose two of Arcana, Deception, Insight, Intimidation, Persuasion or Religion.
starting equipment:

Simple Weapon
Arcane Focus
Two Daggers
One of: Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's Pack, Explorer's Pack or Priest's Pack.



spellcasting:
Class LevelProf. BonusSorcery PointsCantrips KnownSpells KnownLevel 1 SlotsLevel 2 SlotsLevel 3 SlotsLevel 4 SlotsLevel 5 SlotsLevel 6 SlotsLevel 7 SlotsLevel 8 SlotsLevel 9 Slots
1+2-422--------
2+22433--------
3+234442-------
4+245543-------
5+3556432------
6+3657433------
7+3758433-----
8+38594331-----
9+4951043321----
10+41061143332----
11+411612433321---
12+412612433321---
13+5136134333211--
14+5146134333211--
15+51561443332111-
16+51661443332111-
17+617615433321111
18+618615433331111
19+619615433332111
20+620615433332211

class features:

Short Description.

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.
Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

Level 1 Feature.

Martial Levels.
There are three Martial Tiers. Full Martials, Half Martials and Non Martials. As a Sorcerer, you are a Non Martial, however, if your Sorcerous Origin grants you the Extra Attack feature, then the moment you select your Subclass, you will count as a Half Martial. Which means that from that moment forward, you have a Martial Level equal to half your level. When you gain Martial Levels, you can learn Advanced Techniques for weapons with specific Properties. You can find specifics on the Martial Level system in the place designed for it.

Level 1 Feature.

Sorcerous Origin.
Choose the Sorcerous Origin you belong to you, each of which is detailed at the end of the class's description.

Level 2 Feature.

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 one additional point every time you level up, to a maximum of 20 at level 20. 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.

Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7

Creating Spell Slots.
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. 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.

Level 3 Feature.

Metamagic.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell.
Cost: 1 Sorcery Point
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.
Cost: 1 Sorcery Point
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.
Cost: 1 Sorcery Point
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.
Cost: 1 Sorcery Point
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.
Cost: 3 Sorcery Points
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.
Cost: 2 Sorcery Points
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.
Cost: 2 Sorcery Points
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

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

Transmuted Spell.
Cost: 1 Sorcery Point
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.
Cost: 1–9 Sorcery Points
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, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Level 4 Feature.

Ability Score Improvement.
When you reach 4th 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. Alternatively, you can choose to take a Feat instead.

Level 5 Feature.

Magical Guidance.
You can tap into your inner wellspring of magic to try to 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.

Level 6 Feature.

Sorcerous Origin Feature.
You gain a feature granted by your Sorcerous Origin choice, which you can find in the appropriate page.

Level 8 Feature.

Ability Score Improvement.
When you reach 8th 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. Alternatively, you can choose to take a Feat instead.

Level 10 Feature.

Greater Metamagic.
At 10th level, you learn an additional metamagic option.

Level 12 Feature.

Ability Score Improvement.
When you reach 12th 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. Alternatively, you can choose to take a Feat instead.

Level 14 Feature.

Sorcerous Origin Feature.
You gain a feature granted by your Sorcerous Origin choice, which you can find in the appropriate page.

Level 16 Feature.

Ability Score Improvement.
When you reach 16th 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. Alternatively, you can choose to take a Feat instead.

Level 17 Feature.

Perfected Metamagic.
At 17th level, you learn an additional metamagic option.

Level 18 Feature.

Sorcerous Origin Feature.
You gain a feature granted by your Sorcerous Origin choice, which you can find in the appropriate page.

Level 19 Feature.

Ability Score Improvement.
When you reach 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. Alternatively, you can choose to take a Feat instead.

Level 20 Feature.

Sorcerous Restoration.
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

subclass options:

Aberrant Mind
Clockwork Soul
Coven of Spirits
Cursed Soul
Divine Soul
Draconic Bloodline
Lunar Eye
Oni Bloodline
Runechild
Shadow Magic
Skinshifter
Spirit Caller
Star Spawn
Stormborn
Sunken Herald
Treasure Bound
Wild Soul


Created by

Octavia..

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