Sorcerer
Base Class: Sorcerer

Sorcerers are not well regarded, often singled out for special persecution because their powers seem to erupt spontaneously and can appear in any person, anywhere. Furthermore, as there is not an established means of training young sorcerers, they often cause havoc and death with their newfound and barely controlled abilities.

The cunning woman, however, is one type of sorcerer common and popular among the Northlanders. This bloodline is strong, and families that have one cunning woman in their midst often have several. Indeed, it is not unheard of for every woman in a bloodline to express sorcerous powers. What makes cunning woman so well thought of is that their powers are generally not of the destructive kind but instead provide a source of healing magic that is very rare in the Northlands. Young cunning woman receive training and a place in society that is honored and respected, something that other sorcerers in the Northlands can only dream of.

Cunning woman, and they are always woman, are skilled healers with mundane and magical skills. They often live on the edge of a settlement, not because they have been banished but due to the fact that their herbal remedies require extensive gardens and access to uncultivated lands. Those in need of the services of a cunning woman are welcome as long as they are polite, and payment is most often based on the means of their patients as opposed to the cost of the medicine or spells.

 

 

 

Cunning Folk Spells

1st-level Cunning Folk feature

You learn additional spells when you reach certain levels in this class, as shown on the Cunning Folk 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.

Cunning Folk Spells
Sorcerer Level Spells
1st cure wounds
3rd prayer of healing
5th lesser restoration
9th greater restoration
11th heal
13th regenerate
17th mass heal

 

Healing Arts

1st-level Cunning Folk feature

Your family has passed on their knowledge of medicinal herbs and remedies, both natural and magical. You gain proficiency in Medicine, Survival, Herbism Kits and you can read Runic.

Once per turn, whenever you or an ally within 5 feet of you rolls to determine the number of hit points a spell, item or feature restores, you can roll 2d6 and add it to the total. You may do this a number of times equal to your proficiency modifier, and regain all uses when you finish a long rest.

Evil Eye

6th-level Cunning Folk feature

Beginning at 6th level, you gain the ability to channel your magical power into a deadly attack. You look at a target and foretell their doom. Make a ranged spell attack, and if you hit, the target suffers 1d8 psychic damage. You may spend sorcery points to increase this damage by +1d8 per sorcery point spent.

Blessed by the Norns

14th-level Cunning Folk feature

You gain the ability to align your consciousness to the endless tapestry of Fate woven by the Norns. As a bonus action, you may declare the result of a single roll. This may be a roll that you are making or one that anyone within 30 feet of you is making. Pick up the die (or dice for a damage roll) and set it down to whatever number you want. Other class features, racial traits, spells, or anything else cannot change this; it is the wyrd of the target.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Ultimate Cunning

18th-level Cunning Folk feature

At 18th level, you begin to surpass the bounds of mortals. As an action, you may spend 5 sorcery points to cast any spell of a level you can cast even if you do not have access to the spell list it is found on. Once you use this action, you can’t use it again until you finish a long rest.

Also at 18th level, when you die you are reborn as a child of a blood relative. You do not have the Cunning Folk bloodline and may live a normal life as a reward for a lifetime of service.

 

 

Comments

Posts Quoted:
Reply
Clear All Quotes