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Willpower Caster in Dungeons & Dragons 5e

Willpower Caster


Hit Points

Hit Dice: d10 per Willpower Caster level
Hit Points at first Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per Willpower level after 1st

Proficiences

Armor: n/a
Weapons: n/a
Tools: n/a
Saving Throws: Constitution, Charisma
Skills: Choose two from Atheltics, Deception, Intimidation, History of Magic, Persuasion, Sleight of Hand, and Survival

Overview & Creation

An inspirational survivor, who has the heart of a warrior.


Class Features

Sorcerous Resilience: The accidental magic in your early childhood never stopped protecting you. Your AC equals 13 + your dexterity modifier.   Metamagic: Fierce Spell -At 3rd level, when you cast a spell, you can spend 2 sorcery points to cast that spell as if it were cast using a spell slot on level higher than its original level, or 4 sorcery points to cast that spell two levels higher. The spells higher level cannot exceed your highest available level of spell slots. This does not count against your number of metamagic options.   Metamagic: Resistant Spell -At 3rd level when you cast a spell, you can spend 1 sorcery point per increased level to make spell deflection, finite incantatum, or reparifors treat that spell as if it were cast using a spell slot higher than its original level. The spells higher level cannot exceed your highest available level of spell slots. This does not count against your number of metamagic options.   Signature Spells: -When you reach 20th level, you gain mastery overtwo powerful spells and can cast them with little effort. Choose two of your known 3rd-level spells as your signature spells. You can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.


Spellcasting

Charisma is the spellcasting ability for your 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 spell you cast and when making an attack roll with one.   You must use a wand as a spellcasting focus for your spells. Your spell slot progression is the standard for full casters.   Additionally, when you gain a level in this class, you can choose two of the spells you know and replace them with two spells from your spell list, which also must be a level for which you have spell slots.


Subclass Options

Charms Jinxes, Hexes, and Curses Transfiguration Healing Divination Magizoology


LevelProficiency BonusSorcery PointsMetamagicFeaturesCantrips KnownSpells Known
1st+2--Spellcasting, Sorcerous Resilience, School of Magic43
2nd+22-Font of Magic44
3rd+232Metamagic, Fierce Spell, Resistant Spell45
4th+242Ability Score Improvement56
5th+352-58
6th+362School of Magic Feature58
7th+372-610
8th+382Ability Score Improvement611
9th+492-613
10th+4103School of Magic Feature, Metamagic714
11th+4113-715
12th+4123Ability Score Improvement715
13th+5133-817
14th+5143School of Magic Feature817
15th+5153-818
16th+5163Ability Score Improvement818
17th+6174Metamagic920
18th+6184School of Magic Feature920
19th+6194Ability Score Improvement920
20th+6204Signature Spells920

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