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View Full Version : D&D 5e/Next Alternate Version of the 5E Sorcerer - extremely versatile version (PEACH)



CunningKindred
2019-01-29, 03:09 PM
Obviously, this has been done a few times before but I've been working on an edition of the Sorcerer that I hope introduces something a little new. Many people seem a little dissatisfied with the sorcerer although they don't seem to be able to agree on why. Personally, I think the class is a little weak compared to others, especially the Bard and Wizard and especially at lower levels but it is functional. My general criticism was that it has very little that really sets it apart from other casters or that makes the experience of playing one unique. The main feature that sets them apart - Metamagic - seems rather underexploited in the class's design.

So, I've created a new take. I would love feedback on whether it holds together as a playable class.


It can be found here:
https://www.dropbox.com/s/hkdvxcnd5w0hcq7/Sorcerer%20%28Revised%205E%20Class%29.pdf?dl=0

The general design intention is to make the experience of playing a sorcerer completely unique. The class builds on a framework that might best be described as a warlock/sorcerer multiclass but emphasises metamagic, flexibility and the theme of the sorcerer as a bender of magic and someone for who magic is versatile and personal.

nonsi
2019-01-30, 11:51 AM
.

I don't do 5e, but here's a general tip for free: make a pdf that allows text selection and text search - otherwise don't expect too much constructive feedback.

CunningKindred
2019-01-30, 06:12 PM
.

I don't do 5e, but here's a general tip for free: make a pdf that allows text selection and text search - otherwise don't expect too much constructive feedback.

I hadn't noticed that. The font I used was a little kookie and it didn't embed in the doc so my processor rendered the whole thing down into a bmp. Its fixed now. Doesn't look as nice, but you can copy, paste and search it as you like.

CunningKindred
2019-02-03, 11:32 AM
So, for ease of use, here is the full description of the class without using the pdf:

SORCERER

Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their Birthright and coax forth ever greater arcane feats.

Just as varied as these innately powerful spellcasters’ abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic Birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.

Font of Magic


The cornerstone of the sorcerer’s power is his ability to tap into raw magical power. He can do incredible things with this power, far more than just cast the spells of lesser spellcasters, and he can use this power to warp, twist and manipulate the magic of others.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of Table: The Sorcerer. You can never have more sorcery points than shown on the table for your level. You regain a number of sorcery points equal to your level whenever you finish a short rest (although this can never increase your total to higher than the number indicated for your level in the accompanying table). You regain all your sorcery points when you finish a long rest.

Life Itself

Sorcerers can delve even deeper into their own mystical reserves when casting their spells, but the consequences can be deadly. As a bonus action, you can regain a number of sorcery points equal to your level (up to the normal maximum allowed at your level). However, the sorcerer gains a level of sorcerous exhaustion.
Sorcerous Exhaustion is more profound and deeper than normal exhaustion. Magic (of any source) cannot remove exhaustion created using this feature. Only rest and the features of this class can allow you to remove sorcerous exhaustion.
When you finish a short rest, one level of sorcerous exhaustion becomes normal exhaustion instead. When you reach 8th level, you can convert two levels of sorcerous exhaustion to normal exhaustion and at 15th level, you can convert three each time you complete a short rest.

Metamagic

You can learn special techniques to enhance or warp the magic you cast and the magic that is cast around you. You learn the following four metamagic techniques when you become a sorcerer. You can learn more by taking Metamagic Dweomers (see below). You can apply multiple metamagic techniques to a spell, but the total number of sorcery points spent on the metamagic for a single spell cannot exceed ½ your level (rounded up) and you cannot apply the effects of any one metamagic to the same casting of a spell more than once unless it specifically states otherwise in its description. If you use a feature that lets you spend sorcery points to cast a spell, the points spent to cast the spell do not count toward the maximum number you can spend on applying metamagic to the effect. If you can spend 3 sorcery points to cast dimension door you can spend an additional number of sorcery points up to ½ your level on applying metamagic to that spell as well.
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.
Extend 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.
Heighten Cantrip. When you cast a cantrip, you can spend 1 sorcery point to gain the benefit that a 5th level caster gains when they cast that cantrip. Once you have reached 5th level, you can gain the benefits of an 11th level caster when you cast the cantrip. At 11th level, you can gain the benefits of a 17th level caster.
Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.





Level
Proficiency Bonus
Features
Sorcery Points
Cantrips
Dweomers Known


1st
+2
Font of Magic, Sorcerous Origin, Dweomers
2
4
1


2nd
+2
Versatile Magic
3
4
2


3rd
+2
Arcane Calling
4
4
3


4th
+2
Ability Score Improvement
5
4
3


5th
+3
True Magic (Cantrips)
8
5
3


6th
+3
Ageless, Sorcerous Origin
10
5
4


7th
+3
True Magic (1st level)
13
5
4


8th
+3
Ability Score Improvement
15
5
4


9th
+4
Arcane Calling
18
5
5


10th
+4
True Magic (2nd level)
20
6
5


11th
+4
Apotheosis (5th level)
23
6
6


12th
+4
Ability Score Improvement
25
6
6


13th
+5
True Magic (3rd level)
28
6
7


14th
+5
Apotheosis (6th level)
30
6
7


15th
+5
Sorcerous Origin
33
6
8


16th
+5
True Magic (4th level), Ability Score Improvement
35
6
8


17th
+6
Apotheosis (7th level)
40
6
9


18th
+6
Arcane Calling
45
6
9


19th
+6
True Magic (5th level), Ability Score Improvement
50
6
9


20th
+6
Apotheosis (Wish)
55
6
10






Volatile Magic
Wizards contain the raw power of magic in rituals and formulas, clerics get their spells parcelled out to them by gods, but the sorcerer’s magic is contained only through will and sometimes the will relents in the desperate hope for something more. When you spend one or more sorcery points you can elect to use this class feature. You convert one or more of the sorcery points (your choice) into a number of wild dice. The amount of sorcery points you can spend is unchanged.
You must then roll the wild dice. Each wild die is a d6. If the die rolls a 1, 2, or 3, the die produces that number of wild sorcery points that can either be immediately spent to pay any costs of the magic efforts you were attempting, to buy additional metamagic effects for those magical efforts or returned to your pool as normal sorcery points. None of the normal limits on the number of sorcery points you can spend apply to wild sorcery points.
On a 4, 5, or 6, though, the die produces no sorcery points at all but is instead transferred to the wild surge pool. These dice are totalled together, and a d20 is rolled and added as well, and the wild surge table (see below) is used to determine what happens. The sorcery point used to generate the wild die is wasted.

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 following list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the accompanying class table for the Sorcerer.
Sorcerer Cantrips. Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Mending, Message, Minor Illusion, Poison Spray, Prestidigitation, Ray of Frost, Resistance, Shocking Grasp, True Strike

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, including the cantrips all sorcerers learn, any spell cast using a dweomer, arcane calling, sorcerous origin or learned from a dweomer. 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, or 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

Sorcerous Origin


Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Storm Magic or Wild Magic, both detailed later in this class description. Your choice grants you a special feature at 1st level and again at 6th level, and 14th level. When you gain a sorcerous origin, you also gain a taboo, a supernatural behaviour or quality which represents the personality-side of your heritage.

Dweomers


As you struggle to control and master the power within you, you have learnt to twist and warp magic in remarkable ways. You gain one Dweomer – a true magical working – of your choice. Your Dweomer options are detailed at the end of this class description. When you gain certain sorcerer levels, you gain additional dweomer of your choice, as shown in the Dweomers known column of the Sorcerer table.
Additionally, when you gain a level in this class, you can choose one of the Dweomers you know and replace it with another dweomer that you could learn at that level.

Versatile Magic


At 2nd level, you can draw upon unexpected magics during an encounter. As a bonus action, you can select one cantrip that you know, remove it from your list of known cantrips and add another cantrip from those which you are eligible to choose. Once you have done this, you cannot do so again until you have finished a short or long rest. You cannot replace a cantrip you received as a part of a dweomer or class feature. Only those selected from the above list can be substituted using this class feature.

Arcane Calling


You might have been born with magic in your veins but that has not dictated what you choose to do with the magic you’ve been gifted. Even as you learn more about the source of your power, you also begin to make choices about what your magic will be used for. At 3rd level you choose one of the Arcane Callings: Familiar, Magical Progeny and Wayfarer, both described later in this class description after the Sorcerous Origins. You receive a special feature at 3rd level from your calling and another at 9th and 18th level.

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.

Ageless


The magic which courses through the sorcerer’s blood protects him from aging. For every ten years which pass, the sorcerer now only ages one year.

True Magic


At 5th level, you gain the ability to perform true magic. You can cast any cantrip you desire with a casting time of one action, one bonus action or one reaction (from any spell list). This costs no spell slot and no sorcery points. You can use metamagic that you know to enhance the spell if you desire. You gain a level of sorcerous exhaustion whenever you use this feature. At 7th level, 10th level, 13th level, 16th level and 19th level, you increase the level of spell you can cast using this feature (to 1st, 2nd, 3rd, 4th and 5th respectively) and all spells of 1st level or higher cast using this feature are cast as though with a spell slot equal to the highest-level spell it permits you access to.

Apotheosis


At 11th level, your power to channel magic becomes even more pronounced. You can produce the effect of any spell of 5th level or less with a casting time of 1 action, one bonus action or one reaction but you gain a level of sorcerous exhaustion when you do so. Once you have used Apotheosis, you cannot do so again until you have finished a long rest.
At 14th level, you can use Apotheosis to cast any spell of 6th level or lower that otherwise fulfils the above conditions. At 17th level, you can cast any spell of 7th level or lower and at 20th level, you can cast any spell of 8th level or lower or the 9th level spell Wish. When you cast wish, regardless of how you choose to use it, you cannot lose access to the spell, but you must roll 2d10 and loose that number sorcery points. When you use Apotheosis, the spell you cast is cast as though with a spell slot of a level equal to the highest the apotheosis feature is capable of (maximum: 8th unless you are casting Wish).

CunningKindred
2019-02-03, 11:33 AM
WILD SURGE RESULTS

Wild Surge Results: To determine a wild surge result, add together all the dice placed into the wild surge pool (this might be zero) and then roll a d20 and add that to the value. This occurs whenever the sorcerer elects to use the volatile magic class feature.

Even Effect. When a wild surge result is even (2, 4, 6, etc.) the result is considered superficial. A minor light might swirl around the caster or some other individual present. There might be a minor sound effect. There are no long-lasting consequences, but the effect will usually persist for a number of rounds equal to the roll result (although it might instead reoccur every few hours over the next day or so for a few seconds at a time). The sorcerer’s player is free to describe the effect but this slow bleeding away of power cannot in any way really benefit the sorcerer (perhaps granting him or an ally advantage on a roll once during its duration) but neither will it have any detrimental effects although if roleplayed correctly to the player’s own detriment, the event might be worth a point of Inspiration.

Split the Surge! Several of the wild surge results can cause the surge to split. 21, 41, 61, 81 and 101+ can all cause this to happen. When it does, half the value of the wild surge pool and then roll two d20s and consult the table result for the halved value plus the first d20 and the halved value plus the second d20. If one of these results also splits the surge, being equal to one of the values listed above, the procedure is performed again, now quartering the total of the wild surge pool. This can happen as often as the wild surge table indicates.

Doubles (Boon). When a wild surge produces a double result which is odd, the surge produces a major boon for the sorcerer. The sorcerer rolls 1d6 and consults the Wild Surge Boon table on the following page.



Wild Surge Roll
Effect
Wild Surge Roll
Effect


1 - 3
Nothing Happens.
29
World of Wonder. Choose a creature within 120 feet of the sorcerer randomly. Roll d100 and consult the table on pg. 212-213 (Wan of Wonder) in the DMG and apply the listed result.


5
Distinctive Appearance. Roll 1d20 and consult the NPC Appearance table on pg. 89 of the DMG. The sorcerer’s appearance will change to match the indicated description. These changes are permanent.
31
Dismissed. One magic item within 1d6 x 10 feet of the sorcerer vanishes. It cannot be recovered by any means short of a Wish spell or divine intervention.


7
Trinket. Roll 1d100 and consult the Trinkets table on pg. 160-161 of the PHB. The rolled trinket appears on the sorcerer’s possession. If he was using material components to cast a spell, the material components turn into the trinket. This happen even if the material component would not normally be consumed by the spell in question.
33
Doubles (Boon)


9
Random Encounter. Roll 1d12 and consult the following: 1 - Arctic, 2 - Coastal, 3 - Desert, 4 - Forest, 5 - Grassland, 6 - Hill, 7 - Mountain, 8 - Swamp, 9 - Underdark, 10 – Urban, 11-12 – current terrain type. Then use the tables on pages 92 – 112 of Xanathar’s Guide to Everything to create a random encounter of the designated type of a level appropriate 1st to 4th level characters. That encounter begins.
35
Random Encounter. Roll 1d12 and consult the following: 1 - Arctic, 2 - Coastal, 3 - Desert, 4 - Forest, 5 - Grassland, 6 - Hill, 7 - Mountain, 8 - Swamp, 9 - Underdark, 10 – Urban, 11-12 – current terrain type. Then use the tables on pages 92 – 112 of Xanathar’s Guide to Everything to create a random encounter of the designated type of a level appropriate 5th to 10th level characters. That encounter begins.


11
Doubles (Boon)
37
Fatigue. Roll 1d6. On a 1-3, the sorcerer suffers a level of sorcerous exhaustion. On a 4-6, the sorcerer can remove a level of sorcerous exhausation.


13
Weather Change. Consult the weather tables on pg. 109 of the DMG. The weather changes according to the result of the rolls.
39
To the Winds. The sorcerer gains all the benefits of having had the spell Fly cast on him for a 2d20 minutes.


15
Nourishment of the Magic. Roll 1d6. On a 1-3 on a d6, all food within 1d6 x 10 feet of the sorcerer is subject to the effects of a Purify Food and Drink spell. On a 4-6, the food is instead spoiled and becomes poisonous.
41
Split the Surge.


17
Grandiose Delusion. Roll 1d10 and consult the Sample Hierarchy of Noble Titles table on pg. 19 of the DMG. The sorcerer will for the next 1d6 days insist on being referred to by the noble title rolled.
43
Confusion. Roll 1d6. On a 1-3, the sorcerer is the target of a Confusion spell cast as a 5th level spell. On a 4-6, another randomly determined creature within 1d6 x 10 feet is targeted by the spell instead.


19
Familiar. The sorcerer gains a wild familiar. This familiar is in all ways a normal familiar but the type of animal or creature it is should be rolled randomly. Whenever you manifest a wild surge with a value 10+, the familiar changes its form to that of another creature. If you ever manifest a 19, the familiar must make a Constitution saving throw (DC 15) or vanish back into chaos.
45
Elemental Explosion! You cast a fireball spell as 4th level spell centred on you. The type of damage is random, however, and not always fire. Roll 1d6 and consult the Wild Bolt table in the description of the Chaos Bloodied Sorcerous Origin to determine the type of damage produced.


21
Split the Surge.
47
Long Term Madness. The sorcerer suffers a boult of short-term madness. Roll d100 and consult the table on pg. 260 of the DMG. Lasts 1d10 x 10 hours.


23
Vision of Calamity. Roll 1d10 and consult the Current Calamity table on pg. 112 of the DMG. The sorcerer has a vision of this calamity befallen his own people of the local community. The DM should roll randomly (or decide on a whim) whether the vision has any validity.
49
Bad Luck. The sorcerer suffers bad luck on the next significant action the DM deems worthy of such misfortune before he next finishes a long rest. Apply disadvantage to this roll.


25
Injury. Roll 1d10 and consult the Lingering Injury table on page 272 to determine the result.
51
Random Dislocation. Roll to determine the characteristics of a random building using the tables provided on pg. 113-114. The sorcerer is teleported as per the 7th level spell to the building generated. The building is located wherever the DM deems it most appropriate for the building to exist.


27
Short Term Madness. The sorcerer suffers a boult of short-term madness. Roll d100 and consult the table on pg. 259 of the DMG. Lasts 1d10 minutes.
53
Just a Little Weird. Roll d100 and consult the table on page 153 of the DMG. The result described in the table occurs.






Wild Surge Roll
Effect
Wild Surge Roll
Effect


55
Doubles (Boon)
79
Reborn. Sorcerer must roll d100 and consult the Reincarnate table on pg. 271 of the PHB. The sorcerer immediately becomes a member of that race. Whenever the sorcerer produces a wild surge with a value of 70+, she can make a charisma saving throw (DC 20) to revert to her original race.


57
Aging. Roll 1d6. On an even result, the sorcerer ages that number of years. On an odd number, he grows that many years younger.
81
Split the Surge.


59
Chaos Artefact. The sorcerer’s magic transforms into an orb in his hand. Roll randomly to determine two minor beneficial qualities, one major beneficial quality, two minor detrimental qualities and one major detrimental quality as thought eh orb were an artefact and then apply the full effects as though you were attuned to it. The item is permanent, but you do not need to count it when determining if you can attune other magic items. If you ever roll another Wild Surge 80+ while you have the chaos artefact in hand, re-roll its qualities immediately and reapply them. If you ever roll an 83 again, the chaos artefact is consumed by the magic and vanishes.
83
Metamorphosis. Roll 1d6 and then consult the table indicated on page 154 of the DMG; 1-2 Gray Bag of Tricks, 3-4: Rust Bag of Tricks, 5-6: Tan Bag of Tricks. Roll 1d8 to determine an animal and then, if the original d6 die result was odd, the sorcerer is transformed into the indicated animal as per the Shapechange spell. If the original d6 was even, one random creature with 1d6 x 10 ft. of the sorcerer is transformed instead.


61
Split the Surge.
85
Planar Displacement. A swirling pool of power appears within a 5 ft. square within 1d6 x 10 ft. of the sorcerer. Everyone within 10 ft. of the pool must make a Dexterity saving throw (DC as per the sorcerer’s own spell DC) or be pulled through. The pool persists for 1d10 rounds and in all subsequent rounds, others can follow individuals through the pool, but it is impossible to return from the other side without magic. Roll 1d10 and consult the table on pg. 47 of the DMG to determine the colour and destination plane of the pool. On a roll of 19-20, roll 1d8 and consult the Ethereal Curtain table on pg. 49 instead.


63
Random Encounter. Roll 1d12 and consult the following: 1 - Arctic, 2 - Coastal, 3 - Desert, 4 - Forest, 5 - Grassland, 6 - Hill, 7 - Mountain, 8 - Swamp, 9 - Underdark, 10 – Urban, 11-12 – current terrain type. Then use the tables on pages 92 – 112 of Xanathar’s Guide to Everything to create a random encounter of the designated type of a level appropriate 11th to 16th level characters. That encounter begins.
87
Destroy Mind Roll 1d6. On a 1-3, one random target within 1d6 x 10 feet of the sorcerer is hit with the full effects of a Feeblemind spell. On a 4-6, the sorcerer is instead.


65
New Name. Randomly roll a new name for the sorcerer using the tables on pages 175 – 192 of Xanathar’s Guide to Everything. The sorcerer does not know this name, but it is the name by which everyone else knows him. No one else can remember the sorcerer’s original names except him. Anyone that knew the sorcerer’s true name (in a magical sense) knows only this new fake name instead. Pay no heed at all to race or sex when generating this new name.
89
Random Encounter. Roll 1d12 and consult the following: 1 - Arctic, 2 - Coastal, 3 - Desert, 4 - Forest, 5 - Grassland, 6 - Hill, 7 - Mountain, 8 - Swamp, 9 - Underdark, 10 – Urban, 11-12 – current terrain type. Then use the tables on pages 92 – 112 of Xanathar’s Guide to Everything to create a random encounter of the designated type of a level appropriate 17th to 20th level characters. That encounter begins.


67
Astral Departure. You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
91
Cataclysmic Disaster. Roll 1d10 and consult the Cataclysmic Disasters table on pg. 28 of the DMG. The indicated disaster immediately befalls the local community, country or state as the DM deems appropriate.


69
Resistance: Sorcerer is resistant to all damage for one minute.
93
Deck of Disaster. Sorcerer finds he is holding a card from the Deck of Many Things. Consult pg. 161 of the DMG for the full rules of this item and play out the effects as though the sorcerer had drawn a card from the deck of his own free will.


71
Prismatic Storm. Roll 1d6. On a 1-3, one random target within 1d6 x 10 feet of the sorcerer is hit with the full effects of a prismatic spray spell. On a 4-6, the sorcerer is hit with the spell instead.
95
Glimpse of Heaven. The sorcerer sees something of the divine. He gains a one-time use of the cleric class feature Divine Intervention with one God of the DM’s choice. If this is not used within the next week, it is lost. The chance of the Itervention being answered is 50%.


73
Monument of the Imagination. The sorcerer manifests a monument to his or her own ego within 1d6 x 10 ft. of their current position. Roll 1d10 and consult the table on pg. 108 of the DMG to determine the approximate appearance of this monument.
97
Wish! Select an individual present randomly (this includes allies and enemies). That individual can cast Wish immediately as a reaction. If they cannot or do not, they instead suffer 5d8 force damage.


75
Indefinite Madness. The sorcerer suffers an indefinite madness. Roll d100 and consult the table on pg. 260 of the DMG. Lasts indefinitely.
99
Doubles (Boon)


77
Doubles (Boon)
101+
Split the Surge.



Wild Surge Boon Table



D6
Effect


1
Minor Magic. Roll 1d20 and consult the Minor Properties table on pg. 143 of the DMG. Roll 1d12 and the consult the Quirk table on the same page. One random item on the sorcerer’s person acquires the characteristics rolled.


2
Sorcery Points: Sorcerer gains sorcery points equal to value of the surge divided by 5 (rounded down) and increases the maximum number of sorcery points he can possess by the same value for one minute.


3
Healing. Sorcerer regains1d10 hit points for a surge with a value of 11. A wild surge of 33 heals 3d10 hit points, 55 heals 5d10 hits points, 77 heals 7d10 hit point and 99 heals 9d10 hit points.


4 - 5
Treasure. The magic coalesces into treasure worth 500 gp plus 1d10 x 25 gp. This will be in the form of coinages, gems, and art pieces appropriate to the region in which the wild surge occurs. Use the table on pg. 133 - 135 of the DMG to determine the nature of this treasure randomly.


6
Magic Item. The magic coalesces into a magic item. Roll to determine the magic item on the tables on pg. 144 to 149 in the DMG. Roll 1d6. On a 1-4, use Table A for a wild surge with a value of 11, B for 33, D for 55, F for 77, H for 99. On a 5-6, use Table A for a wild surge with a value of 11, C for 33, E for 55, G for 77 and I for 99. The magic item will appear on the sorcerer’s person. If he was using material components to cast a spell, the material components turn into the trinket. This happen even if the material component would not normally be consumed by the spell in question. You should also randomly on the tables on pages 142-143 to determine the special features of the magic item.

CunningKindred
2019-02-03, 11:34 AM
Sorcerous OriginsWhere a sorcery derives his power from is very important to him – especially at the beginning of his career when the magic more often than not dictates what he can do instead of his Will. The following are just three of the possible sources for the power which courses through a sorcerer’s veins.

Chaos Blooded
Your magic is born from a place of complete chaos. You find it difficult to shape this power without losing control and others often fear the unexpected consequences of close proximity to you, but your magic is also seemingly without limit, and you are able to call upon it again and again without tiring.

Suggested TaboosYou can roll randomly on this table to determine your taboo or select one of the options you prefer. You might also work with your DM to devise a taboo of your own making. You can even select more than one with your DM’s permission.





d8

Flaw



1

When making important decisions, I’m liable to flip a coin and leave the decision to fate.



2

I am unable to tell the truth.



3

I refuse to eat certain foods apparently for no reason.



4

When someone tell me the Law, I am rather inclined to break it out of principle.



5

I take insane risks just to beat the odds.



6

I am quite claustrophobic.



7

I despise salt and will not cross a line of the stuff.



8

I have a sense of humour no one else understands.










Chaos MagicStarting at 1st level, when you attempt to use sorcery points, you must convert them to wild die using the volatile magic feature. You do not have the ability to spend sorcery points without risking a wild surge. You can use excess sorcery points generated by a wild die to produce one of the following effects when you do this:
Light (1+ wild sorcery points): You produce light as per the spell, centred on you, with a radius of 5 feet. For each additional sorcery point spend you can increase the radius of this effect by a further 5 feet.
Arcane Displacement (2 wild sorcery points): You can immediately teleport up to 30 feet to an unoccupied space you can see within 30 feet. For an additional sorcery point each, you can select one willing creature within 60 feet and teleport them to an unoccupied square you can see within 30 feet of your new location.

Wild BoltYou can summon raw chaotic power into your hand and hurl it at your opponents. This is considered a spell unique to this origin path. You must spend one or more sorcery points to use this power, but you can never spend more points than ½ your level (rounded up). Summoning and hurling the bolt has a casting time of 1 action and you can target any one creature within 90 feet of you. You make a ranged spell attack against the selected target. If the attack hits, roll on the following table to determine the damage. The creature suffers 2d8 damage of the randomly determined type, plus an additional 1d8 for each sorcery point spent to produce the bolt.






Roll 1d6

Damage Type



1

Acid



2

Cold



3

Fire



4

Lightning



5

Poison



6

Thunder










At 5th level, when you use this attack, you roll twice on the table. Half the damage is of the first type you roll and the other half of the second type you roll. At 9th level, you increase the range to 120 feet and any creature within 5 feet of the primary target must make a Dexterity saving throw. On a failed saving throw, they suffer half the damage the primary target did (of one of the two types rolled, chosen by you) and on a successful saving throw, they suffer no damage at all.

Master of ChaosAt 6th level, when you spend one or more sorcery points, you can add an additional wild die to the roll, but you must discard one die with the lowest value (this die produces no wild sorcery points and does not contribute to a wild surge).

Chaos SurgeAt 15h level, all the wild dice you generate are d8s instead of d6. You can keep any die that rolls a 1, 2, 3 or 4. All dice that roll a 5, 6, 7 or 8 must be added to the wild surge pool. This can make a Chaos Bloodied Sorcerer’s spells far more powerful but it also makes the wild surges potentially far more dangerous.



Djinn’ai
The Djinn’ai, the masters of the Wish, of fulfilling the desires of others, are descendants of the Lords of the Djinn. You are one of their number and you have the power to change the world, but only for others.

Suggested TaboosYou can roll randomly on this table to determine your taboo or select one of the options you prefer. You might also work with your DM to devise a taboo of your own making. You can even select more than one with your DM’s permission.





d8

Flaw



1

I will never grant someone more than three Djinn’ai wishes to any one creature.



2

I pervert a wish if at all possible.



3

I cannot break an Oath or Promise.



4

I have a fascination with fire and will tend to become distracted by flames and smoke.



5

I will not touch iron or salt.



6

I never lie but I do sometimes withhold the truth.



7

I cannot abide rudeness of any type.



8

I never use physical violence to solve problems.










Djinn’ai WishYou can grant the Wishes of others. When an individual within 60 feet of you clearly vocalises a desire – they do not need to use the words “I wish…” but it is somewhat traditional – you can choose to attempt to grant that wish. You can cast any one spell of 1st level or lower (from any spell list) or any spell you can normally cast which has a casting time of one reaction, one bonus action or one action and which would fulfil their stated desire as a reaction to their stated wish but you cannot take any other actions until the end of your next turn and you suffer a level of sorcerous exhaustion. There are some stipulations, however.
The spell operates as though cast by the person who made the wish. The targets must be within line of sight of them, and within range of them. The individual feels a sudden rush of your power and so stating a wish is a bonus action or an action (the individual making the wish can choose). You can use metamagic to enhance the spell and, indeed, this might allow a spell that could not otherwise fulfil the wish to do so and so allow this class feature to call upon it. You cannot suggest the wish being made, however. You can suggest they make a wish but not what it should be. It must be their own idea and they must honestly and wholeheartedly desire what they say (or at least, think they do). You must fulfil the wording of the wish, but you need not fulfil the obvious intent of the wish (if you decide to be malicious).
At 5th level, your wish can provide the benefit of any 2nd level spell, at 7th level, the Djinn’ai wish can cast any spell of 3rd level, at 10th level, it can cast any spell of 4th level, at 11th level, you can cast any 5th level spell, at 13th, you can provide any 6th level spell, at 16th level, you can provide any 7th level spell, at 17th level, you can provide any 8th level spell and at 19th level, you can provide any 9th level spell. All the spells you cast as though you were using the Apotheosis class feature. At 20th level, you can cast Wish as your Djin’ai wish and have it do absolutely anything it is capable of without any risk of detrimental side effects to you and can even provide effects which are normally beyond its power but in this case, the DM will adjudicate just how effective your power will be and what the consequences of this level of magical intervention in the world actually are.
You can use the Djinn’ai Wish to cast a spell of 6th level or higher. If you do, however, you cannot do so again until you have finished a long rest. You retain your ability to fulfil wishes that could be fulfilled with a spell of 5th level or lower, however.

Smokeless FireBeginning at 6th level, you can transform into a smokeless fire. You can assume this form as a bonus action and return to a normal form as a bonus action. You retain your normal appearance, but you become somewhat insubstantial. While in this form you have a flying speed of 10 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage and you have advantage on all Strength, Dexterity and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you must treat cold surface and liquids as solid surfaces. Magical darkness is also a solid surface to you and immobilises you if you are trapped within it. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated. You can’t manipulate objects in this form, and any objects you are carrying are assumed into the form and become insubstantial and unable to affect the world. Anyone who ends their turn in the same space as you suffer Fire damage equal to your Charisma bonus (minimum: one). You can speak in this form normally and use the Djinn’ai Wish but you cannot cast any other spells.
You can enter into any container with a volume of at least three cubic inches when in this form and rest within it, concealed from the outside world. Such objects take no damage from your Smokeless Fire form.

trivial DesiresBeginning at 15th level, when you use the Djinn’ai Wish class feature to fulfil a wish using a 1st to 5th level spell you do not lose the ability to take an action until the end of your next turn but can do so simply as a reaction.


Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Suggested TaboosYou can roll randomly on this table to determine your taboo or select one of the options you prefer. You might also work with your DM to devise a taboo of your own making. You can even select more than one with your DM’s permission.





d8

Flaw



1

I am miserly to a fault and will not give up even a single coin or smallest treasure if I have come to believe it mine.



2

I cannot abide uninvited guests.



3

I cannot regale on a contract.



4

I prefer to intimidate others into doing what I want.



5

I am bound by my word.



6

I burn (or melt, freeze or dissolve) things that I do not like.



7

I never raise my voice.



8

I will speak only Draconic. All other languages are beneath me.









Dragon AncestorAt 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.



Table: Draconic Ancestry

Dragon

Damage Type

Dragon

Damage Type



Black

Acid

Gold

Fire



Blue

Lightning

Green

Poison



Brass

Fire

Red

Fire



Bronze

Lightning

Silver

Cold



Copper

Acid

White

Cold










Draconic BreathYou gain access to a special breath-based spell. To use the spell, you must use an action and spend sorcery points. You can spend at most a number equal to ½ your level (rounded up). The attack has a range of Self (15-foot cone) and originates from your mouth. All the creatures in the cone must make a Dexterity saving throw. They suffer 2d6 damage on a failed saving throw, plus 1d6 for each sorcery point you spent to use the draconic breath. On a successful saving throw, they suffer half damage. The damage is of the type associated with your draconic ancestry.
At 5th level, the damage dice for your draconic breath increase to d8s and you increase the cone to 30 foot. At 9th level, you increase the cone to 60 foot.

Draconic ResilienceAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit points maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental AffinityStarting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
When you use metamagic on such a spell, you can spend one more sorcery point than normal for your level.

Elemental MasteryStarting at 15th level, when you cast a spell that deals damage of the type associated with your draconic heritage, you can reduce the total cost of any metamagic you apply to the effect by one (to a minimum: one). This reduction is applied only once regardless of the number of metamagic options you elect to use. In addition, you can spend a sorcery point as a reaction to being injured by the same type of damage in order to grant yourself full immunity to that type of damage until the end of your next turn and, any damage of the correct type you would have taken during that period, instead heals you an equivalent amount.


Shadow Bloodline
Your ancestors walked in another world, one of shadow, mysts and darkness. Now, the power of the Shadow has awakened in your blood and you find yourself aware of this strange world only a small distance to the left of our own.

Suggested TaboosYou can roll randomly on this table to determine your taboo or select one of the options you prefer. You might also work with your DM to devise a taboo of your own making. You can even select more than one with your DM’s permission.





d8

Flaw



1

I despise bright lights and avoid them whenever possible.



2

I am always icy cold to the touch.



3

When I sleep, I do not appear to breath.



4

My heart only beats about once a minute. I am often surprised when I hear it.



5

I show no remorse when I kill.



6

I do not know how to love.



7

I prefer to keep my own company and never eat in the presence of others.



8

I hate surprises. And by that… I mean I kill anyone
that surprises me.










Eyes of ShadowYour eyes turned pitch black – irises, whites and all – when you came of age. Since that day you have possessed the Darkvision quality. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
In addition, you also have the Sorcerous Darkvision dweomer. You cannot change this dweomer, but it does not count toward your usual allotment.

Arsenal of ShadowYou can weave together threads of shadow to create swords, scimitars and armour from solidified gloom. You must use an action to do so, and this counts as casting a spell with a duration of Concentration. The shadows can be used to gain the benefits of mage armour or to create a weapon in which you are automatically proficient which can inflict a base 1d6 psychic damage on a hit and has the finesse, light and thrown properties (range 10 / 30). If you drop the weapon or throw it, it dissipates at the end of the turn. If you remove the armour the same happens. You can end the effect at any time by using a bonus action to do so. You also gain the following metamagic options which you can use when you use an action to call upon the arsenal of shadow.
Arms and Armour (3 sorcery points): You summon both the armour and weapon simultaneously.
Increased Damage (2+ sorcery points): You increase the damage of the weapon by 1d6 per two sorcery points you spend on this option.
One with the Night (2 sorcery points): The weapon gains advantage on all attack rolls made in dim light or darkness and you have light concealment when wearing the armour in dim light or darkness and have advantage on Dexterity (Stealth) checks.

Draw the CurtainBeginning at 6th level, you can spend two sorcery points to cast the darkness spell or four sorcery points to cast Shadow of Moil (see Xanathar’s Guide to Everything).

Shadow WalkStarting at 15th level, when you are in dim light or darkness, as a bonus action, you can teleport 120 feet to another unoccupied space you can see which is also in dim light or darkness.





Storm Magic
Storm Magic is said to derive from the Giants and the Jinn of the elemental planes. Drawing power from the storms around them and the natural forces that they witness in the heavens, storm sorcerers have an affinity for lightning, thunder and cold. They are some of the most versatile of sorcerers, able to join together the many elements into one ferocious maelstrom of destruction.

Suggested TaboosYou can roll randomly on this table to determine your taboo or select one of the options you prefer. You might also work with your DM to devise a taboo of your own making. You can even select more than one with your DM’s permission.





d8

Flaw



1

I never sleep indoors.



2

Rain does not bother me.



3

I stare at thunder storms whenever I can.



4

I despise and fear fire in all its form.



5

I cannot abide being too hot and I get hot really easily.



6

My hair is all a shocking white.



7

I produce a noticeable chill whenever I am angered.



8

I cannot forgive a slight and will nurse it for years.










Storm MagicAt 1st level, you receive the Energy Admixture dweomer for free. If you already have this Dweomer, select another to replace it. When you use this dweomer to add a cold, lightning or thunder element to your spells, you reduce the sorcery point cost of the metamagic by one (minimum: zero). You can cast the spell Fog Cloud at will.

Call LightningAt 6th level, you can cast the spell Call Lightning by spending 3 sorcery points. You can augment the spell with metamagic as normal. You can cast the spell gust of wind at will. When you cast a spell that inflicts lightning or thunder damage, the damaged creature cannot take reactions until the end of their next turn.


WindsoulAt 18th level, you gain immunity to one of the following: cold, lightning and thunder damage. You also 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.

CunningKindred
2019-02-03, 11:35 AM
Arcane CallingsChoosing what to do with your magic is one of the hardest things that a sorcerer has to do. The magic comes with impulses and desires all its own, but those desires are often inhuman and difficult to control, and the mortal side of the sorcerer must struggle to channel those impulses into something productive.

Channeler
A channeler sorcerer seeks to unlock as much of his inner potential as possible. Often, they push themselves to the brink of death from sorcerous exertion, again and again in the hopes of breaking through some hidden barrier within their own magic and unleashing what they find beyond.

Channeler’s ComposureAt 3rd level, when you suffer a level of exhaustion (or sorcerous exhaustion) from any source, you can ignore the exhaustion completely. Once you have done this, however, you cannot do so again until you have finished a long rest.

Constitution of an OxAt 9th level, you have worked to wield your magical power so often and with such zeal that you have now developed a constitution that would put most warriors to shame. If, when you take a level of exhaustion (or sorcerous exhaustion), that level would kill you, you can make a Constitution saving throw (DC 10). If this roll is successful, you do not gain the exhaustion. When you use the Life Itself feature to regain sorcery points, you regain an additional 1d8 sorcery points. At 18th level, you regain an additional 2d8 sorcery points instead.

Effortless MagicBeginning at 18th level, whenever you use the True Magic or Apotheosis class features, you are entitled to a Constitution saving throw (DC 10 + the level of the spell you are casting). If this saving throw is successful, you can ignore the sorcerous exhaustion which True Magic or Apotheosis usually produces. If you are already entitled to a saving throw to avoid sorcerous exhaustion you gain advantage on the roll.

Eldritch Atavist
You have allowed the power which grants you access to magic to consume you or you have cultivated its true nature. With each passing day, you shrug off your human condition like a snake shedding its past. Soon, there will be nothing but the creature that spawned you; reborn.

The Fall to FleshYou can select one Dweomer with the Regression type. You must fulfil the prerequisites for the dweomer. You gain the dweomer. You cannot change this dweomer as you advance. It is now a true part of what you are.

Lesser MetamorphosisAt 9th level, you have magically begun to explore the nature of your ancestors. When you finish a short or long rest, you can select one dweomer with the regression type for which you fulfil the prerequisites. You gain that dweomer as a bonus dweomer until such time as you use this feature again.

Final MetamorphosisAt 18th level, you select another Dweomer with the regression type. You must fulfil the prerequisites. You add this as a bonus dweomer to your selection. You cannot change this dweomer as it has become a true part of what you are.



Magical Progeny
Magical Progeny are sorcerers who were drawn into the study of magic. Although they have been impeded in their efforts to master the secrets of wizards and bards by their own latent magic they have learnt to combine that knowledge with their own innate powers. Many rapidly terrify their teachers and find that what little knowledge they have gleaned will have to suffice once they are thrown out or hunted down as abominations.

Wizardly StudentYou have studied the craft of a wizard and though you are clearly not quite the same as the other students, you find it easy to replicate their trivial rituals and have even begun to compile an academic knowledge of magic works. You gain proficiency in the Arcana skill. If you are already proficient in this skill, select another from the wizard skill list and gain proficiency in that skill.

SpellbookAs a student of wizardly magic, you have a spellbook containing spells that show the first glimmerings of your true power. At 3rd level, you have a spellbook containing one 2nd level wizard spell and three 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting SpellsYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + ½ your sorcerer level (minimum of one spell). The spells must be of a level equal to ½ your sorcerer class level (rounded up, maximum: 9th level).
For example, if you’re a 3rd-level sorcerer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination, chosen from your spellbook. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spell SlotsTo cast a spell that you have prepared using this class feature, you must use a spell slot. Unfortunately, you do not normally have any spell slots. You can transform some of your sorcery points into spell slots as a bonus action on your turn. The table below shows how many sorcery points are needed to create a spell slot. When you start a short or long rest, any spell slots you currently have are immediately lost.




Table: Spell Slot Cost

Spell Slot Level

Sorcery Point Cost



1st

2



2nd

3



3rd

5



4th

6



5th

7



6th

9*



7th

11*



8th

13*



9th

15*










You can create any spell slot with a level equal to or less than ½ your level (rounded up, maximum: 9th) if you have sufficient sorcery points to do so. However, when you use this feature to create a spell slot of 6th level or higher, you must expend your use of the Apotheosis ability to do so. You do not gain sorcerous exhaustion, you just can’t create such powerful spell slot if you have already used Apotheosis since you last finished a long rest and if you do create a spell slot of this high level, you can’t create another nor use apotheosis until you have finished a long rest.

Learning Spells beyond 1st levelEach time you gain a level in the sorcerer class from this time on, you can add two wizard spells to your spellbook. You can also add spells to your spellbook in exactly the same manner as a wizard.

Ritual CastingYou can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.

Improvise RitualStarting at 9th level, you can perform any spell with the ritual tag of 5th level or less without the need to have the spell prepare or in your spellbook or to have even encountered it before. You just perform the spell, as a ritual, and once you have done so, you cannot improvise another spell until you have completed a long rest.

Trivial MagicBeginning at 18th level, when you prepare your spells from your spellbook, you can select two 1st or 2nd level spells of your choice from the pages of your spellbook. Until you again prepare your spells, you can cast these two spells at will.


Wayfarer
Sorcerers are often driven from their homes by the power they manifest, and this can in later life instil a wanderlust that their magic only amplifies. The Wayfarer seeks to break the chains which bind him to one place and to travel anywhere his mind’s eye can perceive. A master of divination, teleportation and conjuration, the wayfarer is one of the most versatile of sorcerers and a useful companion for getting in and out of trouble.

Wafarer’s StepAt 3rd level, you can cast misty step at will. You can spend one additional sorcery point when you augment the misty step spell. You receive the following metamagic effects that you can apply to the misty step spell:
Enhanced Distance (1 sorcery point): You can add 30 feet to the distance you can teleport by spending one sorcery point. You can apply this effect multiple times in order to extend the distance further.
Carrying Capacity (1 sorcery point): You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring along one willing creature of your size or smaller who is carrying gear up to its capacity. The creature must be within 5 feet of you when you decide to use this option. You can apply this option more than once in order to bring more than one willing creature with you.

The Eyes beyond the VeilAt 9th level, you can use your action to create a magical eye within 5 feet of you that hovers in the air for the duration. You can use your action to cast misty step on the eye instead of yourself. You can mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. There is no limit to how far the eye can travel from you, but you must maintain concentration on the eye and cannot cast other spells that need concentration.
You can spend one additional sorcery point when you augment the misty step spell. You also gain the following metamagic techniques that can be applied to misty step:
Improved Enhanced Distance (1 sorcery point): You can spend one sorcery point to improve the distance of misty step’s teleport to 100 feet. For each additional sorcery point invested in this option, you can increase the distance you can teleport by another 100 feet. When you use this option, the casting time of misty step becomes one action instead of one bonus action.
Blind Teleport (1 sorcery point): You can use your misty step to teleport to any location that you can see, one you can visualise, or one you can describe by stating distance and direction such as “200 feet straight downward” or “upward to the northwest at a 45 degree angle, 300 ft.” If you would arrive in a place already occupied by an object or creature, you and any creature traveling with you each take 4d6 force damage and the spell fails to teleport you.
Quick Escape (3 sorcery points): You can use the misty step spell as a reaction when you suffer the effects of a successful attack. If you successfully teleport, you ignore the effects of the attack and appear in the designated location.
Sigil Destination (3 sorcery points): You can select one teleportation circle sigil that you know and use misty step to take you to that destination immediately. When you use this option, the casting time of misty step becomes one action instead of one bonus action.

The Sigils of the RoadAt 9th level, you learn the secrets of teleportation circles. As an action, you can create a teleportation circle as an action, which lasts for one round. This causes you a level of sorcerous exhaustion. This circle is a 10 foot diameter circle on the ground inscribed with sigils that are personalised to you. As part of the same action, you cast misty step (with any metamagic enhancements you desire) on the circle and a shimmering portal opens within the circle you drew and remains open until the duration of one round has elapsed. You can use metamagic to increase this duration as normal. Any creature that enters the portal is instantly affected as per the manifestation of misty step you cast. All creatures must be sent to the same destination using the magic circle. You can create a permanent teleportation circle if you desire but to do so, you must reinfuse your power into the circle in the same location every day for one year. No one needs to use the circle in order for you to empower it in this fashion.
In addition, when you touch a permanent teleportation circle you learn its unique sigil sequence immediately. You can also sense any teleportation circle within 500 feet by using an action to reach out for this most familiar magic.

Gates of InfinityAt 18th level, you can spend one additional sorcery point when you are augmenting the misty step spell. You also gain the following metamagic options which can be used on the misty step spell.
Extended Gate (1 sorcery point): When using a teleportation circle as The Sigils of the Road class feature, you can spend 1 sorcery point to increase the diameter of the gateway created to 10 feet. You can spend three sorcery points to increase it to 20 feet diameter.
True Travel (6 sorcery points): You can travel to any destination which you know as per the normal rules for either the teleport or planeshift spell but using all other rules as per the normal metamagic-augmented misty step spell. When you do this, the spell has a casting time of one action instead of one bonus action and you suffer a level of sorcerous exhaustion. Unless you are using the power to move your magical eye (as per the Eyes beyond the Veil class feature), you can use this option only twice before you must finish a long rest before you can do so again.


Way of the Fifth Element
Founded by an outcast brother of the Way of the Four Elements who insisted that he could teach sorcerers to channel their power with discipline and excellence, the Way of the Fifth Element blends the raw power of the sorcerer with the dedication, contemplation and calm introspection of a monastic order all the while trying to avoid the condemnation and persecution of the order with which they broke ties so long ago.

Monastic TrainingThe monks of the Way of the Fifth Element have taught you to focus your mind and you soul through their devotion to the aesthetics of beauty and the peace and meditation of seclusion. You receive proficiency in one Artisan’s Tool or Musical Instrument of your choice. You also receive training in the Acrobatic or Athletics skills; again, your choice.

Martial ArtsAt 3rd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed, and you aren't wearing armour or wielding a shield:
· You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
· You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This increases to a d6 at 10th level and a d8 at 18th level.

Channel MagicBeginning at 3rd level, you gain the Quickened Spell dweomer. If you already have this dweomer, you can select another to replace it. When you use the Attack action with an unarmed attack on your turn, when not wearing armour or wielding a shield, you can use the Quickened Spell metamagic to enhance a cantrip at the cost of only one sorcery point (instead of the usual two).

Focused PostureBeginning at 9th level, when you use the Attack action with an unarmed attack on your turn, when not wearing armour or wielding a shield, you can use your bonus action to regain sorcery points equal to your level but once you have done this, you cannot do so again until you have finished a long rest.

Disciplined MindOnce you have attained 18th level, you are too disciplined to ever use many of the more dangerous techniques that other sorcerer’s employ. When you use the Volatile Magic class feature, you can discard one die in the wild surge pool before determining the effect. If there are no die in the pool after you do this, you do not roll for a wild surge at all.

Body of SoulAt 18th level, you also stop aging completely. You do not need to eat or sleep.

Wild Mage
The Chaos Blooded has a volatile magic which stems from his or her origin as a creature of raw magic (or perhaps something even more inexplicable). The Wild Magic can seem similar on the surface but a sorcerer of any sorcerous origin and choose to start to tap into the volatile and unpredictable nature of her magic in order to garner control over the random, the unforeseeable and the unseen forces of chance and chaos which dictate our lives.

Tides of ChaosStarting at 3rd level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check or saving throw or on any roll or toss of a coin made within the setting of the game. Once you have done so, you cannot do so again until you have finished a long rest.
When you use the volatile magic feature, you can spend two of your excess wild sorcery points to regain the use of Tides of Chaos without first needing to take a long rest.

Surge ControlStarting at 9th level, when you finish a long rest, you can select one boon from the wild surge boon table. When next you roll a double on the wild surge roll (11, 22, 33, 44, etc) before your next long rest, you do not roll for a boon (as would normally occur when the result is odd) or generate a superficial effect (as would occur when the result is even) but instead gain the boon you selected. Once you have gained the selected boon from a surge, you cannot use this feature again until you finish another long rest.

Wild ZoneStarting at 18th level, as a bonus action, you can spend one sorcery point to erect a wild zone around you out to a distance of 120 feet until the beginning of your next turn. Whenever a creature casts a spell within this zone, they must make a Wisdom saving throw (DC as per one of your spells). If they fail, they roll one wild die for each level of the spell they are casting. If they have the volatile magic class feature, these dice are rolled and dealt with separately from the others. The dice that roll a 1, 2, or 3 are kept while those that roll a 4, 5 or 6 are set aside in a wild surge pool. The kept dice must total to the level of the spell being cast or higher or the spell fails to work as though counter-spelled. The dice in the wild surge pool cause a wild surge as though the caster were “the sorcerer”.
For example, the wild mage Albus St. John uses his bonus action to create a wild zone around him. When the cleric healer attempts to cast a cure wounds spell she needs to make a Wisdom saving throw (DC as per one of Albus’ normal spells). If she fails, she rolls a number of dice equal to the level of the spell. In this case, the spell is being cast at 3rd level, and so the cleric must roll 3d6. She rolls a 1, 5, and 6. Not good, she only gets to keep dice of 3 or lower and so she has not rolled the necessary total of 3. She does, however, now have to roll 1d20 and add 11. She gets a 19. The cleric just attracted a wild familiar. That could be interesting.
When an individual within the zone casts a spell and rolls higher than the necessary amount to complete the spell without interruption, any excess is considered to be wild sorcery points. If they have the Font of Magic class feature, they can use those as they wish but if they do not, they are siphoned back to the Wild Mage’s sorcery point pool.



Wytch
The Wytch is a most unusual creature. Born into potent mysteries, the Wytch has sought guidance and aid in mastering that power from the Druid circles. The Druids recognise that the power the Wytch holds is a part of nature and that nature promises the greatest potential to control that power.

Bound to the OrderStarting at 3rd level, you have bound yourself to the Druid Order and taken the druids as your companions and confessors. You receive proficiency in the Nature skill. If you already have that proficiency, you can select one other Druid class skill and gain proficiency in that skill instead. You are also permitted to learn the secret language of the Druids.
You add the shillelagh cantrip to you list of known cantrips and following cantrips to the choices from which you can select your spells: druidcraft, guidance, poison spray, resistance, shillelagh, and thorn whip.

StaffIt is traditional for a Wytch to have a broom or staff to act as a natural anchor for her magic and as the component when using the shillelagh spell. You can select a single staff as you favoured one. When you cast shillelagh on this staff you receive a +1 bonus to all attack and damage rolls with it. If you lose your chosen staff, you can create another during your next short or long rest, if you can find a suitable tree.

CompanionAt 3rd level, you receive the Faithful Companion dweomer free. If you already have this dweomer you can select another for which you fulfil the necessary prerequisites to replace it. When the companion is with you, you can cast animal friendship, purify food and water and speak with animals at will.

A Natural BrewStarting at 9th level, you learn a better and less dangerous way to channel your power. You can spend one hour brewing a rich and potent tea with remarkable properties chosen by you. Select one common, uncommon or rare potion. The brew you create has the properties of the selected potion for sixteen hours. If not consumed within that time, it loses all power. You must have herbs, plants and similar natural products and a small cauldron and the ability to create fire to brew your tea. At 11th level, you can select a very rare potion and at 18th level, you can select a legendary potion when you brew the tea. Once you brew a very rare or legendary potion, you find you are restricted to rare, common or uncommon brews until you have finished a long rest.

Flying BroomStarting at 9th level, when you complete a long rest, you can invest 5 sorcery points in your chosen staff or broom. The chosen staff or broom becomes, in all ways, a broom of flying (see the DMG, page 156) in addition to its other properties. Your maximum sorcery points is reduced by 5 while this effect in operation but you can end the effect as a bonus action at any time. When you do, your maximum sorcery points return to normal, but the sorcery points do not return to you immediately. The broom or staff loses its flying powers immediately as well, however. You must be touching the item to imbue it with your power using this class feature.

Nature’s ReceipeAt 18th level, you can spend one hour brewing a very special tea. This requires all the same ingredients, cauldrons and fires as brewing a natural brew (see above). When a sorcerer consumes one of these brews, she can immediately remove a level of exhaustion.

CunningKindred
2019-02-03, 04:46 PM
Dweomer OptionsDweomers are pure and innate uses of magic. They develop as the sorcerer explores his magic. Many have prerequisites which must be fulfilled before the sorcerer can learn them. Some are [metamagic] options and expand the sorcerers metamagic choices. Other are called [regressions] and represent changes the sorcerer undergoes as more of his supernatural heritage develops.

Admixture Spell [metamagic]When you cast a spell that does one of the following types of damage: acid, cold, fire, lightning or thunder, you can spend 1 sorcery point to either make the damage dealt of another damage type of your choice from the same list or make half the damage dealt of another damage type of your choice from the same list.

Arcane ProtectionYou can cast the mage armour and shield spells at a cost of one sorcery point.

Bear’s SprintExhaustion does not reduce your speed. Indeed, when you have at least two levels of exhaustion, you can spend one sorcery point to add 5 ft. to your speed until the beginning of your next turn. When you have at least five levels of exhaustion, you can spend two sorcery points to make an extra move action before the end of your turn.

Beguiling EyeYou can cast the charm person spell by spending one sorcery point. You have access to the following metamagic options:
Domination (4 sorcery points): When you cast a spell which inflicts the charm condition on a creature, select one target with which you forge a telepathic connection for the duration of the spell. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Monstrous Charm (3 sorcery points): When you cast a spell which can charm a person, you can spend three sorcery points to allow the spell to effect any creature (not just humanoids).
Subterfuge (4 sorcery points): When you cast a spell which charms one or more opponents, you can spend four sorcery points to force all the creatures effected to make a Wisdom saving throw. If they fail this saving throw the spell alone if not sufficient for them to realise that they were charmed or that you were the source of their compulsions. They will attempt to justify their own behaviour in whatever manner suits their normal personality. This does not prevent them from working out what you have done from seeing you cast the spell on them or some other clue unrelated to the spell’s effects.

Between Life and DeathPrerequisites: 5th level, Shadow Magic sorcerous origin
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 have disadvantage on the saving throw 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.

Blood SacrificeThe blood of the sorcerer is power incarnate, and some sorcerers learn to release that power directly. As a bonus action, you can inflict 1d6 necrotic damage on yourself by creating a bleeding wound. You also reduce your maximum hit points by the same amount. No resistances or immunities you possess apply to this damage. Your maximum hit points return to normal when you finish a long rest. You can continue to use this dweomer as often as you want but once you receive any healing at all, you cannot use this dweomer again until you have finished a long rest. You gain 1 sorcery point when you use this dweomer.

Bulwark of MAgicPrerequisites: 5th level
You can spend three sorcery points to cast the spell counterspell. You can still spend sorcery points to augment this spell using metamagic in the normal manner.

Careful Spell [metamagic]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.

Chaos HealingWhen you experience a double on a wild surge roll, a result of 11, 22, 33, 44, etc. You roll a number of d6 equal to the number doubled (1, 2, 3, 4, etc.) and immediately heal that amount of damage. You still roll for a boon and if you roll the healing boon, the boon does not heal you but instead provides the same number of temporary hit points.

Cold Bloodied [regression]You have advantage on saving throws against Fear and anyone that attempts to Intimidate you suffers disadvantage on their check.

Cooperative Spell [metamagic]When a spell is cast within 30 feet of you, you can spend one sorcery point to immediately apply the effect of one other metamagic you know to that spell as a reflexive action. You must pay the normal cost of the metamagic effect you apply.

Deferred Spell [metamagic]When you cast a spell, you can spend 1 sorcery point to defer it effects for a time. You must concentrate on a spell when you defer it. For as long as the spell is deferred, the spell does nothing. You can defer a spell for at most a number of minutes equal to your Charisma modifier (minimum: one minute). You can spend additional sorcery points to extend this maximum duration by one minute per sorcery point spent. When you stop concentrating on the spell, it is cast.
When you cast the spell, you must decide whether the spell will be cast from your current location (when you stop concentrating on it) or where you were when you originally cast the deferred spell. You must also state whether any decisions the spell requires (targets, exact point of origin etc.) will be made when the spell is cast or when the spell is released. If you decide that these decisions are made when the spell is released, then you must be in a position to properly make those decisions at the time the spell is released, or it fails. For example, if you are not in a position to be able to see a suitable target, you cannot target the effect.

Desperate MagicYou do not suffer disadvantage on attack rolls from exhaustion. When you have at least three levels of exhaustion and you make a damage roll when casting a spell, you can re-roll any die that comes up a 1 or 2. You can do this only once for each die and you must accept the new die result, even if it is worse than before.

Djinn’ai Bond [regression]Prerequisites: Djinn’ai sorcerous origin
You can forge a bond with another creature through which your power can flow. Select one individual within 60 feet of you as an action and spend one sorcerous point. If you do this, you can answer any desire they vocalise using the Djinn’ai’s wish regardless of the distance between you. The bond remains in effect until you finish a long rest or you use this dweomer to establish a bond with another creature.

Djinn’ai Intution [regression]Prerequisites: Djinn’ai sorcerous origin
You have learnt to listen carefully to what people say. You are proficient in the Insight skill. You have advantage on all Insight checks made to discern the true motives for what others say to you.

Empowered Spell [metamagic]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.

Esoteric Spell [metamagic]Prerequisites: 2nd level
When you cast a spell that inflicts damage of one of the following types: acid, cold, fire, force, lightning, necrotic, radiant, or thunder, you can spend 2 sorcery points to have the damage be instead force, necrotic or radiant and to render the manifestation of the spell invisible.

Eyes in the Ground [regression]Prerequisites: 9th level
By spending one sorcery point, you can awaken the latent draconic senses within, as a bonus action. You gain blindsight 30 feet when you activate this ability for one minute. At 14th level, you can spend two sorcery points to gain blindsight 60 feet for one minute.

Faithful CompanionAlthough you have never cast the Find Familiar spell, such a creature was drawn to your side by the calling of your power (or perhaps at your moment of greatest need). You are considered to have rolled and benefited from the Familiar option (19 on the wild surge table). Even if you roll a 19 on a wild surge again, your familiar will remain with you. You can still change what your familiar is when you produce a surge of 10 or higher. You can, as a bonus action, spend one or more sorcery points (up to ½ your level, rounded up) to heal your familiar 1d4 hit points per sorcery point spent, plus your charisma modifier, if the familiar is within 90 feet of you at the time. If this produces more hit points than the familiar needs, it gains the excess as temporary hit points.

Fearful Majesty [regression]Prerequisites: 17th level
You can use your action to spend 5 sorcery points to exude an aura of awe or fear (your choice) for one minute or until you lose concentration. The aura exudes from you 60 feet. 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.

Focused Spell [metamagic]When you cast a spell with a concentration duration, you can spend a number of sorcery points equal to the spell’s level (minim: 1) to enhance its effectiveness. The first time, before the maximum duration of the spell expires, that you relinquish concentration, willingly or not, the spell remains in effect until the end of your next turn and you can begin to concentrate on it again at any time before then as an action or bonus action. In addition, the spell’s maximum duration is reset at this moment. You can concentrate on the spell for the maximum amount of time from the moment you start concentrating on the spell anew as though the spell had been cast anew.

Frightful Spell [metamagic]Prerequisites: 3rd level
When you cast a spell that has an obvious visual or auditory manifestation, and either causes damage or forces a saving throw on its targets, you can spend 3 sorcery points to increase the intimidating nature of that auditory or visual manifestation. Each creature within 20 feet of the spell’s visual or auditory manifestation must make a Wisdom saving throw.
Failing the saving throw causes the creature to become frightened and drop whatever it is holding either until the visual effects of the spell have faded or one minute (whichever is longer). While frightened, creatures that have witnessed your spell must take a Dash action and move away from the spell’s manifestation by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight of the spell and can’t hear the spell, the creature can make a wisdom saving throw. On a successful save, the effects of frightful spell end for that creature.

Furious Spell [metamagic]Prerequisites: 3rd level
When you (or an ally creature) are injured by a creature within 60 feet of you, you can spend 3 sorcery points to cast a spell that will include that creature, as a reaction. The spell you elect to cast must be one that would normally require an action or bonus action to cast.

Gaze ArcaneYou can cast the detect magic spell at will.

Gilded GauntletPrerequisites: 9rd level
You consider all melee attacks (including any made unarmed or those made with improvised weapons) to be magical for the purposes of overcoming resistances and immunity to nonmagical damage

Greater ArcanaPrerequisites: 17th level
Select one spell of 6th level or lower from any spell list. You can now cast that spell using this dweomer. Once you have done this, you cannot do so again until you have finished a long rest. You can only select this dweomer once.

Heightened Spell [metamagic]Prerequisites: 3rd level
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 first saving throw made against the spell.

Horde of ScalePrerequisites: Dragon Bloodied sorcerous origin
When you roll doubles on the wild surge and the result is even (22, 44, 66, etc.) you do not get a superficial effect. Instead, you gain the benefits of the treasure boon.

Lesser ArcanaPrerequisites: 7th level
Select one spell of 5th level or lower which you can cast using either the True Magic or Apotheosis class features. You can now cast that spell using this dweomer. Once you have done this, you must complete a rest before you can do so again. If you can cast the spell using True Magic, you need only complete a short or long rest before you can cast it again using this dweomer. If you would need to use Apotheosis to cast it without this dweomer, you must complete a long rest before this dweomer becomes available again. You can select this dweomer multiple times but each time its effects must apply to a different spell.

Magical WellspringWhen you are in an anti-magic aura or any other effect which would bar you from the use of magic, you can spend a sorcery point as a bonus action to infuse the area with magic of your own creation. You and any creature within 5 feet of you can ignore all the effects of the anti-magic zone until the beginning of your next turn. At 3rd level, you can spend three sorcery points as a bonus action to expand this effect to radius of 10 feet.

Major ArcanaPrerequisites: 19th level
Select one spell of 7th level or lower from any spell list. You can now cast that spell using this dweomer. Once you have done this, you cannot do so again until you have finished a long rest. You can only select this dweomer once.

Master of the HeavensPrerequisites: 13th level
You can cast the fly spell on yourself as a bonus action, at will. The duration for the spell is one hour with no need for concentration. When you use this dweomer you actually create wings that sprout from your body. The wings destroy any clothing or non-magical armour that was no designed with them in mind. The wings tend to be reminiscent of the sorcerous origin which grants you your power.

Master of MindsPrerequisites: 9th level
You can cast the spell detect thoughts at will.

Mirror MagicWhen you succeed at a saving throw against a spell which targets only you (not an area of effect) or you counterspell a spell (using the spell of that name) that targets only one creature, you can spend a number of sorcery points equal to the spell’s level as a reaction to cast the spell, with the original caster as the target.

Mutable Features [regression, metamagic]Prerequisites: 9th level
Your features become as mutable as your magic. Always some part of you is changing subtly in colour, tone or texture. Your nails grow too fast or even break away, your hair doubles in length over night and though your face and general capabilities are unaffected, those that spend any length of time with you cannot help but notice. In addition, you can now cast the spell alter self at will. When you cast alter self you can use the following metamagic options to enhance the spell:
Extra benefit (1 or 2 sorcery points): You can spend one sorcery point to gain two of the options outlined in the spell simultaneously. You can spend three to gain three of the options outlined.
Enlarge / Shrink (2 sorcery points): You gain the benefits of having cast the enlarge/shrink spell on yourself throughout the duration of the alter self spell.

Quickened Spell [metamagic]Prerequisites: 2nd level
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.

Rites of PowerPrerequisites: True Magic class feature
When you use true magic to cast a spell with the ritual tag you can elect to cast it as a ritual. If you do, you gain a constitution saving throw (DC 10 + the level of the spell) when you finish the rite. If the save is successful, you do not gain a level of sorcerous exhaustion. If you are already entitled to a saving throw to avoid sorcerous exhaustion you gain advantage on the roll.

Ruinous Spell [metamagic]Prerequisites: 3rd level
When you cast a spell that inflicts damage, you can spend three sorcery points and select one target of the spell and force them to become vulnerable to one type of damage that the spell inflicts. If the selected target is resistant or immune to the selected damage type, the target can ignore the effects of this metamagic.

Siphon MagicIf you make a successful saving throw against a spell or magical effect, you can use your reaction to gain sorcery points equal to the level of the spell. If you wish, you can elect to use the volatile magic feature in concert with this dweomer. If you do, transform one or more of the sorcery points the dweomer gave you into wild dice. You add the wild sorcery points generated to your current total but might now suffer the effects of a wild surge. This cannot increase your current sorcery points to higher than your normal maximum.

Slumbers of EternityYou can gain all the benefits of a short rest with only ten minutes rest. Once you have used this dweomer, you cannot do so again until you have finished a long rest. In addition, when you finish a short rest, you can remove one level of sorcerous or normal exhaustion but again, once you have done so, you cannot do so again until you have finished a long rest.

Sorcerous Darkvision [regression]Prerequisites: Darkvision feature
You extend the range of your darkvision to 120 feet. You can spend a sorcery point to improve your darkvision, allowing you to discern colour and to see as well in magical darkness as you can in mundane darkness.

Spectrum of MagicYou can select an additional cantrip. This cantrip can be selected from any spell list. When you use the Versatile Magic feature, you can also change this cantrip, removing it from your selection and adding another from any spell list.

Stirred to GreatnessSelect one ability score. When you are suffering from exhaustion, you do not suffer disadvantage on checks or saving throws using the selected score. Indeed, you can spend a sorcery point when you make a check using your selected ability score to gain advantage on the roll when you have one or more levels of exhaustion. You can select this dweomer multiple times, but each purchase must correspond to a different ability score.

Stunning SpellPrerequisites: 5th level
When you cast a spell that targets a creature other than yourself, you can spend five sorcery points and select one of the spell’s targets. That target must make a Constitution saving throw in addition to all other effects. On a failed saving throw, they are stunned until the end of their next turn.

Surging PowerWhen you use the volatile magic feature, you can use this dweomer. When you do, you select one die which has been put to one side in the wild surge pool. You gain additional wild sorcery points equal to the total of the die selected but you gain a level of sorcerous exhaustion. The dice selected when using this feature are not removed from the wild surge pool and still contribute to the result of the surge. Once you have done this, you cannot do so again until you have finished a short or long rest.

Twinned Spell [metamagic]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 plus one 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 and chromatic orb are. If you are able to use more than one metamagic option on the same spell, you can apply the Twinned Spell option more than once.

Unseen HauntPrerequisites: 7th level
You can cast invisibility on yourself at will.

Use Magical DeviceYou have learnt that no magic is barred to you. You ignore all class, race, and level requirements on the use of magic items.

Wizard’s Will to MagicPrerequisites: 13th level, Magical Progeny arcane calling
You can expend 9 sorcery points as a bonus action to create a 6th level spell slot that you can use to cast any spell of 6th level or higher you have prepared using the Wizardly Student calling feature. At 15th level, you can expend 11 sorcery points as a bonus action to create a 7th level spell slot. Once you have done so, you cannot use this dweomer to create a spell slot of the same level until you have finished a long rest.

paladinn
2019-05-29, 11:25 AM
It looks like you're trying to cross the sorcerer with features of the warlock. Not a bad idea, and one I've long considered. There should be some reason for the sorcerer class beyond, "Let's have a Cha-based wizard that multiclasses easily." Not that there's anything wrong with that; it's just a flimsy justification for another class.

I wouldn't mind seeing a version of the sorcerer that incorporates some of the invocations of the warlock. And I would soo like to see the sorcerer get a version of eldritch blast (with Agonizing if possible). What would really be cool would be to make the sorcerer entirely point-based, with one SP pool to use for both spell slots and metemagic.

Short off all that, I would like to houserule that sorcerers at least get bonus SP equal to their Cha bonus. If wizards get bonus spells prepared based on their Int, sorcerers should get similar love based on their Cha.

Thoughts?