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Sorcerer Bloodlines


Hit Points

Hit Dice: d6 per Sorcerer Bloodlines 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: 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


Overview & Creation

Hypertext d20 SRD 5ESorcerer


Class Features

As a sorcerer, you gain the following 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 additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.   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 spells, you must expend a slot of the spell's level or higher. You regain all expended 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. The spells known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. 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   Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells.   Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. Your choice grants you features when you choose it at 1st-level and again at 6th, 14th, and 18th level.   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 more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. 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 Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature, vanishes when you finish a long rest.
  Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
  • 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.
  Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.   Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.   Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.   Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.   Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.   Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its saving throw made against the spell.   Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.   Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.   Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is.   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.   Sorcerous Restoration At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.


Starting Equipment


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

  • (a) a light crossbow and 20 bolts, 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
  • Two daggers

 


Spellcasting

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

 


Subclass Options

Hag Blooded

  Hag Magic 1st-level Hag Blooded Feature   You learn additional spells when you reach certain levels in this class, as shown on the Hag Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.   Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or a necromancy spell from the sorcerer, warlock, or wizard spell list.   Hag Spells
Level Spells
1st Death Knell, -, -
3rd Enthrall, Ray of Enfeeblement
5th Bestow Curse, -
7th -
9th Geas, -
Visage of Night 1st-level Hag Blooded Feature   At 1st level, you can draw upon the capricious nature of the fey to show a chosen target what 'might have been' as they are suddenly confronted with visions of you as the night hag you never became. As an action, choose one target that you can see and that can see you within 30 feet to make a Wisdom saving throw (DC equal to 8 + your Charisma modifier + your proficiency bonus) or become frightened of you for one minute.   Targets that succeed at this initial saving throw become immune to any use of Visage of Night for one day.   The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.   The number of targets you can effect increases to two at 6th lvl, three at 14th lvl, and four at 18th lvl.   Capricious Bulwark 6th-level Hag Blooded Feature   The ephemeral nature of your fae blood protects you from harm, but that protection changes from day to day with no rhyme or reason.   When you take any damage that is not bludgeoning, piercing, or slashing, you may choose to make a Charisma saving throw with a DC equal to 10 + the amount of dice that caused the damage or one for every 5 damage of that type.   If you succeed, then you immediately become resistant to that type of damage until the end of a long rest and cannot use this feature again until you finish a long rest.   If you fail, then you retain the use of this feature, but cannot become resistant to that type of damage until after you finish a long rest.   Evil Eye 6th-level Hag Blooded Feature   Starting at 6th level, you gain the ability to place a fey curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
  • Against any effect originating from the cursed target that allows a saving throw, you gain advantage on that saving throw.
  • Your own spells and effects ignore any resistances that the cursed target possesses.
  • If the cursed target dies, you immediately gain temporary hit points equal to your sorcerer level + your Charisma modifier.
You can’t use this feature again until you finish a short or long rest.   Dream Walker 14th-level Hag Blooded Feature   At 14th level, you gain the ability to cast Etherealness once per long rest.   The Haunting 18th-level Hag Blooded Feature   At 18th level, your can choose a target on the material plane for your Evil Eye even if you are in the ethereal plane. While cursed in this way, you can affect the target as if you were also on the material plane. They cannot affect you unless they have their own means to interact with ethereal creatures.


Created by

JaydeMoon.

Statblock Type

Class Features

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