Medium Or Small Humanoid (Any Race, Sorcerer), Any Alignment
Armor Class 12 (15 with Mage Armor
Hit Points 33 (5d8 + 10)
Speed 30 ft.
STR
8 (-1)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws CON +5, CHA +6
Skills Arcana +3, Persuasion +6
Senses Passive Perception 10
Languages Common And one additional Language
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Class; Sorcerer. The Self Taught Sorcerer is Considered a 5th Level Sorcerer. 

Font of Magic. The Sorcerer has a Pool of 5 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 2 Metamagic Options From the Sorcerer Class.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Spellcasting. The Sorcerer is a 5th-level Spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Sorcerer has the following Sorcerer spells prepared:

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

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

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

3rd Level (2 Slots): Fireball

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.


Self Taught Sorcerer are Sorcerers who have Begun a Journey of Self Discovery, Training to Master their Powers on their Own as Self Taught Magic is Crude but they have Mastered the Basics of their Abilities and For now that will do as early on that is all they need, the Unrefined Practice of Sorcery is Dangerous at Greater Levels of Power and as Such this Remains a Crucial and Critical Stage for Many Sorcerers. Lest they Blow themselves up w/ their Own Fireballs.


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

Name Date Modified Views Adds Version Actions
8/12/2026 5:05:31 PM
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Coming Soon

Monster Tags: NPC

Habitat: Urban

Erikson

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