Sorcerer
Hit Points
Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st
Proficiences
Armor:
Tools:
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Psionics, and Religion
Overview & Creation
Gifted with the powers of arcane from their very bloodline, Sorcerers can play and flex spellcraft more than any other spellcaster. Because magic is a birthright rather than a craft they are bound by less rules, but also have less range. The way their bloodline expresses is in incredible but narrow range of powers. They are also weaker of stamina than most because of the tax their powers put on their body. Some study the lore of magic, but just as many weft through life doing what they like and taking what they like with the confidence of their instinctual might.
Class Features
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with Arcane Magic. This font of magic, whatever its Origin, fuels your Spells.
Cantrips
At 1st Level, you know four 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.
Spellcasting Focus
You can use an
Arcane Spellcaster Foci for your
Sorcerer Spells.
Spell Slots
The Sorcerer table shows how many Spell Slots you have to cast your 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. For example, if you know the 1st-level spell
Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast
Burning Hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the
Sorcerer Spell List. You learn an additional
Sorcerer Spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level. Additionally, when you gain a level in this class, you can choose one of the
Sorcerer Spells you know and replace it with another spell from the
Sorcerer Spell List, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Charisma is your Spellcasting Ability for your
Sorcerer Spells, since the power of your magic relies on your ability to project your will into the world. 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 + your Charisma modifier
Spell Attack Modifier = your Proficiency Bonus + your Charisma modifier
Study Magic
You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Sorcerous Versatility
Whenever you finish a long rest, you can replace one spell or cantrip you learned from this Spellcasting feature with another spell from the
Sorcerer Spell List. The new spell must be the same level as the spell you replace. Additionally when you gain access to
Metamagic you can replace one of those options with a different
Metamagic Option available to you.
Sorcerous Origin
Choose a sorcerous Origin, which describes the source of your innate magical power (shown at the bottom of this page). Your choice grants you features when you choose it and again at 3rd, 6th, 10th, and 14th level.
Sorcerous Resilience
As magic flows through your body, it causes physical traits of your sorcerous nature emerge (stony skin, scales, maybe viscous slime even). At 1st Level, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class. When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Font of Magic
At 2nd Level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.
Sorcery Points
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a Long Rest.
Flexible Casting
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots
You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. A 1st level is worth 2 sorcery points, 2nd 3 sorcery, 3rd 5 sorcery, 4th 6 sorcery and 5th level 7 sorcery points. You can create Spell Slots no higher in level than 5th. Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
- Magical Guidance: When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
- Sorcerous Fortitude: As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.
Metamagic
At 3rd Level, you gain the ability to twist your Spells to suit your needs. You gain two
Metamagic Options of your choice. You gain another two at 10th and 17th level. You can use only one
Metamagic option on a spell when you cast it, unless otherwise noted.
Ability Score Improvement or Feat
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. Alternatively you can take a Feat from the
Feats List.
Sorcerous Vitality
Beginning at 5th level, you draw on your innate magic to fill yourself with vitality. You regain a number of Hit Points equal to 2d6 + your spellcasting ability modifier, and if you have any of the following conditions, they end on you:
Blinded,
Deafened, and
Poisoned. Once you use this feature, you regain it on a long rest. You can use a spell slot of 3rd level or higher to use it again after this, gaining an additional 1d6 healing for each slot level above 3rd.
Arcane Eruption
Starting at 7th level, you can spend an action to explode in magical energy. The explosion is a 20ft radius sphere within 120ft of you. The type of damage is your choice; Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. Each creature must make a Consitution saving throw to take half damage or take 6d6 damage. Choose one of those d6s. The number rolled on that die determines a condition that’s applied to each creature that failed the save, as shown below. A creature has the condition until the end of your next turn.
d6 Additional Effect
1 Incapacitated
2 Blinded
3 Frightened
4 Poisoned
5 Charmed
6 Deafened
Once you use this feature, you regain it on a long rest. You can use a spell slot of 4th level or higher to use it again after this, gaining an additional 1d6 damage for each slot above 4th level.
Sorcery Incarnate
Starting at 9th level, magic blooms within you, transforming you into a glimmering being of magical energy for the next minute. You can use up to two Metamagic options for each spell for the next minute, Additionally you have advantage on attack rolls for these spells. Once you use this feature, you regain it on a long rest. You can use a spell slot of 5th level or higher to use it again after this, gaining an additional Sorcery Point for each slot level above 5th.
Sorcerous Mastery
At 15th level, you regain 4 expended Sorcery Points whenever you roll Initiative.
Arcane Apotheosis
Beginning at 18th level, you are now so suffused with magic that you can alter reality itself. You always have the
Wish spell prepared, and if you undergo the spell’s casting stress, you have no chance of losing the ability to cast the spell. In addition, you can cast
Wish to replicate a spell of 1st through 8th level without expending a 9th-level Spell Slot. You instead expend a slot of the replicated spell’s level. Once you use
Wish in this way, you can’t do so again until you finish a Long Rest.
Epic Boon
Starting at 20th level, Charisma increases by 2, and its maximum is now 30. Select an
Epic Boon of your choice.
Starting Equipment
Roll 2d4 x10gp
Sorcerers can instinctively wield magic, making the need for mundane ranged weapons a very low priority. They do still gravitate towards arcane magical items and foci, and perhaps keep a sharp blade nearby to protect themselves in melee.
Subclass Options
Celestial Bloodline
Born with celestial heritage is a rare thing, but manifesting the powers of heaven from your blood along is a powerful thing in this new word. The church is searching for people like you, whether to stabilise their own power structure or silence a potential rival voice of divine mandate. A godling amongst men.
Angelic Scion Build
Priest Robes (1gp)
Mace (1d6 bludgeoning): 4lb, 5gp
Holy Symbol (5gp)
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.
Bonus Proficienies
Beginning at first level, you gain proficiency in Insight or Religion, and know the
Spare the Dying cantrip. You can speak, read, and write Celestial.
Bloodline Spells
Your divine lineage grants you access to certain spells seen amongst clerics. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Sorcerer Spell List. The spell counts as a
Sorcerer Spell for you, but it doesn’t count against the number of
Sorcerer Spells you know. These spells can’t be replaced when you gain a level in this class.
Favored by the Gods
Starting at 3rd level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. You can use this feature three times, regaining expended uses on a long rest.
Empowered Healing
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.
Angelic Form
Starting at 10th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings (Check this list of
Angels).
Unearthly Recovery
At 14th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.
Draconic Bloodline
Draconic heritage is surprisingly more common than people think, especially amongst silver and brass dragons who love to steal Zeus’ dating habits from time to time with mortals. But drawing from that is a rarer feat, strengthening your hide and empowering your destined elements. Eventually it leads to a more Draconic appearance, wings and scales, their dread presence.
Dragonwrought Build
Arcanist Robes [Evoker] (1gp)
Spear (1d6/d8 piercing, range 20/60ft): 3lb, 1gp
Unpowered Wand (10gp)
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, rations, and a waterskin.
Dragon Ancestor
At 1st Level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
- Acid = Brown, Black, Copper, Steel
- Cold = Purple, White, Cobalt, Silver
- Fire = Grey, Red, Brass, Gold
- Lightning = Blue, Bronze, Iron
- Poison = Green, Yellow, Mercury
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with Dragons, your Proficiency Bonus is doubled if it applies to the check. You can also gain proficiency in the History or Intimidation skill.
Bloodline Spells
Your dragonic lineage grants you access to certain spells seen often from their draconic forefathers. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Sorcerer Spell List. The spell counts as a
Sorcerer Spell for you, but it doesn’t count against the number of
Sorcerer Spells you know. These spells can’t be replaced when you gain a level in this class.
Elemental Affinity
Starting at 3th level, when you Cast a Spell that deals damage of the type associated with your Draconic Ancestor, you can add your Charisma modifier to one damage roll of that spell.
Draconic Exhalation
Beginning at 6th level, once per turn when you cast exhale energy in a 15-foot cone, the damage type is the same as your Draconic Ancestor. You deal 1d6 damage, rolling seperate attack and damage rolls against each creature in the spell's cone. If you roll a 6 on the die, roll an additional d6, to a maximum of your Charisma modifier.
Dragon Wings
At 10th level, you gain the ability to sprout a pair of Dragon Wings from your back, gaining a flying speed equal to your current speed. 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. In addition, at the end of each of your turns, you can flap the wings to unleash magical energy, dealing damage to each creature of your choice within 15 feet of yourself. The damage equals your Charisma modifier, and it is the damage type of your Draconic Ancestor Feature.
Draconic Presence
Beginning at 14th 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. Each Hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw 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.
Feylord Bloodline
The primal and deceptive power of the fey is in your blood. You, or someone from your lineage, had become entangled with creatures from the Fey Wild. Perhaps you were exposed to the Fey Wild for an extended period of time or an ancestor made a pact with one of the mysterious Archfey, or possibly had a tryst with a powerful fey creature.
Ascendant Archfey Build
Arcanist Robes [Illusionist] (1gp)
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Small Totem (1gp)
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Bonus Proficienies
Beginning at first level, you gain proficiency in Persuasion or Nature, and know the
Druidcraft and
Thorn Whip cantrip. You can speak, read, and write Sylvan.
Bloodline Spells
Your fey lineage grants you access to certain spells used my druidic casters. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Sorcerer Spell List. The spell counts as a
Sorcerer Spell for you, but it doesn’t count against the number of
Sorcerer Spells you know. These spells can’t be replaced when you gain a level in this class.
Faerie Charm
Starting at 3rd level, you gain access to the Faerie Charm
Metamagic.
- Faerie Charm: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to infuse the spell with fey guile. Any target of the spell that fails its first saving throw against your spell is also Charmed by you until the end of your next turn.
Fey Step
At 6th level, you can briefly step in and out of the Fey Wild. As a bonus action you can teleport up to 60 feet to an unoccupied space you can see. As part of this bonus action, you can optionally spend 1 sorcery point to also turn
Invisible. The invisibility ends at the end of your next turn, or until you attack or cast a spell.
Fey Bounty
Beginning at 10th leverl, you can conjure a small feast of food and drink as an action on your turn. The magical feast appears as normal food and is enough for up to four small or medium creatures. When a creature that is not hostile to you consumes any of the food or drink, they must succeed on a Wisdom saving throw or become charmed by you for up to 1 hour. This effect ends if the creature is attacked by you or your allies. Once you use this feature, you can’t use it again until you finish a long rest.
Invoke the Green
Starting at 14th level, you can temporarily weaken the fabrics of reality between your plane and the Fey Wild to disorient enemies. As an action, you warp reality in a 30 foot radius at a point within 120 feet of you. The terrain transforms to the Fey Wild version of the area. You bend reality for up to 1 minute or until you lose concentration as if you casted a spell. The area is difficult terrain, and any hostile creature that starts their turn in the area must make a Wisdom saving throw. On a failure, a creature is
Charmed by you until the start of the their next turn. On a success, the creature takes 4d8 psychic damage.
Fiendish Bloodline
The destructive and deceptive power of the lower planes gives you great but terrible magic. Perhaps an ancestor made a dark deal with a fiend, or you have a fiend for an ancester. Maybe you were exposed to Baator or Tarterus in such a way that changed you forever. Regardless of your origins, you are forever corrupted, but how you use this power is up to you.
Cursedblood Build
Arcanist Robes [Evoker] (1gp)
Sickle (1d4 slashing): 2lb, 1gp
Arcanist Staff (5gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp) A collection of great smelling things to ensure you do too.
Bonus Proficienies
Beginning at first level, you gain proficiency in Deception or Persuasion, and know the
Primal Savagery cantrip.
Bloodline Spells
Your fiendish lineage grants you access to certain curses and fiendish magics. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Sorcerer Spell List. The spell counts as a
Sorcerer Spell for you, but it doesn’t count against the number of
Sorcerer Spells you know. These spells can’t be replaced when you gain a level in this class.
Corrupted Chance
At 3rd level, your mastery of the magic in your fiendish blood allows to to twist and corrupt the world around you. When a creature within 60 feet of you makes an attack roll or skill check, you can impose disadvantage on the roll as a reaction. You can use this feature a number of times equal to your Charisma modifier. This ability recharges on a long rest.
Chains of Perdition
Starting at 6th level, you gain the ability to bind your foe (in either hell-forged chains, demonic tendrils or wisps of shadow) and relish in this suffering. As a bonus action, choose one creature within 120 feet of you to make a Dexterity saving throw. On a failure, they are
Restrained for 1 minute and the target has disadvantage on saving throws against any spell you cast. The creature can use their action to make a Dexterity or Strength check against your spell DC to break out of the chains. Once they have saved against those ability it cannot be used in them again for 24 hours. Only one target can affected by this ability at once.
Dread Spellcasting
When you reach 10th level, you infuse your magic with the horrors of the Lower Planes. When a creature fails a saving throw against your spells, they are also
Frightened of you until the end of your next turn.
Underworld Apotheosis
At 14th level, You can transform into a powerful fiendish creature. As a bonus action, you can spend 6 sorcery points to transform, you gain immunity to poison and acid. You have advantage on saving throws against spells or other magical effects. Any creatures killed by you are dragged to the Lower Planes and you regain Sorcery Points equal to the creatures CR divided by 5 (minimum of 1). You remain in this form for 1 minute. It ends early if you are
Incapacitated, if you die, or if you dismiss it as a bonus action.
Genie Bloodline
Born of the Genies of Calim, slavemasters of Calimport or the Calimshan Desert. A few of these slave-caste are born with incredible innate powers that can grow to exceed even their progenitors. As they grow in power, they also start to exhibit traits of the Genies not even of their lineage.
Ex-Slaver Build
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Arcanist Rod (1d6 bludgeoning, Light, Finesse): 3lb, 10gp
Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Bonus Proficienies
Beginning at first level, you gain proficiency in Athletics or Acrobatics, and
Martial Weapons. You can speak, read, and write Jannti.
Bloodline Spells
Your elemental lineage grants you access to your elemental being. Your innate element grants you access to a particular list of Dao, Djinn, Efreeti or Marid additional spells when you reach certain levels in this class, as shown at the bottom of the
Sorcerer Spell List. The spell counts as a
Sorcerer Spell for you, but it doesn’t count against the number of
Sorcerer Spells you know. These spells can’t be replaced when you gain a level in this class.
Pure Elemental
Beginning at 3rd level, you have learnt to master your birth-element to a state above mere arcanists and spellcasters. You are an elemental, and your element of birth comes to your command. You gain the following trait depending on your birth;
- Dao | Stone’s Fist: When you cast a spell that acid or earth you can use a bonus action push a single target within the spells affect 15 feet.
- Djinn | Tempestuous Magic: When you cast a spell that uses wind or lighting you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.
- Efreet | Mantle of Flame: When you cast a spell that uses fire you can use a bonus action to deal fire damage equal to your Charisma modifier to a target within 5 feet of you. It has disadvantage on the roll if grappling you.
- Marid | Curse of the Sea: When you cast a spell that uses water or ice you can use a bonus action to reduce a single target speed by 15 feet while in the effect of the spell.
Twofold Elemental
At 6th level, your mastery of your elemental nature unlocks something within, allowing you to weave elements together seamlessly. Your element of birth, and a second element slowly unlocking to you. Select from the following:
- Dao/Efreet | Nourishing Fire: Your acids and fires soothe and restore you. When you expend a spell slot to cast a spell that includes acid or fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
- Djinn/Marid | Tempest’s Revenge: When you are hit by a melee attack, you can use your reaction to deal lightning and cold damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
- Efreet/Djinn | Storm’s Fury: When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra lightning or fire damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
- Marid/Dao | Sandy Form: You gain the ability to transform into fine sand. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there. On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
Twin-Souled Mastery
Beginning at 10th level, your mastery of elemental pairing allows you to add extra elements to your spells. This takes the form of one of your elements of choice and is additional damage is equal to your Charisma modifier. You also gain some additional traits depending on your elemental combination;
- Dao/Efreet: You gain resistance to acid, fire and slashing damage. You also gain darkvision of 60ft or increase your darkvision by 30ft if you already have darkvision.
- Djinn/Marid: You gain resistance to cold, lightning and thunder damage. You also a swim speed of 30ft and Waterbreathing.
- Efreet/Djinn: You gain resistance to fire, lightning and thunder damage. You also gain darkvision of 60ft or increase your darkvision by 30ft if you already have darkvision.
- Marid/Dao: You gain resistance to acid, cold, and slashing damage. You also a swim speed of 30ft and Waterbreathing.
Threefold Elemental
At 14th level, you finally master the incredible balance to two warring elements within your form. Select a third genie type to gain the following:
- Dao/Efreeti/Marid | Lava Aegis: You weave molten rock around your allies and then solidify it around them into a powerful armour. As an action, you grant up to three allies within 60ft resistance to bludgeoning, piercing and slashing damage for 1 minute. You must take a long rest to regain this expended ability.
- Djinn/Efreeti/Marid | Tornado Dance: You spin hot and cold air in increasing tighter circles, summoning incredible gale force winds. As an action, you transform the area within 1 mile into difficult terrain, pushing everything 30ft in a particular wind direction, and you grants up to three allies within 60ft the ability to move unhindered. You must take a long rest to regain this expended ability.
- Efreeti/Dao/Djinn | Ascendant Firelord: You cover yourself in rock and lift yourself high into the air. For the next minute you have a flying speed of 40ft, resistance to all damage, and your Mantle of Flame deals an additional 20 fire damage. You must take a long rest to regain this expended ability.
- Marid/Dao/Djinn | Storm’s Journey: You cover yourself and your allies in deep-sea rocks and lift them into the sky. You gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
Giant Bloodline
You had a special ancestor, one of the legendary original giants called Titan. They created the giant races, and for some reason you are manifesting their primordial legendary power. They were Stronmaus the Skyfather, Surtr the Fire Titan, Lanaxis the Frost Titan, Hiatea the Mother, Skoraeus the Stone Titan, and Algorn the Storm Titan. Eventually this gift manifests so strong it transforms you into a giant temporarily.
Ostorian Heir Build
Buckler (+1 AC): 3lb, 10gp and Warhammer (1d8/d10 bludgeoning): 2lb, 15gp
Arcanist Rod (1d6 bludgeoning, Light, Finesse): 3lb, 10gp
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.
Bonus Proficiencies
At 1st level, you gain proficiency with
Shields and
Martial Weapons, you can read, speak and write Jotun and Skaldi. You also know the
Booming Blade cantrip.
Bloodline Spells
Your giant lineage grants you access to certain runic magics of close combat. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Sorcerer Spell List. The spell counts as a
Sorcerer Spell for you, but it doesn’t count against the number of
Sorcerer Spells you know. These spells can’t be replaced when you gain a level in this class.
Jotun Resilience
You can use your Constitution in place of Dexterity for determining your Armour Class. This feature stacks with your
Sorcerous Resilience Feature.
Soul of Lost Ostoria
Starting at 6th level, you gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning Feature.
- Cloud Giant: Immediately after you cast any of your Bloodline Spells spells, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 + your Constitution modifier.
- Fire Giant: You gain a bonus to the damage rolls of your Bloodline Spells spells. The bonus equals your Constitution modifier (minimum of + 1).
- Frost Giant: Immediately after you cast any of your Bloodline Spells spells, you gain temporary hit points equal to your Constitution modifier(minimum of 1). But if the spell is Armour of Agathys, you instead increase its temporary hit points by an amount equal to your Constitution modifier (minimum of 1).
- Hill Giant: Immediately after you cast any of your Bloodline Spells spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of + 1). A target can choose to fail this save.
- Stone Giant: Immediately after you cast any of your Bloodline Spells spells, you gain a bonus to AC equal to your Constitution modifier (minimum of + 1) until the end of your next turn.
- Storm Giant: Immediately after you cast any of your Bloodline Spells spells, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1).
Rage of Fallen Ostoria
Starting at 10th level, you gain the ability to channel the souls of your ancestors into your physical form. When you start casting a
Sorcerer Spell on your turn and expend a spell slot, you can increase your size by one category—from Medium to Large, for example. This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits:
- Your current hit points and your hit point maximum both increase by 1 per sorcerer level.
- Your reach increases by 5 feet.
- Your walking speed increases by 5 feet.
- You have advantage on Strength checks and Strength saving throws.
- You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1).
You can use this feature three times, regaining expended uses on a long rest.
Blessing of the All Father
At 14th level, your Constitution score increases by 2, up to a maximum of 22. In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative.
Incunabula Bloodline
The shadow leaves it’s mark on everything it touches, like a thick black oil soaking into the soul. While on some it will damage the emotional core of a person, or their vitality and appearance, others it enhances their magical potency. These fortunate, or unfortunate, few life half in that world and half in ours, gifted fortitude of half-life. Those whom master it can summon shadowhounds and jump between shadows.
Letherna Expat Build
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Oni/Hannya Mask (9gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Eyes of the Dark
From 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the
Darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
Bloodline Spells
Your shrouded lineage grants you access to certain spells of shadow and spiritual hunger. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Sorcerer Spell List. The spell counts as a
Sorcerer Spell for you, but it doesn’t count against the number of
Sorcerer Spells you know. These spells can’t be replaced when you gain a level in this class.
Strength of the Grave
Starting at 3rd level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can’t use this feature again until you finish a long rest.
Hound of Ill Omen
At 6th level, you gain the ability to call forth a howling hound of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to cast
Summon Shadow Spirit.
Shadow Walk
At 10th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Umbral Form
Starting at 14th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are
Incapacitated, if you die, or if you dismiss it as a bonus action.
Spellscarred Bloodline
Your bloodline comes from a dark chapter of history, the Spellplague. Mystra, Goddess of Magic was slain, and the Weave, source and controlling element of magic in Faerun was sundered. Areas of chaotic and wild magical energy corrupted the world and peoples, usually in horrifying ways leaving them mere puddles of flesh and pain. But a few managed to have only the lightest of touches, and their offspring kept the ability to channel this pure chaotic blue flame without the need of the weave. It has it’s own risks however.
Mutant Build
Arcanist Robes [Enchanter] (1gp)
Mace (1d6 bludgeoning): 4lb, 5gp and Component Pouch (5cp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Scars of the Spellplague
Starting when you choose this origin at 1st level, your visage is subtly but horrifically changed by the presence of wild magic. You gain proficiency in intimidation, and all checks you can double your proficiency bonus. Your use of magic is through raw magic within, corrupting and creating strange affects in your magic. Whenever you cast a spell of 1st level of higher, roll on the
Wild Magic Surge Table.
Bloodline Spells
Your mutated being grants you access to certain spells of chaos magic and mutating forms. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Sorcerer Spell List. The spell counts as a
Sorcerer Spell for you, but it doesn’t count against the number of
Sorcerer Spells you know. These spells can’t be replaced when you gain a level in this class.
Twisted Form
At 3rd level, your limbs have started to change from the wild magic continuously affecting you, lengthening and shortening at will. Your reach increases by 5ft, and you can cast spells originating from anywhere within your reach.
Explosive Chaos
Beginning at 6th level, when you cast a spell, if you roll maximum on a damage die, you can roll that die again. You can only benefit from this feature a number of times equal to your Charisma modifier.
Pliant Form
By 10th level, your frequent use of transmutation effects on yourself has made such magic nigh effortless for you. You can cast the
Mutate spell at will.
Warp Reality
Starting at 14th level, you have begun to emit an aura of chaos energy that affects the Weave around you, a rippling blue aurora through the air. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura. As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can’t use it again until you finish a long rest.