Sorcerer
Base Class: Sorcerer

Spellcrafter Class Details

A dragonborn student walks through the halls of the most prestigious arcane academy in the land. His footsteps echo as they rebound off of the polished walls and magnificent arched ceiling vaults as he makes his way to the magic laboratory. It is time to get creative.

Spellcrafters have the ability to create spells of their own. Their power is only bound by their creativity, concentration, and understanding of magic theory.

 

Class Features


This class can use all spells known to sorcerers, warlocks, and wizards, as well as crafted spells that have been memorized.

Spellcrafters start off with 2 spell slots at level 1 and gain a new slot for every level up until level 14.

 

Hit Points

  • Hit Dice: 1d10
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 + your Constitution modifier per level after 1st

Proficiencies

  • Armor: None
  • Weapons: Swords, daggers, spears, quarterstaffs, bows, wands
  • Tools:
  • Saving Throws: Constitution, Strength

Equipment


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light bow and 20 arrows or (b) any simple weapon
  • (a) a magnifying lens or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) a standard tome (+3 INT)  or (b) a sorcerer's lens (+3 WIS)

 

Creative Magic


Channel your mind. The structure of magic is yours to shape. You have the ability to craft your own spells and equip them like normal spells. You may only equip 4 at a time.

Craft Spell

  • Uses INT (2d10).
  • Cannot be done in combat and requires a surface to write on.
  • This skill can only be attempted twice per day - fails if the roll + stat bonus is less than 15.
  • In order to craft a custom spell, you must to be at or above the required level:
        - Level 1: Basic elemental spells
        - Level 8: Intermediate spells with secondary or transformative effects
        - Level 14: Powerful and complex spells such as dimensional spells and large scale attacks

 

Improvisation


Manipulate magic with solely your knowledge of arcane theory. Each spell is like an equation or a pattern. Changing one aspect changes the entire result. With your training, you are able cast spells simply by calculating and envisioning the structure of the magic powering the spell.

- Unlocked at level 6 -

Derive Utility - Uses WIS; -  custom utility-based spells such as constructs and mechanisms.
Compute Attack - Uses INT; custom attacks - secondary effects require 1 extra round to cast.
Support Formula - Uses WIS; custom support spells - can only be used when you have at least 50% HP.

  • Uses 1d10.
  • For non-damaging/non-healing spells - Rolls under 5 fail; rolls under 10 are somewhat effective; rolls above 10 are very effective.
  • This feature follows the same level system as Creative Magic.
  • Spells that influence stats or rolls only last 1 round and can only be used once per session.

Improvisation can be used every 3 turns. Additionally, every time it is used without resting causes a stack of Mental Fatigue (stacks up to 3). Resting removes all stacks of Mental Fatigue.

  • 1x - Caster can no longer use Support Formula.
  • 2x - Caster can no longer use Compute Attack.
  • 3x - Caster can no longer use Derive Utility.

Casting time starts out at 3 turns. Other actions can be performed while the spell is being prepared.

  • Level 8: Casting time reduced to 2 turns.
  • Level 11: Casting time reduced to 1 turn.
  • Level 14: Casting time is instant; this skill also becomes a bonus action.

 

Enchanter


Through plenty of study, you gain the knowledge required to forge and apply enchantments. It is hard work though. Like an Artificer tinkering with a machine, you must try and fail a few times to create a working enchantment.

- Unlocked at level 14 -

Enchantment Theorem - Work on creating your own enchantment. This is a minute-long action; must be used 3 times to finish an enchantment. Only 3 may be held/applied to equipment at once.

  • Enchantment effectiveness is determined upon creation of the enchantment; uses 1d6 (no stat bonuses).
  • Effects provided by enchantments follow the same level system as Creative Magic.

Enchant - Apply your enchantment to whatever you desire. Enchantments are applied by touch. This is a bonus action; consumes one unapplied enchantment.

 

Master Spellsmith


Practice makes perfect. You have honed your mind in the art of creating spells and are now master spellsmith.

- Unlocked at level 18 -

You will no longer suffer from Mental Fatigue.

 

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