Sorcerer
Base Class: Sorcerer

Some sorcerers trace their lineage to mighty dragons or divine beings; others call upon the power of the elements and the planes. Sorcerers of the Mystic Bloodline, however, pull their magic directly from the Weave itself, untainted by anything but their own will.

Bloodline Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Bloodline 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.

Metamagic Savant

Also at 1st level, your power awakens, allowing you to manipulate your spells with ease. You learn two of the Metamagic options normally available to sorcerers at 3rd level.

You also gain a number of sorcery points to spend on Metamagic, equal to half your sorcerer level (rounded up).

Finally, whenever you spend sorcery points on a Metamagic option, roll a d20. If you rolled an 16 or higher, you regain 1 sorcery point.

Careful 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 (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant 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

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.

Extended 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.

Heightened 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.

Quickened Spell

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

Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer 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.

Subtle Spell

Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Transmuted Spell

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.

Twinned Spell

Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Spellbender

At 6th level, your mastery of metamagic allows you to twist the magic of spells around yourself. When you see a willing creature cast a spell within 30 feet of yourself, you can use one of your Metamagic options on it as a reaction, choosing any new targets. This expends sorcery points as if you had cast the spell.

Arcane Confluence

At 14th level, the power surges of your magic allow you to defy gravity. Whenever you use one of your Metamagic options on a spell, you gain a flying speed of 60 feet until the end of your next turn. If you are still aloft at that time, you fall gently to the ground, unless you have another means of remaining aloft.

Power Overwhelming

At 18th level, your magical strength becomes overwhelming in its magnitude. Whenever you use one of your Metamagic options on a spell, you can treat it as having spent a spell slot of one level higher.

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