Sorcerer: Difference between revisions

682 bytes added ,  03:30, 3 December 2022
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''3rd Level Sorcerer Feature''<br>
''3rd Level Sorcerer Feature''<br>
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.
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.
*'''Accurate Spell''' When you cast a Spell that requires an Attack Roll, you can spend 2 Sorcery Points to gain Advantage on the Attack Roll.
*'''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.
*'''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.
*'''Devastating Spell''' When you cast a Spell that requires an Attack Roll, you can spend 1 Sorcery Point to increase your Crit Range for that Spell by 1.
*'''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>
*'''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>
: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.
: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.
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*'''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.
*'''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.
*'''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.
*'''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.
*'''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.
*'''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.
*'''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.
*'''Wounding Spell.''' When you cast a spell that deals Damage, you can spend 2 Sorcery Points. When you do, a creature of your choice that was Damaged by the Spell has Disadvantage on its next Attack Roll or Saving Throw.
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