Base Class: Sorcerer
Your character has no ability to project magic beyond their fingertips. Spells deal more damage but with no range.
DEFECTIVE MAGIC lvl 1
All spells you choose gain a range of touch only. All spells become melee spell attacks. All area of effect spells now start their area next to your location, starting with your touched target. Any area of effect spell that misses its intended target fizzle and do nothing. Spells that may target one or more creatures must be in contact with you to be targeted. Spells cast on willing creatures do not require an attack.
FORCEFUL TOUCH lvl 1
All spells that hit a target double the number of dice used on successful hits.
ELUSIVE lvl 1
You gain the ability to use the actions dash, disengage, and hide as a bonus action. Being hidden in this way does not give you advantage on your melee spell casting.
GRASPING HOLD lvl 6
Once per long rest, you may force your target to fail its saving throw on a damaging spell. You gain an additional use of this ability per long rest at levels 14(2) and 18(3). You must announce this abilty before the saving throw is attempted.
QUICK HANDS lvl 6
You gain proficiency in sleight of hand trait. If you are proficient in sleight of hand already you may choose another dexterity based check trait.
DEFLECT MAGIC lvl 14
If you are the target of a DAMAGING spell you may deflect the magic as a reaction. If the spell is single target only and does not require a save, spend 2 sorcerer point to deflect it or 5 sorcerer points to send the magic back at the caster. If the spell requires a save spend 2 sorcerer points to halve the damage automatically, or 5 sorcerer points to take no damage. You still have to roll if there is an additional effect tied to the save. You may make this reaction multiple times per round of combat, if u do so spend one additional sorcerer point per reaction after the first. This ability does not protect anyone but this character from area of effect or multiple target spells.
TWO-HANDED lvl 18
Once per long rest, if you use your action to cast a spell, you may use your bonus action to cast a second spell of any level on the same target.
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Posted Jan 15, 2025so close.
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Posted Jun 8, 2024You can only cast 2 leveled spells in one turn if you are using the level 18 ability for this subclass, removing the need for the fighter multiclass but raising the level requirement to do this from level 8 to 18! This subclass is well balanced but written for Personal use, as stated here.
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Posted Nov 20, 2023oh the self-dmg
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Posted Oct 22, 2022Just pick up Magic Initiate Wizard and find familiar solves your lack of range
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Posted Oct 22, 2022If you take two levels in fighter and 6 levels in aberration melee sorcerer, you can cast two fireballs in one turn for a whopping 32d6 damage. (16d6 of it is guaranteed)
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Posted Nov 18, 2021A skill at level 6 is really underwhelming considering how broken the rest of the subclass is.
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Posted Apr 29, 2020It has disengage and hide at low levels and is extremely good against magic late. It's also nothing like monk.
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Posted Apr 29, 2020Alright but you offer nothing that might provide defensive capabilities to make up for the lack of range. Besides, a close ranged magic user is basically just what a monk is.
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Posted Mar 15, 2020I built this for a home game for a specific character I wanted to play. I didnt consider spells from other sources or multi classing. I'd let the dm determine if it has to be from your spells known based on how they run the campaign. Magic items and multiclassing could get pretty bonkers. In the campaign where I play this, we mostly have utility magic items which helps make up from the heavy limitations this subclass and sorcerer in general have.
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Posted Mar 15, 2020Also, it says “all spells”. Does that mean sorcerer spells?
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Posted Mar 15, 2020Also note this subclass is not intended to be used with the find familiar spells ability to deliver touch spells through the familiar
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Posted Mar 15, 2020Each individual metamagic applies to your spellcasting as stated in the sorcerer rules except distant spell. Distant spell does not apply because this subclass cannot, as stated, extend their magic beyond their reach.
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Posted Mar 12, 2020Which applies how? It normally does have an effect on touch-range spells.
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Posted Mar 12, 2020Applies as normal except for the distance increasing one
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Posted Mar 10, 2020What about Metamagic?
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Posted Jan 7, 2020This seems like a decent start, may need some tweaking here and there.