Sorcerer
Base Class: Sorcerer

You were born from the folds and wrinkles of the weave itself. Be it from an arcane god's meddling or from a tear in the weave from a catastrophic event. A portion of the weave that controls and supplies all the world's magic crumpled up, twisted, and knotted until that knot gained consciousness to form you. Being so directly tied to the source of magic itself, your own magic is doubly enhanced and accented by the parts of the weave you were made from.

Gift of the Weave

As a creature born from the weave, you are granted gifts and abilities from it. The portion of the Weave you were formed from dictates the gift you receive. At 1st level, pick one of the following options: Gift of Defense, Gift of Blessings, Gift of Curses, Gift of Spirits, Gift of Sight, or Gift of Power.

Blessings

You learn the Bless at 1st level. At 5th level, you learn Revivify. Finally, at 11th level, you learn Contingency. When you cast Bless or Revivify using this feature, you can target one additional creature than what the spell's level dictates. If you use the twinned spell metamagic option, you can add one additional target with Revivify.

Curses

You protect yourself by cursing others. You learn the Bane spell at 1st level. At 5th level, you learn Bestow Curse. At 11th level, you finally learn Flesh to Stone. When you cast these spells, you can target 1 additional creature than what the spell at its casted level allows. If you use the twinned spell metamagic, you only add one additional target to these spells, provided they qualify for the metamagic.

Defense

While unarmored, your base AC is 10 + your dexterity modifier + your charisma modifier.

Power

When you cast a spell that requires an attack, if you hit your target, then it is pushed back 5 feet. Additionally, you can take a minus 5 penalty in exchange for a bonus of 10 damage of the type from the spell. You must decide to apply this penalty before making the attack.

At 11th level, the bonus damage becomes 20 instead of 10.

Sight

You can cast Detect Magic as a ritual only. Additionally, you get 60 feet darkvision. If you already have darkvision, then you add 30 feet to that range.

Spirits

You can cast Find Familiar without any material components as a ritual only at 1st level. At 5th level, you can cast Phantom Steed with the same conditions. Finally, you learn Conjure Fey at 11th level. Creatures summoned through this feature gain additional hit points equal to three times your sorcerer level. Additionally, you can cast any of your sorcerer spells through any of them as if you were in their positions, consuming their reactions.

Additional Metamagic

You open the well of magic within yourself to mold your spells even further. At 6th level, you get two additional Metamagic options from an expanded list and one final option at level 13.

Bloated Spell

When you cast a spell, you can spend 2 sorcery points to increase the radius of effect by 5 feet. The spell must have an area of effect in order to gain this benefit. For instance, spells like Fire Bolt which require only attack rolls don't gain this benefit. Ice Knife however, does benefit from this metamagic, despite initially making an attack.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Hidden Spell

When you cast a spell, you can spend 3 sorcery points to make your spell unseen. Until the end of your next turn, the spell cannot be nullified with Counterspell or Dispel Magic. You don't gain these benefits if a creature currently can sense your spell without sight, such as truesight, blindsight, or the Detect Magic spell.

Mutant Spell

When you cast a spell that deals damage, you can spend 2 sorcery points to change the damage type.

Near Spell

When a there is a hostile creature within 5 feet of you, you can spend 1 sorcery point to not suffer disadvantage on ranged spell attacks.

Quickened Spell

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

Reckless Spell

When you cast a spell, you spend 1 sorcery point to get advantage on all attack rolls made by that spell on the current turn. All attacks made against you have advantage to hit until the start of your next turn.

Refracted Spell

When you miss with a spell attack as part of casting a spell, you can spend 2 sorcery points to change the target a different creature within 10 feet of it to repeat the attack.

Relentless Spell

When you cast a spell that requires a saving throw and results in damage on a failure, you can spend 1 sorcery point to make the spell do half damage on a successful saving throw (if it normally doesn't). However, successful saves result in no other effects from the spell.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Metamagic Mastery

At 14th level, you can further bend your spellcasting. As an action, you spend 5 sorcery points. For 1 minute, you can use one metamagic option without expending any sorcery points. Additionally, you can an additional metamagic with each spell cast when you use this metamagic option.

Once you use this feature, you can't do so again until you finish a long rest.

Prodigy of Magic

You have become the ultimate embodiment of the weave. Your charisma score increases by 4, to a maximum of 24.

Previous Versions

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