Base Class: Sorcerer
You are the descendant of a powerful arcane spellcaster, such as a great wizard. Their arcane power was so great it now flows in the veins of their descendants, granting them innate wizardly magic.
Wizardly Magic
Your link to the arcane allows you to learn spells from the wizard class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your arcane power: Abjuration, Evocation, Illusion, Necromancy or Transmutation. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.
| Affinity | Spell |
|---|---|
| Abjuration | alarm |
| Evocation | magic missile |
| Illusion | silent image |
| Necromancy | ray of sickness |
| Transmutation | feather fall |
Abjuration
You learn the Alarm spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.
Evocation
You learn the magic missile spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.
Illusion
You learn the silent image spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.
Necromancy
You learn the false life spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.
Transmutation
You learn the feather fall spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.
Favored by the Weave
Starting at 1st level, arcsne power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Empowered Spellcasting
Starting at 6th level, the arcane energy coursing through you can empower damaging spells. Whenever you or an ally within 5 feet of you rolls dice to determine the damage a spell deals, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.
Arcane Wings
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.
Unleash the Weave
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can deal force damage equal to half your hit point maximum to a target within 90 ft.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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6/3/2024 6:36:54 PM
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