Sorcerer
Base Class: Sorcerer

A powerful arcane entity has connected your very being to the weave, the source and conduit of all magic. Perhaps a deity of magic blessed you or an ancestor upon birth, or a powerful wizard gave you this gift as payment for a great service done for them.

Your intellectual understanding of the weave is enhanced by your intuitive connection to it, allowing you to feel the nature of a spell just as well as you understand it. You are able to alter the formulae of spells with even greater fluency than your sorcerous peers.

Sorcerous Spellbook

At 1st level, you have a sorcerous spellbook. Your sorcerous spellbook may take on a variety of forms, such as a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous sorcerous spellbook in a mishap. You can use the book as a spellcasting focus for your sorcerer and wizard spells.

Additionally, your link to the Weave allows you to learn spells normally associated with the wizard class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list or sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Spellkeeping

At 1st level, you can prepare additional spells.

Once at 1st level, and when you gain a level in this class, you can choose an additional sorcerer or wizard spell and store it in your sorcerous spellbook, as long as it is of a level for which you have spell slots. When a spell is stored this way, it is not a learned spell, and you must prepare it in advance. To prepare spells, choose a number of spells from your sorcerous spellbook equal to your Intellgience modifier + your proficiency bonus. You can change your list of prepared spells when you finish a long rest.

Your sorcerous spellbook can contain a maximum of 10 spells at a time. When you gain a level in this class, you can choose one of the sorcerer or wizard spells in your sorcerous spellbook and replace it with another sorcerer or wizard spell, as long as it is of a level for which you have spell slots.

Experimental Formulae

At 6th level, you can alter the formulae of spells for varying effects.

You can choose to record and memorize experimental formulae in your sorcerous spellbook. When you do so, pick a number of sorcerer or wizard spells you know or have prepared equal to your proficiency bonus, and for each spell chosen, choose one metamagic option. While these formulae are memorized, upon casting the spell, modifying it with the selected metamagic option does not cost sorcery points. Due to the instability and power of certain alterations, you are unable to select the Heightened Spell, Quickened Spell, or Twinned Spell metamagic options until 14th level. You can change the chosen spells and metamagic options when you finish a long rest.

Spell Reserve

At 14th level, you can store magical power in your sorcerous spellbook for later use.

When you take a long rest, before resting, you can expend your remaining sorcery points and store them inside your sorcerous spellbook. You can store a number of sorcery points no more than half your sorcery point maximum. If these points are not expended, they dissipate in 24 hours, or when you next use this ability.

While sorcery points are stored in your sorcerous spellbook, whenever you cast a spell of a level equal to or less than the number of stored sorcery points, up to a maximum of 5th level, you can choose to expend a number of sorcery points equal to the spell's level instead of a spell slot. When a spell is cast in this way, you cannot modify it using metamagic options, including through your experimental formulae, and you cannot cast a spell using a higher level spell slot.

Weave Walking

At 18th level, you can tap into the essence of the weave, spending 7 sorcery points as a bonus action to assume a glowing aura of pure arcane energy. While this effect lasts, you are able to cast multiple leveled spells in a single turn, as long as you have the action required for it. Additionally, you can treat any spell with a casting time of a bonus action as having a casting time of an action. If you use the Quickened Spell metamagic while in this state, including through your experimental formulae, you cannot cast a spell of 1st level or higher with a casting time of an action for the rest of your turn.

This energy persists for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. 

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