Sorcerer

Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.

  Sorcery Points: https://dnd5e.wikidot.com/sorcerer

Major Bloodlines

 
Celestial Bloodline  

Celestial Sorcerers cast Divine spells like Clerics, but they cast them spontaneously, rather than having to prepare spells. They have access to a limited number of arcane spells as well, and can use spells slots or sorcery points to empower the special abilities listed below.

 
  1. Shield
  2. Protection From Arrows
  3. Dispel Magic
 

Special: +1 caster level Abjuration, DR 5 acid, unique metamagic heavenly fire, summoned creatures have DR/1, Dispel Magic +2 caster level

  Sorcerery Points:  
  • Searing Light: add Charisma Modifier to damage
  • Righteous Aura : Slow
  • Sanctity Aura: add Charisma modifier to healing
 
 
Draconic Bloodline

Commanding, Resistances, Toughness .

  Bonus Feat: Toughness   Bonus Class Skill: Intimidate  

Special: Mage Armor +5 AC bonus and +4 caster level, Resist Energy, DR 5 energy subtype, unique spell.

    Sorcerery Points:  
  • Searing Light: add Charisma Modifier to damage
  • Aura of Awe, Aura of Fear: 60 ft aura
 
   
Infernal Bloodline

Most notably from the Horned Society, an ancient bloodline predating written history, and working in the shadows to control leadership in the northern regions.

 

Special: add Charisma modifier to fire to spell damage.

  Blind-Fight Combat Expertise Deceitful Disarm Extend Spell Iron Will Skill Focus (Knowledge: Arcana) Spell Penetration   Infernal Resistances, Scorching Ray  
   
Lunar Bloodline Requirement: Elf, Half-Elf, or Rhennee

Fey, Celene.

Lunar Sorcerers cast Druidic magic, however instead of preparing spells like a Druid, sorcerers cast their spontaneously.

 

Special: Lunar Sorcerers gain a limited set of arcane spells known that depend on the phase of the moon Celene .

  Crescent Moon / New Moon:
  1. Sleep
  2. Daze Monster
  3. Deep Slumber
  Waxing / Waning:
  1. Sleep
  2. Alter Self: Moon Elf only, +4 hide in forest and shadow
  3. Deep Slumber
    Full Moon:
  1. Magic Missile
  2. Moonfire (scorching ray)
  3. Invisibility Purge
 
     
Storm Bloodline

The Northern wastes, Wolf Nomads, Blackmoor, Thelassian Peninsula.

 

Special: +1 to electricity damage dice, shocking burst weapon.

 
 

Lesser Bloodlines

Demonic Bloodline

Corrupting, .

Special: +1 caster level Mage Armor, Resist Energy, DR 5 energy subtype, unique spell.

   
Fey Bloodline

Forests and swamps, mischievous, .

 

Special: +1 caster level Faerie Fire, Charm Person.

Table: The Sorcerer  
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Bloodline, Summon familiar
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4
5th +2 +1 +1 +4
6th +3 +2 +2 +5
  Alignment Any.   Hit Die d4.   Class Skills The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).   Skill Points at 1st Level (2 + Int modifier) × 4.   Skill Points at Each Additional Level 2 + Int modifier.   Class Features All of the following are class features of the sorcerer.   Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.  
Class Features
All of the following are class features of the sorcerer.   Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.   Spells A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).   To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.   Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.   A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.   Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.   Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.   Familiar A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.   The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.   If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.   A character with more than one class that grants a familiar may have only one familiar at a time.   High Sorcery  

The Sorcerer gains 1 point of High Sorcery per level. The Sorcerer may convert spell slots to High Sorcery points, gaining 1 point per spell level used. The Sorcery may convert sorcery points into spell slots, the cost is twice the spell level: 2 points for a 1st level spell, 4 points for a second level spell, and 6 points for a 3rd level spell.

 

At 3rd level, the Sorcerer may choose one of the following High Sorcerer metamagic abilities. At 6th level, a second metamagic ability is chosen.

 
  • 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.
  • Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of 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 30 feet.
  • 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.
        This pool may be used to enhance spells with metamagic.
Table: Spells Per Day  
Level 0th 1st 2nd 3rd
1st 5 3 - -
2nd 6 4 - -
3rd 6 5 - -
4th 6 6 3 -
5th 6 6 4 -
6th 6 6 5 3
Table: Spells Known  
0th 1st 2nd 3rd
5 3 - -
6 4 - -
6 5 - -
6 6 3 -
6 6 4 -
6 6 5 3

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