Sorcerer Fix (King Variant) Image

This is a Variant rules Sorcerer I developed for my home game, published by mistake and can't delete only edit, so use as you wish.  

Hit Dice: 1D8 per Sorcerer Level 

Armor: Light armor

Spellcasting focus:

As your ability to cast magic comes from within, your focus can help amplify your powers and negate the need for costly material components (these are usually a worn item such as a helmet or crown but can take any form).  

when casting sorcerer spells you do not need to provide a material component, if the component has no cost associated with it.

If a material has a cost. You can cast the spell with a focus of equal or grater value.

If the spell states the material component is consumed by the spell, your focus needs to be worth at least 10 times the cost of the material component required. If not, you must provide the component to cast the spell.

For example, 

teleportation circle requires chalk worth 50gp, which are consumed, so you will need a spell casting focus worth at least 500gp to cast this without material components. However gate requires a diamond worth 5000gp, but is not consumed by the spell so with a focus of equal value you may cast the spell without the material component, 

Sorcerous Origin

When you choose your origin you gain a selection of spells when you reach certain Sorcerer levels. (see DM for Corresponding List)  

Unarmoured Resilience

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.  

Font of Magic 

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. 

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain 1 sorcery point for every spent hit dice on a short rest or all expended sorcery points when you finish a long rest. 

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. 

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. 

The Cost of Creating Spell Slots is 1 Sorcery Point,  Plus 1 Sorcery Point for each level of the spell slot you are creating. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Sorcery Points. 

As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Power Within

At 2nd level, The strength of your magic flows through you, when you prepare your action to cast a Sorcerer spell you know upto 5th level. As a bonus action you can expend a Hit dice and cast the spell without expending a Spell slot. When you do so, you take 1D8 necrotic damage per level of the spell you are preparing to cast. This damage may not be resisted or reduced in any way but does not trigger concentration check for this casting.

 

Metamagic 

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 7th, 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Potent Casting

At 3rd level, When you roll for a spell effect, you can expend a number of hit dice up to a maximum of your Constitution modifier, to deal extra damage of the spells type in addition to the normal damage. If you spend more than two Hit Dice in this way you suffer a level of exhaustion for each additional Dice, immediately after casting the spell.

if you spend 2 Hit Dice, in this way you also ignore resistances for the total damage, 3 or more, reduces immunity to resistance but no further. 

Sorcery Restration

At 20th level, your inner power has reached its peak. Your Charisma and Constitution scores increase by 4. Your maximum for those scores is now 24, And you regain 4 expended sorcery points without spending hit dice whenever you finish a short rest.

Wild Magic Surge - (Optional rule)

Starting at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of your highest known spell level(decide with DM if other levels are effected). You roll a Wildmagic dice (equal to dbl your PB, PB+2 = 1d4) If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

 

 

 

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Sorcerer Fix (King Variant) Image

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