Sorcerer, Variant (5e Class)

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Building a Sorcerer[edit]

Class Features[edit]

Class Features

As a Sorcerer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Sorcerer level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Sorcerer level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a quarterstaff or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Table: The Sorcerer

Level Proficiency
Bonus
Features Sorcery Points Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin, Innate Power 0 4 2 2
2nd +2 Font of Magic 2 4 3 3
3rd +2 Metamagic 3 4 4 4 2
4th +2 Ability Score Improvement 4 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 Sorcerous Origin feature 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 Ability Score Improvement 8 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 Metamagic, Sorcerous Restoration 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Sorcerous Origin feature 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 6 14 4 3 3 3 2 1 1 1
17th +6 Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin feature 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 True Sorcerer 20 6 15 4 3 3 3 3 2 2 1 1

Innate Power[edit]

Unlike other spellcasters, the power of a sorcerer is harnessed and channeled from their own inborn magic. Not only do you not need an arcane focus to channel the power of arcane spells, you also don’t need any of the components specified for a spell. However, if a cost is indicated for a component or an object must be destroyed in order to cast it, then you must have that specific component to cast the spell.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Sorcerous Restoration[edit]

At 10th level, you regain half your sorcerer level (rounded up) worth of expended sorcery points once a day when you finish a short rest.

True Sorcerer[edit]

When you reach 20th level, you have complete mastery over your body and the flow of the raw magic that is part of you. Choose one 1st-level, 2nd-level and 3rd-level spell in your spell list. You can cast those spells at their lowest level without expending a spell slot.

Sorcerous Origins[edit]

Draconic Bloodline[edit]

Elemental Affinity[edit]

Starting at 6th level, you gain resistance to the damage type associated with your draconic ancestry. At the same time when you cast a spell that deals damage of that type, add your Charisma modifier to that damage.

Dragon Wings[edit]

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed + 30. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence[edit]

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw with disadvantage or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. Also for that 1 minute you become immune to the damage type associated with your draconic ancestry.

Wild Magic[edit]

Wild Magic Surge[edit]

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos[edit]

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, if you roll a 1 when checking if a wild magic surge occurs, you automatically regain the use of this feature.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Sorcerer class, you must meet these prerequisites: Charisma 13


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