Sorcerer
Base Class: Sorcerer

Your innate magic comes from your superior bloodline. Your magic wells up from within you, as a paragon of your race. Whether you come from a long line of storied ancestors, or you are simply the product of a chance blending of the best characteristics of your race, you were born exceptional, and your sorcerous power is a testament to your legacy. 

Bloodline Magic

At 1st level, you have a natural affinity for a particular school of magic, depending on your race. You can cast a particular spell that is added to your spell list without counting against the number of spells you know, which you can cast without material components. You regain the use of your bonus spell when you finish a long rest. In addition, when your spellcasting feature lets you learn a new sorcerer cantrip or spell of 1st level of higher, you can choose a spell of your race's school from the wizard spell list.

Draconic

Your draconic blood grants you affinity with the Evocation school and the burning hands spell.

Dwarf

Your dwarven blood grants you affinity with the Transmutation school and the feather fall spell.

Elf

Your elven blood grants you affinity with the Enchantment school and the charm person spell.

Gnome

Your gnomish blood grants you affinity with the Illusion school and the illusory script spell.

Goblinoid

Your goblinoid blood grants you affinity with the Conjuration school and the floating disk spell.

Halfling

Your halfling blood grants you affinity with the Abjuration school and the alarm spell.

Human

Your human blood grants you affinity with the Divination school and the identify spell.

Orc

Your orcish blood grants you affinity with the Necromancy school and the false life spell.

Channel Energy

Also starting at 1st level, you can absorb a certain amount of hostile magical energy. You can use a reaction when you make a successful saving throw against a spell of a level no higher than you can cast to absorb the magical energy of the attack. Instead of being affected by the attack. Instead of being affected by the spell, you regain a number of spell slots equal to the level of the spell. If you have not used any spell slots for a given level of spell, this feature does not allow you to gain a number of slots that would exceed your normal maximum.

For example, if you are a 3rd level sorcerer and make a successful save against a 2nd level spell, you can regain two 1st level spell slots or one 2nd level spell slot. If you have only one 1st level spell slot expended, the other level is lost. You can use this feature a number of times equal to your proficiency bonus per long rest.

Metamagic Mastery

Starting at 6th level, you can more easily enhance spells of your race's associated school. If you apply a Metamagic option to a spell from that school, it costs 1 less sorcery point (minimum of 1).

Power of the Elite

At 14th level or higher, you can spend 4 sorcery points to infuse yourself with power showing all the elite power of your bloodline. For 1 minute afterward, you double your proficiency bonus on any Charisma-based checks made against others of your race, and you have advantage on those checks. Any creatures not of your race have disadvantage on saving throws against your spells. Additionally, you can add your Charisma modifier to the damage of any spells you cast. Once you use this feature, you must finish a long rest before you can use it again.

Inexorable Might

Starting at 18th level, you can make one of your spells more effective if you spend 2 sorcery points when you cast it. If the spell deals damage, you can roll twice for damage and use the higher result. If the spell does not deal damage, the targets of the spell have disadvantage on the saving throw against it.

Previous Versions

Name Date Modified Views Adds Version Actions
4/6/2023 4:23:26 PM
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