Sorcerer: Difference between revisions

167 bytes added ,  03:53, 13 January 2023
 
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*'''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.
*'''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.
*'''Malleable Spell.''' When you cast a Spell that has an area of effect, you can spend 2 Sorcery Points to increase the dimensions of the area created by 5ft.
*'''Malleable Spell.''' When you cast a Spell that has an area of effect, you can spend 2 Sorcery Points to increase the dimensions of the area created by 5ft.
*'''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.
*'''Nonlethal Spell.''' When you cast a Spell that reduces a creature to 0 Hit Points, you can spend 1 Sorcery Point to make the Damage dealt by the Spell non-lethal
*'''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 miss on a Spell Attack Roll, you can spend 2 Sorcery Points to reroll the Attack, using the new Roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the Spell.
*'''Seeking Spell.''' If you miss on a Spell Attack Roll, you can spend 2 Sorcery Points to reroll the Attack, using the new Roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the Spell.
*'''Transmuted Spell.''' When you cast a Spell that deals a Damage Type 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.
*'''Transmuted Spell.''' When you cast a Spell that deals a Damage Type 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.
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''1st Level Desert Soul Feature''<br>
''1st Level Desert Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Desert 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.<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Desert 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.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a [[Conjuration]] or an [[Evocatin]] Spell from the [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a [[Conjuration]] or an [[Evocation]] Spell from the [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Desert Spells
|+ Desert Spells