Sorcerer
Base Class: Sorcerer

Your mysterious magic is geared towards a specialised school of magic.

School of Magic

Your magical nature is attuned to a School of Magic. Choose a School of Magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy or Transmutation.

Your class features will revolve around spells and magic of that school and once chosen cannot be changed so choose wisely. Class features that follow will refer to this as "your chosen school".

School of Abjuration

Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

School of Conjuration

Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

School of Divination

Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

School of Enchantment

Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

School of Evocation

Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

School of Illusion

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

School of Necromancy

Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.

School of Transmutation

Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.

School Spells

You learn an additional cantrip and 1st-level spell of your choice which does not count against your maximum known spells. The choice must be of from your chosen school but can be from any spellcaster list but is still considered a Sorcerer spell for you using your Charisma as a spellcasting ability.

When you level up you may change the 1st-level spell as normal but the replacement can be from any spellcaster list and must be from the same school. The normal rules on changing spells during level up apply as detailed in the spellcasting class feature.

Note: Due to limitations in the Character Builder the spell choices cannot be restricted by School of Magic. Please ensure you only select a spell from your chosen school.

Spell Prodigy

Casting magic you specialise in is so much easier for you. You may cast a spell you know from your chosen school without using any material components or spell slots. The spell you choose is restricted to 1st Level spell if you are class level 1 to 5, 2nd level or lower if you are class level 6 to 10, 3rd level or lower if you are class level 10 to 15 or 4th level if you are class level 16 to 20.

Once you have used this feature you cannot use it again until you complete a long rest.

Raw Talent Spellcasting

Starting at 6th level you can use sorcery points to cast spells you know from your chosen school instead of using spell slots. The sorcery point cost is equal to the level the spell is to be cast at. For e.g. if you specialise in Evocation you can use 5 sorcery points to cast Fireball spell, if you know it, at 5th Level. However, you can only use this manner of casting to cast a spell at 5th level or lower. Spells cast in this way may still benefit from metamagic.

School of Metamagic

Starting at 14th level you have become so attuned at using your chosen school and your metamagic that you find it easier to combine them.

It now costs 1 Sorcery Point less to use metamagic with spells you cast from your chosen school. If this brings the cost to 0 points then there is no cost. However, if you use Empowered Spell metamagic on a spell that had already been altered with a different metamagic it still costs 1 Sorcery Point to use it.

In addition when you use metamagic on a spell from your chosen school the metamagic effect is increased. The changes are as detailed:

Careful Spell - the selected creatures take no damage or any effect from the spell.

Distant Spell - the range is increased to 3x the normal range or 60 feet if it was a touch spell.

Empowered - when you have rerolled a die you choose the higher result of the two rolls.

Extended Spell - the duration is increased to 3x the normal duration to maximum of 24 hours.

Heightened Spell - the disadvantage is applied to all targets not just one.

Quicken Spell - if you quicken a bonus action spell you cast it without using any actions but any other spells you cast this turn for bonus or main action must be cantrips.

Subtle Spell - you also do not need material components unless they have a cost. If they do have a cost and the components are on your person (worn or carried by you) you do not need to handle the components to use the spell - allowing you to use the spell with the components still inside your pocket or bag you carry as long as that pocket or bag or such as is not another plane or dimension (like a Bag of Holding). If the material components would be consumed by the spell they are still consumed and simply vanish from your pocket/bag.

Twinned Spell - you may choose an additional target but doing so increases the Sorcery Point cost by half the spell's level rounded down.

Spell Speciality

You learn an additional 2nd level or lower spell of your choice which does not count against your maximum known spells. The choice must be from your chosen school but can be from any spellcaster list but is still considered a Sorcerer spell for you using your Charisma as a spellcasting ability.

When you level up you may change this as normal but the replacement can be from any spellcaster list and must be from the same school and can only be 2nd level or lower. The normal rules on changing spells during level up apply as detailed in the spellcasting class feature.

The spell you choose for this feature can be cast at-will at base level without needing spell slots. You can cast it at higher level if you wish using spell slots as normal.

Note: Due to limitations in the Character Builder the spell choices cannot be restricted by School of Magic. Please ensure you only select a spell from your chosen school.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes