Medium Or Small Humanoid (Any Race), Any Alignment
Armor Class 15 (18 with Mage Armor)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
15 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws STR +0, DEX +5, CON +9, INT +1, WIS +1, CHA +12
Skills Arcana +6, Persuasion +11
Senses Passive Perception 10
Languages Common And one additional language
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Class; Sorcerer. The Arcane Embodiment Sorcerer is Considered a 20th Level Sorcerer. 

Font of Magic. The Sorcerer has a Pool of 20 Sorcery Points They can Use these Sorcery Points to utilize their Metamagic or to Create Spell Slots, additionally they can Destroy their own Spell Slots to Create Sorcery Points instead, the Sorcerer Regains these Points on a Long Rest.

Metamagic. The Sorcerer Knows 4 Metamagic Options From the Sorcerer Class.

Special Equipment. The Sorcerer Possesses a Cloak of Protection, a Necklace of Fireballs (this Necklace has a 50% Chance of Being Cursed) and a Wand of Wonder.

Sorcerous Restoration. The Sorcerer Regains 4 Sorcery Points on a Short Rest.

Special Equipment. The Sorcerer Possesses a Cloak of Protection, a Necklace of Fireballs (this Necklace has a 50% Chance of Being Cursed) and a Wand of Wonders.

Actions

Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Innate Spellcasting. The Sorcerer is a 20th-level Spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The Sorcerer has the following Sorcerer spells prepared and casts them without Material Components:

Cantrips (at will): Friends, light, Mending, prestidigitation, Ray of Frost, Shocking Grasp

1st level (4 slots): Mage Armor, magic Missile, shield, Witch Bolt

2nd Level (3 Slots):Misty Step, Scorching Ray, Shatter

3rd Level (3 Slots): Fireball, Fly

4th Level (3 Slots): Dimension Door

5th Level (2 Slots): Cone of Cold

6th Level (2 Slot): Chain Lightning

7th Level (2 Slot): Plane Shift

8th Level (1 Slot): Earthquake

9th Level (1 Slot): Meteor Swarm

Description

Raw Magic


 

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.


 

Arcane Embodiments are Sorcerers who go above and Beyond the Boundaries of their Magical Blood Training their Capabilities to Feats Far unseen, while a Champions Blood Sorcerer May Change the course of History in a Single World and Arcane Embodiment works to alter the Fate of the Multiverse at Large, such Power often Leading People who Witness their Power to Worship them as Gods of Magic, Living up to their titles by acting as Living Embodiments of the Arcane.


 

Variant

Trained Sorcerer. Some Sorcerers Aren't Self Taught and instead have the Benefit of Formal Training Perhaps from an Elder or even school for the Arcane Such Sorcerers Gain the Magical Guidance Trait Enabling them to Expend a Sorcery Point to Reroll a Failed ability Check.

Previous Versions

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Monster Tags: NPC

Erikson

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