Base Class: Sorcerer
Expanded Spell List
|
Sorcerer Level |
Spells |
|
Cantrip |
Booming Blade, Green Flame Blade, Guidance |
|
1st |
Heroism, divine Favor, Thunderous smite |
|
3rd |
Enhance ability, Magic Weapon |
|
5th |
Spirit Guardians, haste |
|
7th |
Stoneskin, Fire shield |
|
9th |
Greater Restoration, Banishing Smite |
*some spells will be missing from the character sheet, as they are behind paywalled content
Bonus Proficiencies
You gain proficiency with Light Armor, simple weapons, and 1 melee martial weapon of your choice.
If you are proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your sorcerer spells
Surge of Strength
At 1st level, you gain the ability to tap into your latent power to boost your physical ability. As a bonus action, you expend a spell slot in order to achieve one of the following effects
Mystic Defense: You surround yourself with a mystical aura of protection. For the next minute, you gain a bonus to your AC equal to your charisma modifier
Legendary Vigor: For the next minute, you gain a number of temporary hit points equal to your proficiency bonus * (the level of the spell slot expended +1)
Sorcerous Might: You force your own magical power into your weapon. Chose a weapon you are currently touching, and force the next minute, you do extra force damage equal to your charisma modifier with this weapon
Mystic Might
At 6th level, your control over your great power grows further. As a bonus action, or when you use your Surge of Strength ability, you may expend 3 sorcery points to gain one of the following effects. You may only have one of these effects active at the same time
Heroic Haste: You enter a hastened state. For the next minute, your movement speed is increased by ten feet, and when you take the attack action, you may make one additional attack.
Spell Strike: For the next minute, when you cast a spell as an action, you may make one melee attack against a target within 5 feet of you as part of the same action
Additionally, you gain the ability to, once per long rest, cast the haste spell on yourself without expending a spell slot or any components. If you cast this spell in this way, you will not suffer from the lethargic condition when the spell ends
Sorcerous Smite
At 14th level, your mastery over your legendary power grows, granting you new abilities. Once per turn, when you hit an enemy with a melee attack from the attack action, you may expend a spell slot to enhance your strike, dealing an additional 2d6+1d6 for each level of the spell slot above 1st force damage to your target, and you may choose one of the following
Sorcerous Sunder: The target of your attack must make a constitution saving throw against your spell save dc. On a fail, they become vulnerable to all damage until the start of your next turn
Sorcerous Stun: Until the start of your next turn, the target of your attacks cannot make attacks of opportunity, and has disadvantage on all saving throws and attack rolls
Sorcerous Shift: You can move the target of your attack 15 feet in any direction.
Legendary Last Stand
At 18th level, when your hit points are reduced to 0, you tap into the last reserves of your legendary power, unleashing a devastating magical explosion before succumbing to unconsciousness. Each creature within a 30-foot radius of you must make a Dexterity saving throw. On a failed save, a creature takes [roll]10d10[/roll] force damage, or half as much damage on a successful one. Additionally, you regain hit points equal to half the total damage dealt by this explosion against a creature of your choice, as your body absorbs the magical energy released in the blast.
You can use this feature once, and you regain the ability to do so after finishing a long rest. This ability embodies the culmination of your connection to the legendary warrior, unleashing a final burst of magical energy in the face of defeat and drawing strength from the havoc it wreaks.
Previous Versions
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5/5/2024 10:44:53 PM
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Coming Soon
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