Sorcerer: Difference between revisions

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==== Spellcasting ====
==== Spellcasting ====
''1st Level Sorcerer Feature.''<br>
''1st Level Sorcerer Feature''<br>
'''Spellcasting Ability.''' Charisma<br>
'''Spellcasting Ability.''' Charisma<br>
'''Spell Save DC.''' 8 + your Charisma Modifier + your Proficiency Bonus<br>
'''Spell Save DC.''' 8 + your Charisma Modifier + your Proficiency Bonus<br>
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| 20th || 6 || 21 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
| 20th || 6 || 21 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
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==== Sorcerous Origin ====
==== Sorcerous Origin ====
''1st, 6th, 14th, and 18th Level Sorcerer Feature''<br>
''1st, 6th, 14th, and 18th Level Sorcerer Feature''<br>
You choose one of the Sorcerous Origins in the table below that describes the source of your innate magical power.
You choose one of the Sorcerous Origins in the table below that describes the source of your innate magical power.
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==== Font of Magic ====
==== Font of Magic ====
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| 5th || 7
| 5th || 7
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You can also, as a Bonus Action, transform Spell Slots into Sorcery Points. When you do this, you expend a Spell Slot and then gain a number of Sorcery Points equal to the Spell Slot’s level.
You can also, as a Bonus Action, transform Spell Slots into Sorcery Points. When you do this, you expend a Spell Slot and then gain a number of Sorcery Points equal to the Spell Slot’s Level.
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'''Metamagic.''' At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following 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. Whenever you gain a level in this class you can replace one of the Metamagic options you gained from this feature with one you could have learned.
==== Metamagic ====
:'''Careful Spell.''' 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.
''3rd Level Sorcerer Feature''<br>
:'''Distant Spell.''' 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.
You gain the ability to twist your spells to suit your needs. You gain two of the following 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.
:'''Empowered Spell.''' 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.
*'''Careful Spell.''' 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. A chosen creature automatically succeeds on its Saving Throw against the Spell.
:'''Extended Spell.''' 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.
*'''Distant Spell.''' When you cast a Spell that has a Range of 5ft or greater, you can spend 1 Sorcery Point to double the Range of the Spell.<br>
:'''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.
:When you cast a Spell that has a Range of Touch, you can spend 1 Sorcery Point to make the Range of the spell 30ft.
:'''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.
*'''Empowered Spell.''' 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. 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.
:'''Seeking Spell.''' 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.
*'''Extended Spell.''' 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.
:'''Transmuted Spell.''' 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.
*'''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.
:'''Twinned Spell.''' When you cast a spell, you can spend a number of sorcery points equal to the spell’s level to cast the spell again. Any creatures affected by the first casting of the spell are not affected by the second casting. (1 sorcery point if the spell is a cantrip).
*'''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.
*'''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.
*'''Twinned Spell.''' When you cast a Spell, you can spend a number of Sorcery Points equal to the Spell’s Level to cast the Spell again as a Free Action. Any creatures affected by the first casting of the Spell are not affected by the second casting. If the Spell is a Cantrip, it costs 1 Sorcery Point.
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'''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
==== Ability Score Improvements ====
''4th, 8th, 12th, 16th, and 19th Level Sorcerer Feature''<br>
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
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'''Magical Guidance.''' At 5th level, 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.
==== Magical Guidance ====
 
''5th Level Sorcerer Feature''<br>
'''Mastered Magic.''' At 20th level your mastery over your natural power has greatly increased. You can concentrate on two effects at once. When you fail a Constitution Saving Throw to maintain concentration, you choose which effect you wish to lose concentration on.
You can tap into your inner wellspring of magic to try to conjure success from failure. When you fail an Ability Check, you can spend 1 Sorcery Point to reroll the Check, using the new Roll.
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==== Supreme Sorcery ====
''20th Level Sorcerer Feature''<br>
Your mastery over your natural power has greatly increased. You can Concentrate on two effects at once. When you fail a Constitution Saving Throw to maintain Concentration, you choose which effect you wish to lose Concentration on.
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= Sorcerous Origins =
=== Aberrant Soul ===
=== Aberrant Soul ===
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?