Sorcerer
Base Class: Sorcerer

You receive your magic from a direct connection and intimate relationship with the Weave.

Arcane Defenses

At 1st level, you exude a magical aura. This aura extends a few inches from you and protects you from harm. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. As a bonus action, you can choose what your aura looks like. You can give it a color and texture or you can make it invisible.

In addition, you learn the shield spell. It counts as a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.

Direct Source

At 1st level, your direct, intimate connection to the Weave grants you two benefits. You do not need to provide the material components that do not have a gold cost associated with them for your sorcerer spells. You have advantage on ability checks made to perceive or interpret magical effects.

Spell Threading

Starting at 6th level, you can spend sorcery points to thread together similar spells you know. When you cast a spell with an instantaneous duration and a casting time of 1 action, you can cast a similar spell simultaneously.

  • If you cast a spell with a melee or ranged spell attack roll, you can thread a spell with the same type of attack roll targeting the same creature.
  • If you cast a spell with an area of effect, you can thread a spell with the same shape area of effect as long as both have the same point of origin.
  • If you cast a spell that targets a single creature and forces it to make a saving throw, but does not have an area of effect, you can cast another spell that does the same as long as both are cast on the same target.

The cost for threading spells is a number of sorcery points equal to the higher level of the two threaded spells (cantrips cost 1 point). When you thread two spells together, you perform a combination of their somatic and verbal components (if applicable) and cast both spells simultaneously. If both spells require the use of a hand, either through a somatic component or the spell itself, both hands must be empty.

For rules purposes, when you cast two threaded spells, they are treated as a single spell cast at the higher level of the two spells. However, you still need to expend the appropriate spell slot for each one. And you can only thread spells once per turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Arcane Surge

Beginning at 14th level, as a bonus action, you can gain the following benefits for 1 minute.

  • The spell save DC of your Sorcerer spells increases by 2.
  • You have Advantage on the attack rolls of Sorcerer spells you cast.
  • Your movement does not provoke opportunity attacks.

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Potent Metamagic

At 18th level, your Metamagic becomes even more powerful. When you use a Metamagic option on a sorcerer spell, its effect is enhanced in some way, as described below.

Careful Spell. A chosen creature takes no damage if it would normally take half damage on a successful save. In addition, you are also protected from the spell.

Distant Spell. The range of a spell that has a range of 5 feet or greater is tripled instead of doubled. The range of a spell that has a range of touch increases to 120 feet instead of 30 feet.

Empowered Spell. When you reroll damage dice, instead of replacing the original roll, you add the new roll to the damage total.

Extended Spell. You have Advantage on saving throws made to maintain Concentration on spells affected by this Metamagic. In addition, spell duration is tripled instead of doubled, and the maximum duration increases from 24 to 36 hours.

Heightened Spell. Costs 2 Sorcery Points instead of 3. The target has advantage on all saving throws against the spell. In addition, you can affect two additional creatures.

Quickened Spell. You can use this Metamagic option and can cast a 1st or 2nd level spell with your action on the same turn.

Seeking Spell. Costs 1 Sorcery Point instead of 2. You can use this Metamagic option even if you have already used a different Metamagic option during the casting of the spell. In addition, you can reroll the d20 twice and use the higher roll.

Subtle Spell. You can cast the spell without Material components, except Material components that are consumed by the spell or that have a cost specified in the spell. In addition, when you use this Metamagic option, it also applies to any spell you cast until the end of your next turn.

Transmuted Spell. The spell deals an additional 1d10 damage of the selected type to one creature that took the spell's damage.

Twinned Spell. You can target three creatures instead of two.

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