Deleted
2017-02-10, 09:04 AM
Sorcerer
Level
Proficiency Bonus
Class Features
Slot Level
1
+2
Sorcerer's Path, Font of Magic
1st
2
+2
Metamagic
1st
3
+2
Accumulation Spells
2nd
4
+2
ASI
2nd
5
+3
-
3rd
6
+3
Sorcerer Path Feature
3rd
7
+3
-
4th
8
+3
ASI
4th
9
+4
-
5th
10
+4
Sorcerer Path Feature
5th
As a Sorcerer you are an artist. You reshape reality at your whim and don't let rigid rules define what you can do.
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per sorcerer level Hit Points at 1st Level: 8 + your 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
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Performance, Persuasion
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) two simple melee weapons
Leather armor and (a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) an explorer’s pack
Two daggers
Level 1
Sorcerer's Path
Choose a sorcerer path, which describes how you have chosen to go about focusing your power: The Artist, Blood Mage, Chaos, Favored Soul, and Warlock origins are detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th and 10th level.
Font of Magic
You gain two spells from your sorcerer's path along with a spell of your choice from the Sorcerer's spell list below. These spells cannot be changed unless noted in a following Sorcerer class feature.
You gain a number of spell slots per level shown on the table above. You regain spell slots at the end of a short or long rest.
Each of your sorcerer spells allow you to have an at-will version that you may cast any number of times per short or long rest.
Spell Slots
You have two spell slots. Whenever you cast a Font of Magic spell, you must expend a spell slot. You regain your expended spell slots after a short or long rest. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your sorcerer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, so 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
Level 2
Metamagic
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. You have a number of Sorcerery Points equal to your Sorcerer Level + Charisma Modifier.
You may use these points to twist your Font of Magic to your whim. You gain three of the following Metamagic options of your choice. You gain another one at 5th and 9th level. Whenever you finish a long rest, you may replace a metamagic option with a different one.
You can use only one Metamagic option on a Font of Magic spell when you cast it, unless otherwise noted. You can use a metamagic option with any spell that you can cast, even if the spell isn't from your Font of Magic feature.
Below is the list of metamagic options you may choose from.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect one of those creatures from the spell’s full force. Choose one creature to automatically succeeds on its saving throw against the spell.
1 SP: The number of creatures you may choose to automatically succeed on the saving throw equals your charisma bonus.
2 SP: Any creatures chosen are ignored by your spell and the spell has no effect on them even on later rounds.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. Additionally, when you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
2 SP: When you cast a spell that has a range of 5 feet or greater, you can spend 2 sorcery point to quadruple the range of the spell. Additionally, when you cast a spell that has a range of touch, you can spend 2 sorcery points to make the range of the spell 120 feet.
Empowered Spell
When you roll damage for your spell's at-will version, you can add your charisma modifier as a bonus to the damage roll.
2 SP: You may add your charisma bonus to the damage roll of a spell you cast.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
1 SP: When you use Extended Spell metamagic, you have advantage on concentration checks to keep the spell active.
Heightened Spell
2 SP: 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 give one target of the spell disadvantage on its first saving throw made against the spell.
4 SP: A number of creatures equal to your Charisma bonus (minimum 1) have disadvantage on 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. Casting the at-will version of your Font of Magic spells count as cantrips for the purposes of casting spells with bonus actions.
Subtle Spell
When you cast a spell, you can cast it without somatic and verbal components.
1 SP: When you cast a spell, you can spend 1 sorcery point to cast it as if you are holding a spellcasting focus even if you don't have one on hand.
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 the at-will version or 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 and chromatic orb are.
4 SP: For 4 SP per spell level you may target a third creature in range with the same spell.
Level 3
Spell Accumulation
Starting at 3rd and again at 5th, 7th, and 9th level, your sorcerer spells evolve and gives you a new option when deciding to cast them. At these levels you may, instead of casting your font of magic spell, cast a higher level spell that you have chosen from the options below. Depending on your Font of Magic spells, you can choose different ways to accumulate arcane power and impose your whims on reality.
Once you choose how your spell advances, you can't change it until you gain another level in Sorcerer.
When you cast a sorcerer spell, you may choose to cast it as the Font of Magic, Font of Magic Cantrip, or any Accumulation Spell option you have obtained. Anytime you cast your spell as anything but a Font of Magic Cantrip, you must expend a spell slot.
You may apply metamagics to any sorcerer spell you cast.
If there is an accumulation choice you want for two spells that is the same, but lead to different places, work with your DM to change one of the spells to another that is thematic. This way you don't have to give up a later level spell. These options are thematic in some way and are not based on any balancing factor. This also applies if you feel a new, non-SRD, spell would fit more thematically within a path.
(Note: I'm going to work on a new spell list for the Sorcerer, it will combine Arcane Magic and Druid options much like how the Bard combines Arcane Magic and Cleric options).
FoM Spell
@ Level 3
@ Level 5
@ Level 7
@ Level 9
Feather Fall
Spider Climb
Fly
Polymorph
Fog Cloud
Acid Arrow
Gaseous Form
Control Water
Cone of Cold
Gust of Wind
Stinking Cloud
Ice Storm
Hex
Jump
Alter Self
Fly
Stone Skin
Enlarge/Reduce
Gaseous Form
Polymorph
Mage Armor
Magic Weapon
Protection from Energy
Resilient Sphere
Magic Missile
Arcane Lock
Tiny Hut
Private Sanctum
Rope Trick
Magic Circle
Secret Chest
Shield
Magic Weapon
Protection from Energy
Resilient Sphere
Shield of Faith
Warding Bond
Spirit Guardians
Death Ward
Silent Image
Arcanist's Magic Aura
Major Image
Greater Invisibility
Invisibility
Nondetection
Hallucinatory Terrain
Sleep
Blindness/Deafness
Slow
Polymorph
Hold Person
Hypnotic Pattern
Black Tentacles
Thunderwave
Shatter
Call Lightning
Dimensional Door
Gust of Wind
Lightning Bolt
Sleet Storm
Ice Storm
Level 4
Ability Score Increase
When you reach 4th level, and again at 8th 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.
Level 7
Sorcerous Origins
Blood Magic
Consume Blood: Your body is adapted to drinking blood, this isnt something you chose, just something that is a part of you.
As an action, once per short rest, you may drink the blood of an incapacitated creature or one that you have grappled (unless they are willing... Some people are kinky). When you do so, the magic in your body flares and the innate spells from this origin changes. This change lasts until you drink blood again or finish two long rest.
You have no problem drinking even the most exotic of blood, as long as it is actually blood (and not say, pure acid).
Blood Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.
Charm Person
False Life
Level 6
Level 10
Chaos Origin
Chaos Magic: Starting at first level your magic is chaotic and just plain weird. Whenever you cast an Innate Spell that requires a saving throw, roll a d6 and consult the list below. The spell now requires a different save based on your roll.
1: Str
2: Dex
3: Con
4: Int
5: Wis
6: Cha
The player and DM are encouraged to fluff the spell in a different way based on the saving throw. If burning hands requires an Int save then perhaps it is an illusion spell. If burning hands is a Cha save, perhaps it is an enchantment spell where the sorcerer "burned" the target so bad with insults that the target really felt the flames.
Font of Magic Chaos Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.
Chromatic Orb
Color Spray
Level 6
Essence of Chaos: After a long rest roll a d6 and consult the list below. One of your ability scores increases by +2, to a maximum of 20, until the end of your next long rest. Alternatively you may roll 2d6 and place a +1 into two separate scores (though potential the same score).
1: Str
2: Dex
3: Con
4: Int
5: Wis
6: Cha
Keep track of your new HP as if it was temporary hit points that can be refilled. You gain 1 HP per level if this bonus brings you to an even number.
If you already have a 20 in an ability score and gain this bonus, you may reroll that result once (per die if you chose the 2d6 option) and take the new result. If the new result is the ability score that has a 20 then you don't gain any benefit.
Level 10
Favored Soul
Favored Soul Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.
Cure Wounds
Shield of Faith
Armored Emissary
You have proficiency with Heavy Armor, Shields, and Martial Weapons.
Divine Light
Level 6
Energy Resistance: Choose a type of energy from the following list, you have resistance to that type of energy.
Level 10
Painter
With a brush in hand, the world is your canvas and the arcane energies is the paint in which you manipulate the world around you.
Possible ways you learned of your sorcerer origin could be that you were drawing as a child and one of them briefly came to life. Perhaps as a teenager you were writing your crush's name over an over and accidentally cast a charm upon them. Maybe as an adult you wanted to paint a scenery and the landscape around you started to mimic your painting.
Artistic Inspiration: Your Spell DC is based on how well you can paint. The more realistic you paint your spell, the harder it is for a creature to resist. You may use a bonus action to change the saving throw of your spells to become a contest between your Charisma (Sleight of Hand) check versus the target's Wisdom (Insight) check. If there are multiple targets, you roll your check once and compare it to each target's ability check.
Erase: As an action or bonus action, you gain the ability to erase mundane writings, drawings, and paintings that your hand(s) cover. The area you erase is equal to the area of your hand (or hands).
Painter Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.
Fog Cloud
Silent Image
Level 6
Level 10
Warlock
Font of Magic Warlock Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.
Eldritch Blast
Hex
Patron's Pact
Depending on your choice of patron, your Eldritch Blast will accumulate in a different way once you reach the proper level. Additionally you gain a patron feature based on when you use Hex. Your patron feature is usable anytime it triggers but only once per round.
Fey
Patron Spell Line: Whenever your Eldritch Blast branches, you gain Calm Emotion (Lv. 2), Suggestion (Lv. 3), and Dominate Beast (Lv. 4)
Patron Feature (Misty Step): Whenever a creature under your Hex spell dies, you may teleport up to 30' as a reaction or when you transfer your Hex to a new creature. You must use this before the end of your next turn.
Fiend
Patron Spell Line: Whenever your Eldritch Blast branches, you gain Hellish Rebuke (Lv. 2), Stinking Cloud (Lv. 3), and Fear (Lv. 4)
Patron Feature: Whenever a creature under your Hex spell dies and you transfer your hex to another creature, that creature is assaulted by hell fire and has disadvantage on their next attack roll before the end of your next turn.
Old One
Patron Spell Line: Whenever your Eldritch Blast branches, you gain Arms of Hadar (Lv. 2), Enthrall (Lv. 3), and Hunger of Hadar (Lv. 4)
Patron Feature (Void the Mind): Whenever a creature under your Hex spell dies and you transfer your hex to another creature, using the energy of the creature's death you cause a void in the mind of the creature you transferred your hex to. You become hidden from that creature until the end of your next turn or after you effect the creature for the first time (attack it or cast a spell on it).
Invoker
Unlike many Warlocks, your pact is with a deity even if you don't follow their doctrine. You typically will deal with issues that may be unbecoming of Clerics. Most invokers keep which deity they work for on the down low. While you still gain the Hex spell, you do not gain Eldritch Blast, instead you gain the Font of Magic "Guiding Bolt" spell.
Patron Spell Line: Whenever your Eldritch Blast branches, you gain Spiritual Weapon (Lv. 2), Spirit Guardians (Lv. 3), Banishment (Lv. 4), and Flame Strike (Lv. 5).
Patron Feature (Divine Judgement): Whenever a creature under your Hex dies you and you put your hex on a new target, you cause the new target...
Level 6
Share Hex
Level 10
Level
Proficiency Bonus
Class Features
Slot Level
1
+2
Sorcerer's Path, Font of Magic
1st
2
+2
Metamagic
1st
3
+2
Accumulation Spells
2nd
4
+2
ASI
2nd
5
+3
-
3rd
6
+3
Sorcerer Path Feature
3rd
7
+3
-
4th
8
+3
ASI
4th
9
+4
-
5th
10
+4
Sorcerer Path Feature
5th
As a Sorcerer you are an artist. You reshape reality at your whim and don't let rigid rules define what you can do.
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per sorcerer level Hit Points at 1st Level: 8 + your 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
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Performance, Persuasion
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) two simple melee weapons
Leather armor and (a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) an explorer’s pack
Two daggers
Level 1
Sorcerer's Path
Choose a sorcerer path, which describes how you have chosen to go about focusing your power: The Artist, Blood Mage, Chaos, Favored Soul, and Warlock origins are detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th and 10th level.
Font of Magic
You gain two spells from your sorcerer's path along with a spell of your choice from the Sorcerer's spell list below. These spells cannot be changed unless noted in a following Sorcerer class feature.
You gain a number of spell slots per level shown on the table above. You regain spell slots at the end of a short or long rest.
Each of your sorcerer spells allow you to have an at-will version that you may cast any number of times per short or long rest.
Spell Slots
You have two spell slots. Whenever you cast a Font of Magic spell, you must expend a spell slot. You regain your expended spell slots after a short or long rest. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your sorcerer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, so 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
Level 2
Metamagic
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. You have a number of Sorcerery Points equal to your Sorcerer Level + Charisma Modifier.
You may use these points to twist your Font of Magic to your whim. You gain three of the following Metamagic options of your choice. You gain another one at 5th and 9th level. Whenever you finish a long rest, you may replace a metamagic option with a different one.
You can use only one Metamagic option on a Font of Magic spell when you cast it, unless otherwise noted. You can use a metamagic option with any spell that you can cast, even if the spell isn't from your Font of Magic feature.
Below is the list of metamagic options you may choose from.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect one of those creatures from the spell’s full force. Choose one creature to automatically succeeds on its saving throw against the spell.
1 SP: The number of creatures you may choose to automatically succeed on the saving throw equals your charisma bonus.
2 SP: Any creatures chosen are ignored by your spell and the spell has no effect on them even on later rounds.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. Additionally, when you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
2 SP: When you cast a spell that has a range of 5 feet or greater, you can spend 2 sorcery point to quadruple the range of the spell. Additionally, when you cast a spell that has a range of touch, you can spend 2 sorcery points to make the range of the spell 120 feet.
Empowered Spell
When you roll damage for your spell's at-will version, you can add your charisma modifier as a bonus to the damage roll.
2 SP: You may add your charisma bonus to the damage roll of a spell you cast.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
1 SP: When you use Extended Spell metamagic, you have advantage on concentration checks to keep the spell active.
Heightened Spell
2 SP: 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 give one target of the spell disadvantage on its first saving throw made against the spell.
4 SP: A number of creatures equal to your Charisma bonus (minimum 1) have disadvantage on 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. Casting the at-will version of your Font of Magic spells count as cantrips for the purposes of casting spells with bonus actions.
Subtle Spell
When you cast a spell, you can cast it without somatic and verbal components.
1 SP: When you cast a spell, you can spend 1 sorcery point to cast it as if you are holding a spellcasting focus even if you don't have one on hand.
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 the at-will version or 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 and chromatic orb are.
4 SP: For 4 SP per spell level you may target a third creature in range with the same spell.
Level 3
Spell Accumulation
Starting at 3rd and again at 5th, 7th, and 9th level, your sorcerer spells evolve and gives you a new option when deciding to cast them. At these levels you may, instead of casting your font of magic spell, cast a higher level spell that you have chosen from the options below. Depending on your Font of Magic spells, you can choose different ways to accumulate arcane power and impose your whims on reality.
Once you choose how your spell advances, you can't change it until you gain another level in Sorcerer.
When you cast a sorcerer spell, you may choose to cast it as the Font of Magic, Font of Magic Cantrip, or any Accumulation Spell option you have obtained. Anytime you cast your spell as anything but a Font of Magic Cantrip, you must expend a spell slot.
You may apply metamagics to any sorcerer spell you cast.
If there is an accumulation choice you want for two spells that is the same, but lead to different places, work with your DM to change one of the spells to another that is thematic. This way you don't have to give up a later level spell. These options are thematic in some way and are not based on any balancing factor. This also applies if you feel a new, non-SRD, spell would fit more thematically within a path.
(Note: I'm going to work on a new spell list for the Sorcerer, it will combine Arcane Magic and Druid options much like how the Bard combines Arcane Magic and Cleric options).
FoM Spell
@ Level 3
@ Level 5
@ Level 7
@ Level 9
Feather Fall
Spider Climb
Fly
Polymorph
Fog Cloud
Acid Arrow
Gaseous Form
Control Water
Cone of Cold
Gust of Wind
Stinking Cloud
Ice Storm
Hex
Jump
Alter Self
Fly
Stone Skin
Enlarge/Reduce
Gaseous Form
Polymorph
Mage Armor
Magic Weapon
Protection from Energy
Resilient Sphere
Magic Missile
Arcane Lock
Tiny Hut
Private Sanctum
Rope Trick
Magic Circle
Secret Chest
Shield
Magic Weapon
Protection from Energy
Resilient Sphere
Shield of Faith
Warding Bond
Spirit Guardians
Death Ward
Silent Image
Arcanist's Magic Aura
Major Image
Greater Invisibility
Invisibility
Nondetection
Hallucinatory Terrain
Sleep
Blindness/Deafness
Slow
Polymorph
Hold Person
Hypnotic Pattern
Black Tentacles
Thunderwave
Shatter
Call Lightning
Dimensional Door
Gust of Wind
Lightning Bolt
Sleet Storm
Ice Storm
Level 4
Ability Score Increase
When you reach 4th level, and again at 8th 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.
Level 7
Sorcerous Origins
Blood Magic
Consume Blood: Your body is adapted to drinking blood, this isnt something you chose, just something that is a part of you.
As an action, once per short rest, you may drink the blood of an incapacitated creature or one that you have grappled (unless they are willing... Some people are kinky). When you do so, the magic in your body flares and the innate spells from this origin changes. This change lasts until you drink blood again or finish two long rest.
You have no problem drinking even the most exotic of blood, as long as it is actually blood (and not say, pure acid).
Blood Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.
Charm Person
False Life
Level 6
Level 10
Chaos Origin
Chaos Magic: Starting at first level your magic is chaotic and just plain weird. Whenever you cast an Innate Spell that requires a saving throw, roll a d6 and consult the list below. The spell now requires a different save based on your roll.
1: Str
2: Dex
3: Con
4: Int
5: Wis
6: Cha
The player and DM are encouraged to fluff the spell in a different way based on the saving throw. If burning hands requires an Int save then perhaps it is an illusion spell. If burning hands is a Cha save, perhaps it is an enchantment spell where the sorcerer "burned" the target so bad with insults that the target really felt the flames.
Font of Magic Chaos Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.
Chromatic Orb
Color Spray
Level 6
Essence of Chaos: After a long rest roll a d6 and consult the list below. One of your ability scores increases by +2, to a maximum of 20, until the end of your next long rest. Alternatively you may roll 2d6 and place a +1 into two separate scores (though potential the same score).
1: Str
2: Dex
3: Con
4: Int
5: Wis
6: Cha
Keep track of your new HP as if it was temporary hit points that can be refilled. You gain 1 HP per level if this bonus brings you to an even number.
If you already have a 20 in an ability score and gain this bonus, you may reroll that result once (per die if you chose the 2d6 option) and take the new result. If the new result is the ability score that has a 20 then you don't gain any benefit.
Level 10
Favored Soul
Favored Soul Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.
Cure Wounds
Shield of Faith
Armored Emissary
You have proficiency with Heavy Armor, Shields, and Martial Weapons.
Divine Light
Level 6
Energy Resistance: Choose a type of energy from the following list, you have resistance to that type of energy.
Level 10
Painter
With a brush in hand, the world is your canvas and the arcane energies is the paint in which you manipulate the world around you.
Possible ways you learned of your sorcerer origin could be that you were drawing as a child and one of them briefly came to life. Perhaps as a teenager you were writing your crush's name over an over and accidentally cast a charm upon them. Maybe as an adult you wanted to paint a scenery and the landscape around you started to mimic your painting.
Artistic Inspiration: Your Spell DC is based on how well you can paint. The more realistic you paint your spell, the harder it is for a creature to resist. You may use a bonus action to change the saving throw of your spells to become a contest between your Charisma (Sleight of Hand) check versus the target's Wisdom (Insight) check. If there are multiple targets, you roll your check once and compare it to each target's ability check.
Erase: As an action or bonus action, you gain the ability to erase mundane writings, drawings, and paintings that your hand(s) cover. The area you erase is equal to the area of your hand (or hands).
Painter Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.
Fog Cloud
Silent Image
Level 6
Level 10
Warlock
Font of Magic Warlock Spells
You gain the two spells below as known spells in addition to a first level spell of your choice.
Eldritch Blast
Hex
Patron's Pact
Depending on your choice of patron, your Eldritch Blast will accumulate in a different way once you reach the proper level. Additionally you gain a patron feature based on when you use Hex. Your patron feature is usable anytime it triggers but only once per round.
Fey
Patron Spell Line: Whenever your Eldritch Blast branches, you gain Calm Emotion (Lv. 2), Suggestion (Lv. 3), and Dominate Beast (Lv. 4)
Patron Feature (Misty Step): Whenever a creature under your Hex spell dies, you may teleport up to 30' as a reaction or when you transfer your Hex to a new creature. You must use this before the end of your next turn.
Fiend
Patron Spell Line: Whenever your Eldritch Blast branches, you gain Hellish Rebuke (Lv. 2), Stinking Cloud (Lv. 3), and Fear (Lv. 4)
Patron Feature: Whenever a creature under your Hex spell dies and you transfer your hex to another creature, that creature is assaulted by hell fire and has disadvantage on their next attack roll before the end of your next turn.
Old One
Patron Spell Line: Whenever your Eldritch Blast branches, you gain Arms of Hadar (Lv. 2), Enthrall (Lv. 3), and Hunger of Hadar (Lv. 4)
Patron Feature (Void the Mind): Whenever a creature under your Hex spell dies and you transfer your hex to another creature, using the energy of the creature's death you cause a void in the mind of the creature you transferred your hex to. You become hidden from that creature until the end of your next turn or after you effect the creature for the first time (attack it or cast a spell on it).
Invoker
Unlike many Warlocks, your pact is with a deity even if you don't follow their doctrine. You typically will deal with issues that may be unbecoming of Clerics. Most invokers keep which deity they work for on the down low. While you still gain the Hex spell, you do not gain Eldritch Blast, instead you gain the Font of Magic "Guiding Bolt" spell.
Patron Spell Line: Whenever your Eldritch Blast branches, you gain Spiritual Weapon (Lv. 2), Spirit Guardians (Lv. 3), Banishment (Lv. 4), and Flame Strike (Lv. 5).
Patron Feature (Divine Judgement): Whenever a creature under your Hex dies you and you put your hex on a new target, you cause the new target...
Level 6
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Level 10