Sorcerer

This power isn't learned. It's in my blood--and sometimes it bleeds.

Hit Die

d6

Primary

Charisma

Casting

Charisma

Type

Full caster

Proficiencies

ArmorNone
WeaponsDaggers, darts, slings, quarterstaffs, light crossbows
Saving ThrowsConstitution, Charisma
SkillsChoose 2 from: Arcana, Deception, Insight, Intimidation, Persuasion, Religion

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

LevelFeatures
1Sorcerous Origin, Cantrips, Overchannel
2Metamagic (2 options)
3--
4Ability Score Improvement
5Metamagic (3 options)
6Origin Feature
7--
8Ability Score Improvement
9--
10Metamagic (4 options)
11--
12Ability Score Improvement
13--
14Origin Feature
15--
16Ability Score Improvement
17Metamagic (5 options)
18Origin Feature
19Ability Score Improvement
20Arcane Apotheosis

Core Features

Overchannel

Level 1

This 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 2

You 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 20

Your 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.

Lvl 1

Eyes of Twilight

You gain darkvision 120 feet. You can see through magical darkness to a range of 30 feet.

Lvl 1

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.

Lvl 6

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.

Lvl 14

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.

Lvl 18

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.

Lvl 1

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.

Lvl 1

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).

Lvl 6

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.

Lvl 14

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.

Lvl 18

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.