Sorcerer
Base Class: Sorcerer

Your innate magic flows from your bloodline, inherited from the magical prowess of your ancestors. Perhaps your grandfather was a great wizard, or it could be that your grandmother was imbued with power in a warlock pact. Maybe one of your parents was of fey parentage, or perhaps your heritage is too old and distant to trace.

Unlike sorcerers of wild magic, your talents are easier to control. Your magic is the purest expression of arcane power, and you are the steady font from which it flows.

Optional Feature: Arcane Heritage Spells

If your DM uses optional rules for granting bonus spells to sorcerers based on their subclass, you learn extra spells when you reach certain levels in this class, shown on the Arcane Heritage Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Arcane Heritage Spells

SORCERER LEVEL
SPELLS
1st find familiarmagic missile
3rd levitatemisty step
5th dispel magicrelocate (new)
7th banishmentdimension door
9th telekinesisteleportation circle

D&D Beyond Note: New homebrew spells must be selected manually in the character builder. Homebrew spells must first be added to your collection.

Born to the Magicks

Starting at 1st level, you can cast detect magic or identify without expending a spell slot or requiring components. You can only cast a spell using this feature once, and you regain all expended uses when you finish a long rest. Your number of uses per long rest increases by one when you reach 5th level, and again at 9th level, 13th level, and 17th level.

Additionally, whenever you make an Intelligence (Arcana) check when interacting with a spell, magical effect, or magic item, you can use your Charisma score instead of your Intelligence score, and your proficiency bonus is doubled if it applies to the check.

Finally, you can use each of your free hands as a spellcasting focus for your sorcerer spells.

Sorcerous Ward

Also at 1st level, you can unleash the arcane energy within you to shield yourself from harm. When you cast a spell of 1st-level or higher or expend sorcery points using your Metamagic feature, you can choose to gain temporary hit points equal to twice your sorcerer level. You lose these temporary hit points after 1 minute.

Once you use this feature, you can't do so again until you finish a long rest.

Spell Fury

At 6th level, you learn to harness the full power of your offensive magic. When a creature succeeds on a saving throw against any of your sorcerer cantrips, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Also, for 1 minute after you use your Sorcerous Ward feature, each time you cast a sorcerer spell, that spell is strengthened. Whenever each creature takes damage from the spell for the first time, the spell deals extra damage to that creature equal to your Charisma modifier (minimum 1 damage).

Wild Talent

Starting at 14th level, you can cast any spell on the sorcerer spell list, even if you don't know the spell, as long as you spend a number of sorcery points equal to 2 + the level of the spell upon casting. All the other normal spellcasting rules, such as spell slot usage, still apply.

Arcane Savant

At 18th level, you achieve total mastery over your arcane talents. When you use your Sorcerous Ward feature, you gain a number of special sorcery points equal to your proficiency bonus. You can't spend these sorcery points on anything except your Metamagic feature, and they disappear after 1 minute. The sorcery points can't be restored by any effect once they are expended.

In addition, you regain the use of your Sorcerous Ward feature whenever you finish a short rest.

Arcane Heritage Image

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