Base Class: Sorcerer
The Willpower
Caster
When witches and wizards cast with feeling, they put all of their energy into their spells. Their “gut instinct” approach to magic taps into that willpower, but teaches them to take shortcuts. These wizards often have strong personalities and gravitate to the frontlines.
Will power features
the features have already been explained. you will get your features at the appropriate levels, but you have to go select them. the levels are 1,3,9,20. they will all appear under this same feature in the future' as new options.
Apparition Lessons
Apparition
Apparition is the method by which many adult witches and wizards choose to travel from place to place. When one apparates, they turn on the spot, "feeling [their] way into nothingness," and vanish from their present location to reappear a second later in a new location, accompanied by a loud cracking or popping sound.
Apparition, much like muggle driving, requires the individual take an exam to acquire a license at the age of 17. To prepare, 16-year-olds can take lessons in apparition, usually by practicing short jumps of only a few feet in the presence of an instructor. This is because the process can be dangerous; if the witch or wizard does not have the proper focus when they apparate, they may leave a part of themselves behind.
Expanded Metamagic.
Metamagic: Fierce Spell
At 3rd level, when you cast a spell, you can spend 2 sorcery points to cast that spell as if it were cast using a spell slot one level higher than its original level, or 4 sorcery points to cast that spell two levels higher. The spell's higher level cannot exceed your highest available level of spell slots. This does not count against your number of Metamagic options.
Signature Spells
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two of your known 3rd-level spells as your signature spells. You can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.
Sorcerous Resilience.
The accidental magic in your early childhood never stopped protecting you. Your AC equals 13 + your Dexterity modifier.
Schools of Magic
Schools of Magic
Choose from the available Schools of Magic found in Chapter 3 to determine your subclass. You have access to the full spell list and can learn spells of any school of magic, except where signified with an asterisk in the Spell List in Chapter 9.
Charms
Charms
Charms, a type of spell that alters properties of a thing, can be some of the most powerful spells in existence. The Fidelius Charm, for example, can completely hide a person or a place in such a way that no one can find them unless given the Secret. Memory Charms can be so strong as to remove a person's memory or damage their mind permanently.
Divination
Divination
Divination is an unusual branch of magic involving gathering insights into past, present and future events. It is an inexact science, requiring interpretation of tea leaves and omens. Some believe true divination involves meditation and a belief of non-self to access the Inner Eye, while Centaurs have a unique way of practicing divination by observing the movement of planets, moons, and stars.
Healing
Healing
Healing magic is devoted to improving the physical and mental condition. With many different spells and potions, healing magic requires a wizard to be well-versed in magical conditions and their different remedies.
Jinxes, Hexes, and Curses
Jinxes, Hexes, and Curses
Formally referred to as Dark charms, jinxes, hexes and curses are often associated with the Dark Arts because they inflict malicious effects on the target. While jinxes are mostly irritating and hexes are a little worse or more painful, curses are the worst kind of Dark magic. All three Unforgivables are classified as curses, and the average civilian wizard could go their whole life without casting a serious curse.
Magizoology
Magizoology
Magizoologists study magical creatures. As they work with many different creatures, the Department for the Regulation and Control of Magical Creatures at the Ministry of Magic created a classification of every known beast, being and spirit, ranging from X to XXXXX. Whether harmless or an untameable wizard-killer, magizoologists record the unique traits of beasts for wizardkind’s safety.
Transfiguration
Transfiguration
Transfiguration is a branch of magic that focuses on the alteration of the form or appearance of an object, via the manipulation of the object's molecular structure. Transfiguration is regarded as “very hard work” and is “more scientific” than any other form of magic, i.e. the practicing witch or wizard has to get it exactly right for the transfiguration to be successful.
School of magic level 1 feature
there are 6 schools of magic each with 2 features to choose from.
Anatomy Textbook.
Your knowledge of the inner workings of a creature make your transfigurations easier. If a Transfiguration spell must be cast at a higher level to involve a living creature, you can involve a living creature and consume a spell slot one level lower than what's required.
Auror Training.
Auror Training. You've already started practicing the required skills to become an Auror. You learn one common potion recipe and gain proficiency in two of the following: Investigation, Potion-Making, Stealth, Survival. (the replacement for potion making is medicine.)
Called Shot.
You've honed your aim to be able to strike very specifically with your dueling Charms. When casting a Charm, you can target specific items or body parts, as well as restrict the effects of the charm to only that specific item or body part.
Caretaker.
Your study of magical creatures has taught you about their injuries and physiologies. You can cast any known Healing spells on beasts.
Curse-Breaking
Your curiosity in taking apart spells and enchantments has found an outlet. Gain a set of Curse-breakers' Tools and gain proficiency in Curse-breakers' Tools. (curse breaker's tools are replaced by tinker's tools.)
Folio Bruti.
You have your own personal notebook of beasts where you record your findings. Whenever you add Magical Creatures proficiency to an Ability check, add your Intelligence modifier as a bonus as well. (magical creatures = animal handling)
Fortune Teller.
You've particularly taken to astronomy, tasseography, and crystal gazing. You gain a Diviner's Kit and proficiency in using a Diviner's Kit. (the replacement for a diviner's kit is a card set.)
Intuitive Conversion.
Conceptualizing a transfiguration just comes easily to you. When you cast vera verto, it automatically affects targets one size larger than specified by the spell slot level.
Natural Remedies.
Your interest in healing has led you to study potions and poultices. You learn the recipe for star grass salve and gain proficiency in one of the following skills: Herbology, Potion-Making. (the replacement for potion making is medicine and the replacement for herbology is nature.)
Protective Enchantments.
Any charm spell you cast that affects an area (cube, line, sphere, or cone) has its area's size doubled.
Sensing Danger.
You add half your proficiency bonus to your Initiative and cannot be surprised while conscious.
Unshakable Nerves.
Your study of injuries and magical diseases have given you a strong stomach and iron will. You have advantage on saving throws against being frightened.
School of magic level 6 & 10 feature
at level 6 you gain another feature. depending on your school of magic, you get 2 different features to choose from.
you get 2 more choices at level 10. the reason why these are coupled is due to some restrictions from DDB. but it will not affect the features.
you can not choose 6th level features at level 10 even if they appear in the choices listed.
Accelerated Recovery.
Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Animagus Transformation.
You can use your action to magically assume the shape of your animagus form (see Your Animagus Form below). You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your Animagus Form
You can stay in animagus form for a number of hours equal to half your transfiguration level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and intelligence, wisdom, and charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you, use the higher bonus.
- When you transform, you assume the beast's hit points and hit dice. When you revert, you return to the hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animagus form and have only 1 hit point left, you revert and take 9 damage.
- You can't cast spells, and the actions you can take are dependent on your beast form's physical capabilities. Transforming doesn't break your concentration or prevent actions that are part of an already-cast spell, but Dedication spells end upon transforming.
Dark Traces.
You've learned the patterns and styles of Dark magic. You have advantage on any Investigation, Insight, or Perception roll that is involved with detecting Dark magic or a Dark wizards.
Durable Shielding.
Your shield spells are more effective. Whenever you use a defensive spell of 1st level or higher that improves a creature’s AC or grants temporary hit points, the creature gains additional temporary hit points equal to 2 + the spell’s level, which last the duration of the spell's effect.
Elementalist.
Your study of Alchemy has given you insights in the nature of elements. Any spell that involves only fire, water, earth, or air is automatically cast one level higher than the consumed spell slot, not exceeding the highest available level of spell slots you have.
Empathic Bond.
You feel others' pain deeply, which gives insight into their suffering. When you cast a Healing spell on another creature, they gain additional hit points and you lose hit points equal to your proficiency bonus, unless their hit points are fully restored by the Healing spell or unless this effect would reduce your hit points to 0.
Forceful Magic.
You cast every spell as if it were life-or-death. When you cast a spell that deals damage, add 1d6 to one damage roll.
Foresight.
You start to see omens everywhere you look. After a long rest, roll two d20s and record those rolls as your two foresight rolls. When you or a creature you can see is about to make an attack roll, saving throw, or ability check, you can expend one of your foresight rolls to use that number, once per turn. After a long rest, you lose and reroll your foresight rolls. At level 10, you gain another foresight roll, for a total of 3.
Legilimency.
You add the legilimens spell to your list of known spells. It does not count against your number of spells known, and cannot be forgotten to learn another spell.
Magical Adrenaline.
Your magic invigorates you in times of dire need. As a bonus action, you can spend one hit die to recover hit points as you normally would after a short rest, equal to hit die + Constitution modifier. You have a number of uses equal to your proficiency bonus, and all uses are restored after a long rest.
Molding the Elements.
You've learned to bend the elements to your will. Any spell that involves only fire, water, earth, or air can be cast in a different shape than the original spell intended. The new shape cannot exceed the approximate area or volume of the original spell.
Monster Hunting.
You have vast experience studying, tracking, and hunting creatures, allowing you to quickly adapt to threats. If you spend 10 minutes studying a beast or dark being's tracks, you automatically learn what the creature is, its size, and its speed. If you choose, that creature becomes and remains Hunted until you use this feature again.
You have advantage on Wisdom checks to track a Hunted creature and on Intelligence checks to recall information about them. While you're within 30 feet of a Hunted creature that you're actively tracking, you can sense its direction relative to you and distance in feet away from you.
Muggle Dueling.
You've trained in non-magical dueling as a last-ditch effort. Add your proficiency bonus to your damage rolls for unarmed strikes and to any Strength checks involved with grappling or disarming a wizard.
Obliviator.
Instead of simply erasing memories, when you cast oblivate, you can choose to implant very detailed false memories. These memories are undetectable by the target of the spell, but if others examine the target's memories (through Legilimency or a Penseive), they might be able to detect that they're false.
Palmistry.
You've mastered reading life lines. After observing a creature for 30 seconds, as an action, you can sense its current hit points.
Partial Transfiguration.
Your understanding of magical theory has enabled you to compartmentalize your magic. Any transfiguration spell can be intentionally cast as a partial transfiguration, converting only the desired portion of the target. All the same capabilities and restrictions of casting those spells at higher levels apply.
Phoenix Song.
You have a soothing presence. You gain proficiency in Persuasion and advantage on Charisma checks to ease someone's pain or help them maintain composure.
Prepared Ambush.
In learning to combat dangerous targets, you know how to place a magical trap, waiting to be sprung. When you cast a spell that targets a single creature or area using a spell slot of 1st level or higher, you can weave that spell into your surroundings, having no immediate effect. The spell is cast when it is triggered by something, which you decide at the time of setting the trap, such as entering an area, getting within a certain distance, or manipulating an object. You can also set conditions for creatures that don't trigger the spell, such as specific people or those who say a certain password.
Using this ability expends a spell slot two levels higher than the intended spell. For example, to set a 1st level spell as a magical trap, you must expend a 3rd level spell slot.
If the spell requires a target, the spell can only target one triggering creature, or if it affects an area, the spell's area of effect is centered on the triggering creature. If the spell conjures hostile creatures, they appear as close as possible to the triggering creature and attack. If the spell requires concentration, it lasts its full duration. A trap can be detected by a successful Intelligence (Investigation) check against your spell save DC, or by casting specialis revelio.
Professional Charmer.
You've learned to weave your enchantments throughout objects. If you cast a single target Charm with a duration longer than Instantaneous on an individual object, the effects have a permanent duration, if desired, until dispelled by you. This feature does not remove Concentration or Dedication requirements.
Skilled Occlumens.
Legilimens and veritaserum will not work on you, unless you allow it. You can choose to let legilimens continue and reveal false information, false emotions, or false memories of your choosing.
Survivalist.
You are particularly adept at traveling through and surviving in natural environments.
You gain proficiency in either Herbology or Survival. Between Herbology (nature) and Survival, choose one that you're proficient in; your proficiency bonus is doubled when you make any check using that chosen skill. Also, you and your group gain the following benefits:
Target Practice.
Your steady hand and hours of practice have given you an edge. Whenever you add your spellcasting ability modifier to a spell attack roll, add half your Dexterity modifier (rounded up) as a bonus as well.
Ward-Breaker.
Curse-Breaking required. It is impossible for anyone to magically detect the act of you successfully breaking a curse, removing an enchantment, or taking down a ward. If someone sees you curse-breaking or is actively looking for the removed magic, they will notice the magic's absence. If a spell is designed to notify the caster in some way, it no longer works and the caster will not be notified.
Wizard's Best Friend.
Your care and compassion towards creatures earns you their trust and respect. You can have a beast companion (see Your Beast Companion below).
Your Beast Companion
School of magic level 14 feature.
each school of magic has 2 choices. but some might not appear to you if you had not met certain requirements.
A Duty to Protect.
When you cast piertotum locomotor, concentration is no longer required, twice as many objects can be animated, and the duration is extended to 1 hour.
A Saving-People Thing.
You will throw yourself in the line of fire to protect others. If a creature you can see within 10 feet of you is targeted by a spell or attack, you can use your reaction to cast protego and leap in front of that creature, becoming the new target of the attack. If the spell or attack affects both of you and you step in front of that creature, you will be subject to the effects of that spell or attack twice.
Aura Reading.
Your connection with your Inner Eye allows you to see colorful auras around intelligent beings. You can immediately sense if a being is hostile, friendly or neutral.
Beast Whisperer.
You've learned the body language and social rituals of many beasts. As an action, you can use a Wisdom (Magical Creatures) check to attempt to soothe and calm a hostile beast. On success, the beast believes you mean it no harm and is neutral to the party. The effect is canceled if you or a party member inflicts any damage or condition on that beast or any identical beasts. You cannot use this feature again until you complete a short or long rest.
Dark Duelist.
Your experience fighting Dark wizards has taught you how to use their own techniques against them. You have advantage on any saving throws made against Dark spells, and any Dark spells you cast are automatically cast one level higher than the consumed spell slot, not exceeding the highest available level of spell slots you have.
Darting Eyes.
Legilimency required. As a bonus action, you can cast legilimens in combat to see the next spell or action a creature is planning, as long as their eyes are visible.
Defensive Arts.
You've learned how to block the most dangerous of spells. Defensive spells are automatically cast two levels higher than the consumed spell slot, not exceeding the highest available level of spell slots you have.
Durable Constructs.
You imbue your constructs of creatures with a more potent magic. Your transfigured or conjured living constructs gain additional hit points equal to your level and deal an additional 1d6 of damage.
Exploited Vulnerabilities
You know exactly how to hit where it hurts. As a bonus action, you can call out an enemy's weaknesses to your allies. The target takes an additional 2d8 damage from your allies' damaging spells until the start of your next turn. You have a number of uses equal to your Intelligence modifier, and uses are restored after a long rest.
Extended Assistance.
You've pushed the limits of your healing magic to saves lives on the front lines. All of your Healing spells' ranges are doubled. If a Healing spell has a range of touch, its new range is 60 feet.
Fortified Structures.
You've learned to make magical objects stronger than the real thing. Your transfigured or conjured objects have twice as many hit points before breaking, and can support three times as much weight as their mundane equivalents.
Wand and Shield.
You've uncovered an ancient dueling style, allowing both offense and defense at the same time. When you cast protego or protego maxima, you can transition the spell's casting to your off-hand, freeing up your wand to cast other spells. The spell's dedication now expends a bonus action instead of an action, and you are able to cast and maintain another concentration or dedication spell with your wand. Any factor that affects maintaining concentration is applied individually to each effect (e.g. upon taking damage make a Constitution saving throw for each spell).
School of magic level 18 feature
you get your final 2 options at level 18. (3 if you are jinxes.)
Apex Predator.
Animagus Transformation required. You've achieved complete mastery over the mystical art of animagus transformations. You can transform on your turn as a bonus action, instead of an action Additionally, you can select two additional creatures as your animagus shapes, and you can choose to keep these shapes hidden from the Ministry of Magic. You may also choose to use any of these animals as your corporeal patronus.
Auror Alert.
As a prominent combatant of Dark magic, you have connections in the Department of Magical Law Enforcement. You can call in a two-man auror team to apparate in on your location. You can’t use this feature again until you finish a long rest.
Draconic Empathy.
Wizard's Best Friend required. Your dedication as a dragon-keeper allows you to deeply understand dragons. If you've ever raised a dragon from an egg, it will view you as an ally and can serve as your beast companion. Tamed dragons have their own hit points, hit dice, and ability scores, and use natural attack actions.
Fractured Soul.
Your pursuit of Dark magic has uncovered the writings of Herpo the Foul. You can create a Horcrux by performing the Horcrux Ritual, committing murder, and selecting a target to become the Horcrux. Only one Horcux may exist at one time.
Healing Pulse.
Your healing and defensive magic have intertwined, energizing nearby allies. Whenever you cast a defensive spell, each non-hostile creature within 30 feet of you (including you) is healed a number of hit points equal to half its level.
Hunter's Reflexes.
You've precisely honed your instincts in combat. As a reaction to a creature you can see casting a spell or attacking, you can cast a spell with a casting time of one action, bonus action, or reaction, targeting only that creature. Conditions and damage are applied before the target completes their action. Damage dealt to the target imposes disadvantage on its attack roll. You cannot use this feature again until you complete a short or long rest.
Lightning-Fast Wand
You've honed your skills in the dueling ring to be able to cast spells twice as fast as the average wizard. If you don't already have it, Quickened Spell is added to your metamagic options and does not count towards your metamagic count. When you use the Quickened Spell metamagic to cast a spell as a bonus action, you are able to cast any spell as your action and the normal bonus action spellcasting rules do not apply.
Master of Minds.
Legilimency required. Your skill in navigating thoughts is unparalleled. You can now cast legilimens at-will, verbally or non-verbally. Any attempt to resist your legilimens spell is made at disadvantage.
Phoenix Tears.
Your saint-like devotion to others and bravery in the face of danger has earned the respect of phoenixes. If you spend 8 hours reaching out with your magic, a phoenix will appear in a flash of fire and shed tears into a vial for you. Phoenix tears remove all curses, diseases, and poisons affecting a creature. Also, the creature regains all its hit points. A phoenix will only appear and fill a vial with tears when you do not have any other tears, and the phoenix tears will lose their healing properties if anyone other than you possesses the tears or tries to administer them.
Secret-Keeper.
You add the fidelius mysteria celare spell to your list of known spells. It does not count against your number of spells known, and cannot be forgotten to learn another spell.
True Alchemist.
Your lifelong study of Flamel's and Dumbledore's writings has finally come to fruition. You can create a Philosopher’s Stone, turning any metal into gold and producing the Elixir of Life. You cannot die of natural causes, and you age at a slower rate. For every 10 years that pass, your body ages only 1 year. Only one Philosopher’s Stone may exist at one time.
Unravelling Magic.
Automatically succeed whenever casting finite incantatem.
Vivid Visions.
Your connection to your Inner Eye gives you a lucid visions of the immediate future. As a bonus action, you can see a vision of your next action and its immediate consequences, rolling any required rolls and hearing a description of the results. If you choose that action, your vision becomes reality, using all the same rolls. The vision is instantaneous, and takes up no time. After you use this ability, you can’t use it again until you finish a long rest.
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Posted Feb 9, 2024> : (