Sorcerer
Base Class: Sorcerer

Your magic is not merely an instinct, but a dangerous ritual drawing directly from the Warp — a realm of raw sorcery, forbidden knowledge, and catastrophic power. Every spell you shape risks backlash, yet promises unmatched potency.

 

Level 3: Warp Rituals

Beginning at 3rd level, your Metamagic is no longer a subtle manipulation of magic, but a perilous ritual that channels the Warp itself.

 

Warp Dice

Whenever you apply a Metamagic option to a spell, you must roll two six-sided dice (2d6), called Warp Dice.

  • You may choose to roll a third Warp Die.
  • You decide whether to roll the third die after seeing the results of the first two dice.

After rolling the Warp Dice, apply the appropriate Warp Outcome based on the total rolled.

 

Warp Outcomes

Total

Effect

6–8: Warp Resonance

You immediately regain 1 Sorcery Point.

9–11: Warp Alignment

And choose one:

• You teleport to an unoccupied space you can see within 30 feet, or

 

• You deal psychic damage equal to your sorcerer level to one creature you can see within 30 feet.

 

12–18: Warp Surge

And the Metamagic option you applied gains an additional enhanced effect, determined by that Metamagic option.

Warp Perils

If two or more Warp Dice show the same number, you suffer Warp Perils.

  • You take psychic damage equal to the value of the matching dice plus your sorcerer level.
  • This damage ignores resistance to psychic damage.
  • The maximum damage you can take from Warp Perils is twice your sorcerer level.

Warp at Any Cost.
If Warp Perils occur and you still achieve
Warp Surge (12 or higher), the enhanced Metamagic effect still applies before you take the damage.

 

Warp Damage

Any psychic damage dealt by your Warp Dice (to yourself or to others) ignores resistance to psychic damage.

 

Warpbound Spells

Your connection to the Warp grants you access to forbidden spells steeped in mutation, madness, and impossible geometry.

You learn the following spells at the sorcerer levels listed. These spells are always prepared for you and don’t count against the number of sorcerer spells you know.

Sorcerer Level

Spells

3rd

Detect Magic, False Life, Scorching Ray, Augury

5th

Dispel Magic, Fly

7th

Polymorph, Evard‘s Black Tentacles

9th

Contagion, Scrying

Warp Surge: Metamagic Enhancements

When you achieve Warp Surge (12–18), the Metamagic option you applied gains the corresponding effect below, in addition to its normal effect.

 

Careful Spell — Warp Sanctuary

Creatures you protect automatically succeed on their saving throws and gain temporary hit points equal to your Charisma modifier + your sorcerer level.

 

Distant Spell – Warp Reach

You may choose one additional target of the spell, provided all targets are within the spell’s range.

 

Empowered Spell – Warp Overload

When you roll damage dice for the spell, any die that shows a result equal to your Charisma modifieris treated as having rolled its maximum value instead.

 

Extended Spell – Temporal Distortion

If the spell has a duration of 1 minute or longer, it does not require concentration for the first roundof its duration.

 

Heightened Spell – Psychic Domination

If the target fails its saving throw, it has disadvantage on the next saving throw it makes against this spell or another spell before the end of your next turn.

 

Quickened Spell – Warp Rebound

When Warp Surge occurs, you may use your reaction to cast a cantrip.
This cantrip
cannot be modified by Metamagic.

 

Seeking Spell – Unerring Warp

If the attack hits, the target takes additional psychic damage equal to your Charisma modifier, and you have advantage on the next attack roll you make against that target before the end of your next turn.

 

Subtle Spell – Veil of the Warp

Until the start of your next turn, you have the invisible condition. If you move more than 15ft, cast a spell or take any damage, the invisible condition ends.

 

Transmuted Spell – Warp Corruption

Creatures damaged by the spell cannot gain resistance to the spell’s damage type until the start of your next turn.

 

Twinned Spell – Echoes of Fate

One of the spell’s targets (your choice) takes additional psychic damage equal to your sorcerer level, and you may teleport up to 10 feet to an unoccupied space you can see.

 

Level 6: Mastery of the Rite

Your understanding of Warp rituals deepens, allowing you to subtly shape their outcome.

Ritual Amplification

Once per turn, when you roll Warp Dice, you may increase the total result by 1.

 

Warpflames

When you cast a spell that deals fire damage, you may change its damage type to psychic.

If you do so, you may reroll any 1s or 2s on the spell’s damage dice. You must use the new rolls.

 

Level 10: Warp Manipulation

You have learned to twist the Warp at the moment of collapse.

Once per turn, when you roll Warp Dice, you may reroll one Warp Die, using the new result.

You must use the new roll, even if it results in Warp Perils.

 

Level 14 – Warped Reflexes

When a creature you can see fails an ability check or a saving throw, you may use your reaction to spend 7 Sorcery Points and roll your Warp Dice.
You can do so
after the roll is made, but before the outcome is resolved.

  • 6–8: The creature has advantage on the roll.
  • 9–11: The creature has advantage on the roll and adds your Charisma modifier to the result.
  • 12–18: The creature treats the result of the roll as if it had rolled a 17 on the die, before modifiers.

Warp Perils apply as normal.

 

Level 18 – Warp Apotheosis

Once per turn, when you roll Warp Dice, you may increase the total result by 2.

Level 3: Warpbound Spells

When you reach a Sorcerer level specified in the Warpbound Spells table, you thereafter always have the listed spells prepared.

Warpbound Spells
Sorcerer Level Spells
3 Detect Magic, False Life, Scorching Ray, Augury
5 Dispel Magic, Fly
7 Polymorph, Evard‘s Black Tentacles
9 Contagion, Scrying

Level 3: Warp Rituals

Warp Dice

Whenever you apply a Metamagic option to a spell, you must roll two six-sided dice (2d6), called Warp Dice.

  • You may choose to roll a third Warp Die.
  • You decide whether to roll the third die after seeing the results of the first two dice.

After rolling the Warp Dice, apply the appropriate Warp Outcome based on the total rolled.

 

Warp Outcomes

Total

Effect

6–8: Warp Resonance

You immediately regain 1 Sorcery Point.

9–11: Warp Alignment

And choose one:

• You teleport to an unoccupied space you can see within 30 feet, or

 

• You deal psychic damage equal to your sorcerer level to one creature you can see within 30 feet.

 

12–18: Warp Surge

And the Metamagic option you applied gains an additional enhanced effect, determined by that Metamagic option.

 

Warp Perils

If two or more Warp Dice show the same number, you suffer Warp Perils.

  • You take psychic damage equal to the value of the matching dice plus your sorcerer level.
  • This damage ignores resistance to psychic damage.
  • The maximum damage you can take from Warp Perils is twice your sorcerer level.

Warp at Any Cost.
If Warp Perils occur and you still achieve
Warp Surge (12 or higher), the enhanced Metamagic effect still applies before you take the damage.

Warp Damage

Any psychic damage dealt by your Warp Dice (to yourself or to others) ignores resistance to psychic damage.

 

Warp Surge: Metamagic Enhancements

When you achieve Warp Surge (12–18), the Metamagic option you applied gains the corresponding effect below, in addition to its normal effect.

 

Careful Spell Warp Sanctuary

Creatures you protect automatically succeed on their saving throws and gain temporary hit points equal to your Charisma modifier + your sorcerer level.

 

Distant SpellWarp Reach

You may choose one additional target of the spell, provided all targets are within the spell’s range.

 

Empowered SpellWarp Overload

When you roll damage dice for the spell, any die that shows a result equal to your Charisma modifieris treated as having rolled its maximum value instead.

 

Extended SpellTemporal Distortion

If the spell has a duration of 1 minute or longer, it does not require concentration for the first roundof its duration.

 

Heightened SpellPsychic Domination

If the target fails its saving throw, it has disadvantage on the next saving throw it makes against this spell or another spell before the end of your next turn.

 

Quickened SpellWarp Rebound

When Warp Surge occurs, you may use your reaction to cast a cantrip.
This cantrip
cannot be modified by Metamagic.

 

Seeking SpellUnerring Warp

If the attack hits, the target takes additional psychic damage equal to your Charisma modifier, and you have advantage on the next attack roll you make against that target before the end of your next turn.

 

Subtle SpellVeil of the Warp

Until the start of your next turn, you have the Invisible condition. If you move more than 15ft, cast a spell or take any damage, the invisible condition ends.

 

Transmuted SpellWarp Corruption

Creatures damaged by the spell cannot gain resistance to the spell’s damage type until the start of your next turn.

 

Twinned SpellEchoes of Fate

One of the spell’s targets (your choice) takes additional psychic damage equal to your sorcerer level, and you may teleport up to 10 feet to an unoccupied space you can see.

Level 6: Master of the Rite

Once per turn, when you roll Warp Dice, you may increase the total result by 1.

Level 6: Warpflames

When you cast a spell that deals fire damage, you may change its damage type to psychic.

If you do so, you may reroll any 1s or 2s on the spell’s damage dice. You must use the new rolls.

Level 14: Warp Manipulation

You have learned to twist the Warp at the moment of collapse.

Once per turn, when you roll Warp Dice, you may reroll one Warp Die, using the new result.

You must use the new roll, even if it results in Warp Perils.

Level 18: Warp Apotheosis

Once per turn, when you roll Warp Dice, you may increase the total result by 2.

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