Sorcerer
“This power isn't learned. It's in my blood--and sometimes it bleeds.”
d6
Charisma
Charisma
Full caster
Proficiencies
Starting Equipment
- A light crossbow and 20 bolts or any simple weapon
- a component pouch or an arcane focus
- a dungeoneer's pack or explorer's pack
- two daggers
Class Features by Level
| Level | Features |
|---|---|
| 1 | Sorcerous Origin, Cantrips, Overchannel |
| 2 | Metamagic (2 options) |
| 3 | -- |
| 4 | Ability Score Improvement |
| 5 | Metamagic (3 options) |
| 6 | Origin Feature |
| 7 | -- |
| 8 | Ability Score Improvement |
| 9 | -- |
| 10 | Metamagic (4 options) |
| 11 | -- |
| 12 | Ability Score Improvement |
| 13 | -- |
| 14 | Origin Feature |
| 15 | -- |
| 16 | Ability Score Improvement |
| 17 | Metamagic (5 options) |
| 18 | Origin Feature |
| 19 | Ability Score Improvement |
| 20 | Arcane Apotheosis |
Core Features
Overchannel
Level 1This is the Sorcerer's defining ability. When your mana pool is at 0, you can continue to cast spells by taking **Strain** instead. > **Each point of mana you would spend beyond 0 becomes 1 point of Strain.** Strain accumulates and has escalating consequences: | Strain Level | Effect | |---|---| | 1-2 | Disadvantage on all ability checks. Visible signs of duress (nosebleed, trembling, eyes glowing). | | 3-4 | All of the above, plus: speed halved. Disadvantage on attack rolls and saving throws. | | 5 | All of the above, plus: hit point maximum halved. You can only whisper or shout -- no normal speech. | | 6 | All of the above, plus: you drop to 0 HP and begin making death saving throws. If stabilized, you are unconscious for 1d4 hours. | | 7+ | **Instant death.** Your body burns from the inside out with arcane energy. There is nothing left to resurrect. |
Metamagic
Level 2You learn 2 Metamagic options, gaining more at levels 5, 10, and 17. Metamagic costs additional mana to apply (this mana CAN trigger Strain if you're at 0): | Metamagic | Extra Mana Cost | Effect | |---|---|---| | **Careful Spell** | 1 | Choose a number of creatures up to your CHA modifier. They automatically succeed on saving throws against the spell. | | **Distant Spell** | 1 | Double the spell's range (touch becomes 30 ft). | | **Empowered Spell** | 1 | Reroll a number of damage dice up to CHA modifier. Must use new rolls. | | **Extended Spell** | 1 | Double the spell's duration (max 24 hours). | | **Heightened Spell** | 3 | One target has disadvantage on its first saving throw against the spell. | | **Quickened Spell** | 2 | Change casting time from 1 action to 1 bonus action. | | **Subtle Spell** | 1 | Cast without verbal or somatic components. | | **Twinned Spell** | spell tier cost | Target a second creature with a single-target spell. Cost = the spell's tier (1 mana for tier 1, 5 mana for tier 3, etc.). Cantrips cost 1 mana. |
Arcane Apotheosis
Level 20Your Strain threshold increases, you don't suffer the effects of Strain until you are 2 points higher than normal (e.g., Strain 1-4 has no effect, death occurs at Strain 9+). Additionally, you recover 1 point of Strain every short rest.
Subclasses
Duskborn
The darkness didn't curse me. It chose me.
Eyes of Twilight
You gain darkvision 120 feet. You can see through magical darkness to a range of 30 feet.
Shadow Sorcery
When you cast a spell that deals damage, you can change its damage type to necrotic. When you do, the spell's visual manifestation becomes dark and shadowy.
Umbral Form
You can spend 3 mana as a bonus action to become semi-incorporeal for 1 minute. While in this form, you have resistance to all damage except radiant and force, and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
Shadow Warp
When you take damage, you can use your reaction to teleport up to 60 feet to a space you can see in dim light or darkness and become invisible until the end of your next turn. Uses: Charisma modifier per long rest.
Dusk Incarnate
Your Overchannel generates half the normal Strain (round up). Additionally, while at Strain 1 or higher, your spell save DC increases by 2.
Stormblood
Lightning doesn't think. It just strikes. So do I.
Tempestuous Magic
Immediately before or after you cast a spell of 1st tier or higher, you can fly up to 10 feet without provoking opportunity attacks.
Storm Sorcery
When you cast a spell that deals lightning or thunder damage, you can cause one creature within 10 feet of you to take lightning damage equal to half your Sorcerer level (no save).
Heart of the Storm
You gain resistance to lightning and thunder damage. When you cast a spell of 1st tier or higher that deals lightning or thunder damage, you cause a storm surge: each creature of your choice within 10 feet takes lightning or thunder damage (your choice) equal to your Sorcerer level.
Storm Guide
You can subtly control weather within 1 mile (no spell required): stop rain in a 20-foot radius, change wind direction. In combat, ranged attacks against you have disadvantage if you are outdoors due to swirling winds.
Tempest Fury
Once per long rest, when you cast a spell that deals lightning or thunder damage, you can maximize all damage dice of the spell. If you do, you take 1 point of Strain.