Wizard
Base Class: Wizard

To wizards, sorcery is a confusing and chaotic mess, but there are those who seek to find ways to replicate its power. Through careful study of the art of sorcery, you have come close, and are able to do things that some other wizards only dream of.

Sorcery Savant

Beginning when you select this school at 2nd level, the time you must spend to copy a wizard spell that is also on the sorcery spell list into your spellbook is halved. The gold you need to spend on the same action is reduced by 10gp per spell level.

Chaotic casting

Beginning at 2nd level, you can affect the way your cantrips deal damage. As part of your action to cast a cantrip, you can imbue that cantrip with sorcerous power. For every damage die that you roll max damage with (a 4 on a d4, a 6 on a d6, etc.), you add an additional damage die of the same type to the spell (these dice also gain this benefit). 

The maximum amount of additional damage dice you can add to your spell is equal to your spellcasting modifier.

You can only use this feature once per short or long rest, unless you expend a sorcery point to use this feature again.

At higher levels: You can also use this feature on any spells you mastered using your Spell Mastery ability at level 18, and on any or your signature spells from your Signature Spells ability at level 20.

Sorcerous Powers

At level 6, you gain two abilities:

You no longer require a spellcasting focus to gain the benefits of using one.

You now have a number of sorcery points equal to your wizard level divided by 4 (rounded up). You can never have more sorcery points than this max (unless you are multiclassed with sorcerer, or have the metamagic adept feat), and you only regain sorcery points by long resting, or by sacrificing spell slots to regain them (see Font of Magic sorcerer ability).

Metamagic Casting

At 10th level, you gain the ability to use metamagic options on lower powered spells. When casting a spell of 3th level or lower, you can try and apply metamagic to the spell. When you use this feature, you use an action to roll a d6 and determine what metamagic option you will receive. As part of that same action you can then cast a level 4 or lower spell with that metamagic option applied. The metamagic options you can roll:

     1.  Careful Spell

     2. Distant Spell

     3. Empowered Spell (you can use your Intelligence modifier instead of your Charisma modifier if you choose)

     4. Heightened Spell

     5. Transmutated Spell

     6. Twinned Spell

You can only use this feature once a long rest, unless you spend 2 sorcery points to use it again. You regain your use of this ability if you get a Metamagic option that cannot combine with whatever spell you were casting (like rolling the Twinned Spell option while casting Magic Missile), or if you decide not to use that metamagic option on your spell.

At higher levels: At level 14, you gain more powerful spells, and gain more control over what spell you are rolling. This feature now works with any spells of 5th level or lower, and you can spend an additional sorcery point to roll a second d6 when rolling to determine your metamagic option. You can choose either option you rolled, and if you roll the same option with both d6's, you can choose any option on the table, instead of just the number you rolled twice.

Learned Sorcerer

Starting at 14th level, you regain a sorcery point whenever you run out of spell slots of any given level.

At higher levels: You can now spend sorcery points on your Spell Mastery ability. By spending 5 sorcery points, you can use a bonus action to swap either one of, or both of your mastered spells to two new spells you currently have prepared of the same level.

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