Sorcerer
Base Class: Sorcerer

Your natural wellspring of magical energy has granted you great power, which you have learned to channel through wands, staffs, or other arcane focuses. This allows you to safely cast your spells without fear of Wild Magic Surges, as long as you are wielding an arcane focus to cast your spells through. The trade-off to this training is that it makes you dependent on focuses, because restraining such magical forces means that each time you do not use an arcane focus to cast a spell of 1st level or higher, you will automatically be required to roll on the Wild Magic Surge table.

Wand Focusing

Starting when you choose this origin at 1st level, you have trained extensively in the use of arcane focuses to channel your magical energies through. This has given you much greater control than other Wild Magic Sorcerers, but it has also made you more dependent on your focuses, making you more vulnerable to wild magic surges when you do not use a focus.

When raw casting without the aid of a focus, your spellcasting unleashes surges of untamed magic. When you are using an Arcane Focus to cast spells, you are safe from the risks of Wild Magic, but because you have kept it suppressed, each time you cast a sorcerer spell of 1st level or higher without the use of an Arcane Focus, you must then roll on the Wild Magic Surge table immediately after, as the chaos within you has been loosed. This can be unpredictable, or even dangerous, but it also may provide you with unexpected opportunities.

Fan the Focus

Starting at 1st level, when you make a spell attack roll, you can use a bonus action to push an excessive amount of magical energy into your focus as you attack, which allows you to rapidly cast the same spell twice, rolling a second spell attack for the extra casting. You can use this ability to either attack a single target twice, or two targets within 10ft of each other once each. This can only be done with a spell of level 2 or lower, and you can only cast the spell at its original level.

You can only use this feature when holding a wand in your hand, and no other items. When you use this feature, you must roll a d20 for your second spell attack, and then again immediately after, whether the attack is successful or not, to determine if your wand overloads from the excessive energy being channeled through it. If you roll a 1 on either the second spell attack, or on the overload check, your spell sputters out and fails, and your wand will jam. You must then spend an action to refocus and clear your wand before it can be used again. If you roll a 1 on both the second spell attack and the overload check, your wand is damaged, and you must repair it over a short or long rest, or sacrifice 1 spell slot to fix and refocus it.

You must finish a long rest before you can use this feature again, or you can 2 sorcery points to regain 1 use of this feature.

Wands Akimbo

Starting at 6th level, your time as a Wandslinger has made you quite skilled at slinging spells through your focus, so much so that you can now wield two wands at once in battle. This ability allows you to quickly cast simple spell attacks multiple times per turn, where you could previously only do so once. Whenever you are holding a wand in both hands, and cast a cantrip that requires a spell attack roll, you may use a bonus action to quickly cast the same cantrip again, from your second wand. You may target a single enemy with both castings, or two different enemies with one casting each, as long as the enemies are within 10ft of one-another.

You can only perform this action with wand focuses.

Quickdraw Cast

Beginning at 14th level, your lightning reflexes and quick casting abilities have made you the fastest wand in the realms. Whenever the first round of combat begins, after initiative is rolled but before the first turn is taken, you can spend your reaction for the first round to make a single spell attack against any creature within range that you can see.

You can use this feature three times per long rest. The spell you attack with must be a cantrip that requires a spell attack roll, with a casting time of 1 action.

Master Wandslinger

Beginning at 18th level, your skilled spellslinging now allows you to deal more damage when you successfully hit with them. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Additionally, you now score critical hits on any attack spell with a roll of 19 or 20, and any critical hit automatically restores 1 expended sorcery point.

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