Sorcerer |
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Sorcerer: Base Class |
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Sorcerer Features |
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Base Traits |
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Hit Points Hit
Dice: 1d6 per sorcerer level Proficiencies and Training Armour: None Equipment You
start with the following equipment, in addition to the equipment granted by
your background: •
a light crossbow and 20 bolts or
any simple weapon •
a component pouch or an arcane
focus •
a dungeoneer's pack or an
explorer's pack •
two knives |
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Features |
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Sorcerous Origin An
event in your past, or in the life of a parent or ancestor, left an indelible
mark on you, infusing you with sorcerous magic. Choose a sorcerous origin.
Your sorcerous origin grants you abilities at 1st
and 6th level. Spellcasting Because
of your sorcerous origin, you can cast spells. Sorcerer
spells Select
three spell schools from Abjuration, Conjuration, Divination, Enchantment,
Evocation, Illusion, Necromancy, or Transmutation. Your sorcerer spells must
come from these three spell schools and only from the spell list granted by
your ‘sorcerous origin’ feature. Eschew
Materials Your
being resonates with magic. Sorcerer spells you cast require no material
components, unless the component is consumed by the spell. Cantrips You
know three additional cantrips of your choice from the spell list
associated with your sorcerous origin. You learn additional cantrips from
this spell list at higher levels, as shown in the cantrips known column of
the sorcerer table. Spells
Known of 1st Level and Higher 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 5th level in this class, you
can learn one new spell of 1st or 2nd level. Additionally,
when you finish a long rest, you can choose one of the sorcerer
spells you know and replace it with another sorcerer spell, which also must
be of a level for which you have spell slots. Spell
Slots The
sorcerer table shows how many spell slots you have to cast your sorcerer
spells of 1st level and higher. To cast one of these 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. Spellcasting
Ability Charisma
is your spellcasting ability for your sorcerer spells, since the power of
your magic relies on your ability to project your very being onto the world.
You use your Charisma whenever your sorcerer spells 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 modifier = your proficiency bonus + your Charisma modifier 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. At
the end of your turn, if you have more sorcery points than shown on the table
for your level you lose any sorcery points above your maximum number of
sorcery points. You
regain all spent sorcery points when you finish a short or a long rest. Flexible
Casting You
can use your sorcery points to restore your spell slots or sacrifice spell
slots to restore your sorcery points. You learn other ways to use your
sorcery points as you reach higher levels in this class: •
Restore Sorcery Points. As
a bonus action on your turn, you can expend one spell slot and regain a
number of sorcery points equal to the spell slot's
level. •
Restore Spell Slots. You
can transform sorcery points into a spell slot as a bonus action on your
turn. You can regain one expended spell slot by using a number of sorcery points equal to 1 + the level of the spell slot
you want to restore. You can only restore spell slots of 5th level or lower
with this feature. This spell slot disappears at the end of your turn unless
you use it. Sorcerous Manifestation Beginning
at 3rd level, the magic within you manifests itself physically in your body. Select
a manifestation from the list of sorcerous manifestations. This choice grants
you benefits at 3rd , 10th, and 14th level. Manifestation
Spell Each
sorcerous manifestation has a list of spells - its manifestation spells. Once
you reach certain levels in this class, you know the listed spells, and they
do not count against your number of known spells. If
you have a manifestation spell that doesn’t appear on your spell list or
spell school, the spell is nonetheless a sorcerer spell for you. In
addition, you can use sorcery points to cast your manifestation spells: •
Manifest spell. When
you cast a manifestation spell, you can expend a number of sorcery
points equal to the level of the spell to cast the spell without expending a
spell slot. Feat At
4th level, you gain a feat from the list of feats. You must meet the
prerequisites for the feat. You
gain an additional feat at 8th, 12th, 16th, and 19th level. Metamagic At
5th level, you gain the ability to use your sorcery points to manipulate your
spells to suit your needs. You gain two metamagic
options of your choice from the list of metamagic.
You gain another one at 10th and 15th level. Whenever
you gain a level in this class, you can replace one of your metamagic options with another one from the list. You
can use only one metamagic option on a spell when
you cast it. Potent Origin Beginning
from 6th level, your sorcerous origin increases in power. Spellpower At
11th level, you deepen your magic reserves. When you expend your last 1st
level spell slot, you can cast your 1st level spells without expending a
spell slot for 1 minute. You can gain this benefit once between long rests. Supreme Sorcery At
18th level, you become the embodiment of magic. You learn the wish spell,
and you can cast it as an action without expending a spell slot once between
long rests. When
you cast wish in this way, you can only use it to duplicate
any spell of 8th level or lower. Arcane Apotheosis At
20th level, your mastery of raw magic becomes unparalleled. Once
on each of your turns, you can add one of your metamagic
options to a spell of 5th level or lower that you cast without expending
sorcery points. In
addition, you can add an additional metamagic
option to that spell as well by expending sorcery points for that option as
normal. |