SORCERER


Either through an ancestral curse, a freak comet accident, intensive study, or poking around otherworldly forces where you don’t belong, Sorcerers have learned to access and manipulate the raw arcane energy that pervades the land called The Taint. The Taint remains from a magical cataclysm.  Sorcerers are not afraid to get their souls dirty, embracing the dark unknown.
Either through intensive studies of magical technologies of just taking on a crazed look on their face and let it rip. This undisciplined approach is not without its drawbacks in the form of curse induced rashes and night terrors, among other afflictions detailed in the Sorcerous Origin’s Curse tables.

Regardless of alignment, they tend to project a menacing presence. Good aligned sorcerers have to work overtime to resist the maddening energies that flow through them. Most eventually find themselves on the dark side of Sorcery Street. Maybe your character will be different?

Powerful sorcerers love to amass henchman and issue commands to them from tall, uncomfortable looking thrones in remote, otherwise sparsely furnished keeps.

As a sorcerer, you gain the following class features.

Hit Points
Hit Dice: 1d8 per sorcerer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sorcerer level after 1st

Proficiencies
Armor: Light Armor
Weapons: Simple weapons, hand crossbows, pistols, longswords, rapiers, shortswords
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Persuasion, Nature, and Religion

Equipment
(a) A light crossbow and 20 bolts, (b) a laser pistol, or, (c) any simple weapon
(a) A component pouch, or, (b) an arcane focus
(a) A dungeoneer's pack, or, (b) an explorer's pack
Light armor, any simple weapon, and two daggers
You start with 2d4 x 5 gp.

Mall Goth Sorcerer Gorgon Zola and her Henchman Muntjack.

The Sorcerer
LevelProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th
1+2Sorcerous Origin, Spellcasting 322
2+22Arcane Smite, Resilience333
3+23Pact Boon3442
4+24Ability Score Improvement4543
5+3546432
6+36Otherworldly Patron feature47433
7+37484331
8+38Ability Score Improvement494332
9+4941043331
10+410Otherworldly Patron feature51143332
11+411Mystic Arcanum (6th level)512433321
12+412Ability Score Improvement512433321
Tainted - Sorcerous Origin
Sorcerers can become infused with arcane magic a variety of ways as mentioned above. Your origin is associated with a specific damage type that manifests at later levels. It also gives you access to spells that other


Sorcerous OriginDamage typeBonus Abilities
1Angel TouchedRadiantTurn Undead
2Demon FingeredFireCurse
3DraconicBy Dragon TypeConstitution +1
4FairiedRadiantLevitation
5InfrozenColdIce Block Attack
6Quarter MummyPoisonDisease attack, raise dead
7Shadow WalkerNecroticStealth
8SlimebornAcidBreath Weapon, Acid Resistance
9Step DietyForceCharisma +1
10Storm RiderLightningWeather Manipulation
11Vampirism Simplex ANecroticEnergy Drain
12WheatlordPsychicWheat Weapon, Become Wheat

Spellcasting
Whatever the source, your infusion grants you access to an array of spells and abilities.

Cantrips
At 1st level, you know three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + Charisma modifier.
Spell attack modifier = Your proficiency bonus + Charisma modifier.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells. Get yourself a staff with a gnarly looking critter on the top, or perhaps a gaudy amulet, or unsanctioned crown of some sort.

Arcane Field

You exude arcane energy. It courses through you upon discovering your connections. Your AC equals 12 + your Dexterity modifier.

Arcane Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal damage to the target, damage type of your choosing, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Sorcerous Origin

At 1st level, you choose one type of damage to be associated with features you gain later.

Damage Type

Acid
Cold

Fire

Force
Lightning
Necrotic

Poison

Psychic

Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Cosmic Luck

Starting at 6th level, when you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.


Arcane Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. 

Eldritch Invocations

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon

At 3rd level, you gain one of the following features of your choice.

Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mystic Arcanum

At 11th level, choose one 6th-level spell from the warlock spell list as an arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast

Prerequisite: Eldritch Blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level
You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Devil's Sight

You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 7th level
You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot.

Eldritch Spear

Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning

Fiendish Vigor

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level
You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.

Mire the Mind

Prerequisite: 5th level
You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move, take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level
You can cast Jump on yourself at will, without expending a spell slot or material components.

Repelling Blast

Prerequisite: Eldritch Blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level
You can cast Polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

Sign of Ill Omen

Prerequisite: 5th level
You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.

Thief of Five Fates

You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

At 9th level you can cast Speak with Dead at will, without expending a spell slot.

No comments:

Post a Comment