Sorcerer
Base Class: Sorcerer

Unbound soul sorcerers are experts of metamagic, blessed with the unnatural ability to bend the Weave in ways that no other spellcaster could imagine possible. They break the limits of magic through an intimate connection with the fabric of the universe itself, which might have been bestowed upon them by some deity of magic, passed down to them through a magically gifted bloodline, or even brought upon them by some strange magical event.

Limitless Magic

Starting at 1st level, at the end of a long rest, you can choose a spell from any class’s spell list that is of a level for which you have spell slots. Until you use this feature again, you can cast that spell as if it were a sorcerer spell for you. The spell does not count against the number of spells you know.

Spell Weaver

Starting at 1st level, you can enhance your spells to be more effective than usual. When you miss with a spell attack roll or a creature succeeds on a saving throw against a spell you cast, you can roll 1d4 and add it to the attack roll or subtract it from one creature’s saving throw, possibility changing the outcome. You can use this feature a number of times equal to your Proficiency Bonus per long rest.

Flexible Magic

Starting at 6th level, you gain access to extra Metamagic options which you always know and can always use when you cast a spell. These options are written below.

Diminished Spell: When you cast a spell of 5th level or lower that has dice rolls which scale with the level of the spell slot used to cast it, you can spend sorcery points to cast the spell using lower level spell slots, to a minimum of a 1st level spell slot. For each slot level below the spell’s base level, spend sorcery points equal to the spell's base level. For each level below the base level, the dice rolls decrease by the same amount they would increase for each slot level above the spell’s base level. For example, a Fireball cast using a 2nd level spell slot would deal 7d6 fire damage and cost 3 sorcery points, while a Fireball cast using a 1st level spell slot would deal 6d6 fire damage and cost 6 sorcery points.

Expanded Spell: When you cast a spell that has an area of effect, you can spend any number of sorcery points. For each sorcery point spent, the spell’s area of effect increases by 5 feet. You can use Expanded Spell even if you have already used a different Metamagic option during the casting of the spell.

Focused Spell: When you cast a spell, you can spend 1 sorcery point to gain advantage on concentration saving throws for that spell.

Enhanced Spell: When you roll damage for a spell, you can spend up to 10 sorcery points. For every 2 sorcery points spent, roll an additional damage die for each of the spell’s damage rolls.

Improved Metamagic

Starting at 14th level, you can now use any combination of Metamagic options on a spell when you cast it, regardless of whether the Metamagic options you use can normally be used with others, and you learn one additional Metamagic option of your choice.

Sorcerous Critical

Starting at 18th level, when you cast a spell that forces a creature to make a saving throw and also damages that creature, and the creature rolls a 1 on the die used for its saving throw, double the damage dice used for the damage from the effect that forced the saving throw against that creature. If multiple creatures roll a 1 on their saving throw dice, use the same damage total for all of them.

Previous Versions

Name Date Modified Views Adds Version Actions
4/29/2023 7:10:46 AM
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