Sorcerer
Base Class: Sorcerer

You receive your magic from a direct connection and intimate relationship with the Weave.

Level 3: Arcane Defenses

At 3rd level, you exude a magical aura that protects from you from harm. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity + your Charisma modifiers. As a bonus action, you can choose what your aura looks like. You can give it a color and texture or you can make it invisible. In addition, you learn the shield spell. It counts as a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.

Level 3: Direct Source

You are your own arcane focus. Your direct, intimate connection to the Weave means you do not need to provide the material components for your sorcerer spells that do not have a gold cost associated with them. In addition, you have advantage on ability checks made to perceive magical effects

Level 6: Arcane Surge

Beginning at 6th level, you can cast two spells during your action instead of one, as long as they are both instantaneous, 1 action spells. One you use this feature, you cannot do so again until you finish a long rest.

Level 14: Spell Threading

Starting at 14th level, you can spend sorcery points to thread together similar spells you know. When you cast a spell with an instantaneous duration, you can cast a similar spell simultaneously.

 

If you cast a spell with a melee or ranged spell attack roll, you can thread a spell with the same type of attack roll targeting the same creature.

If you cast a spell with an area of effect, you can thread a spell with the same shape area of effect as long as both are centered on the same point.

If you cast a spell that targets a single creature and forces it to make a saving throw, but does not have an area of effect, you can cast another spell that does the same as long as both are cast on the same target.

The cost for threading spells is a number of sorcery points equal to the higher level of the two threaded spells (cantrips cost 1 point). When you thread two spells together, you perform a combination of their somatic and verbal components (if applicable) and cast both spells simultaneously. If both spells require the use of a hand, either through a somatic component or the spell itself, both hands must be empty.

 

For rules purposes, when you cast two threaded spells, they are treated as a single spell cast at the higher level of the two spells. However, you still need to expend the appropriate spell slot for each one. And you can only thread spells once per turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Spell Threading

Starting at 14th level, you can spend sorcery points to thread together similar spells you know. When you cast a spell with an instantaneous duration, you can cast a similar spell simultaneously.

 

If you cast a spell with a melee or ranged spell attack roll, you can thread a spell with the same type of attack roll targeting the same creature.

If you cast a spell with an area of effect, you can thread a spell with the same shape area of effect as long as both are centered on the same point.

If you cast a spell that targets a single creature and forces it to make a saving throw, but does not have an area of effect, you can cast another spell that does the same as long as both are cast on the same target.

The cost for threading spells is a number of sorcery points equal to the higher level of the two threaded spells (cantrips cost 1 point). When you thread two spells together, you perform a combination of their somatic and verbal components (if applicable) and cast both spells simultaneously. If both spells require the use of a hand, either through a somatic component or the spell itself, both hands must be empty.

 

For rules purposes, when you cast two threaded spells, they are treated as a single spell cast at the higher level of the two spells. However, you still need to expend the appropriate spell slot for each one. And you can only thread spells once per turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Level 18: Potent Metamagic

At 18th level, your Metamagic becomes even more powerful. When you use a Metamagic option on a sorcerer spell, its effect is enhanced in some way, as described below.

 

Careful Spell. A chosen creature is enveloped in a aura similar to yours and is completely unaffected by the spell.

 

Distant Spell. The range of a spell that has a range of 5 feet or greater is tripled instead of doubled. The range of a spell that has a range of touch increases to 120 feet instead of 30 feet.

 

Empowered Spell. When you reroll damage dice, instead of replacing the original roll, you add the new roll to the damage total.

 

Extended Spell. Spell duration is tripled instead of doubled, and the maximum duration increases from 24 to 36 hours.

 

Heightened Spell. You can give two additional targets disadvantage on the saving throw.

 

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 1 sorcery point, instead of 2, to change the casting time to 1 bonus action for this casting. When you cast a spell that has a casting time of 1 minute, you can spend 2 sorcery points to change the casting time to 1 action for this casting.

 

Seeking Spell. You can reroll the d20 twice and use the higher roll.

 

Subtle Spell. You can use this option on spells with a duration of instantaneous without spending sorcery points.

 

Transmuted Spell. You can use this option without spending sorcery points.

 

Twinned Spell. You can target three creatures or objects instead of two.

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