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D&D 2024 Sorcerer

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D&D 2024 Sorcerer

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SORCERER A Dazzling Mage Filled with Innate NY Gra Te Core SorcereR TRAITS Primary Ability Charisma Hit Point Die D6 per Sorcerer level | Saving Throw Constitution and Charisma Proficiencies Skill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Persua- sion, or Religion Weapon Proficiencies Simple weapons ‘Armor Training ‘None Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (8) 50 GP Starting Equipment stamped into their being. Some Sorcerers can't name the origin of their power, while others trace it to strange events in their personal or fa history. The blessing of a dragon or a dryad at a baby's birth or the strike of lightning from a clear sky might spark a Sorcerer's gift. So too might the silt ofa deity, exposure to the strange magic of another plane of existence, ora glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a ‘churning magic that can be passed down through generations. Sorcerers don't learn magic: the raw, roiling power of magic is part of them. The essential art of| a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash theit power. As Sor- cerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source. Sorcerers are rare. Some fai Saat WIELD INNATE MAGIC THAT IS ines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke, People who have this magical power soon discover that it doesnt like to stay quiet. A Sorcerer's magic wants to be wielded. Ys ;COMING A SORCERER As A Lever] CHARACTER + Gain all the traits in the Core Sorcerer Traits table. + Gain the Sorcerer's level | features, which are listed in the Sorcerer Features table. As A Mutriciass CHARACTER + Gain the Hit Point Die from the Core Sorcerer “Traits table. + Gain the Sorcerer's level | features, which are listed in the Sorcerer Features table. See the mul- ticlassing rules in chapter 2 to determine your available spell slots. SORCERER CLASS FEATURES ‘As a Sorcerer, you gain the following class features ‘when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table. Levet I: SPELLCASTING Drawing from your innate magic, you can cast spells. See chapter 7 for the rules on spelicasting. ‘The information below details how you use those rules with Sorcerer spells, which appear in the Sor- ccerer spell list later in the class's description. Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever ‘you gain a Sorcerer level, you can replace one of ‘your cantrips from this feature with another Sor- cerer cantrip of your choice. When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Fea- tures table, Spell Slots. The Sorcerer Features table shows how many spel slots you have to cast your level 1~ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level f=. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level I Sor- cerer spells. Burning Hands and Detect Magic are recommended. ‘The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table Whenever that number increases, choose additional SORCERER FEATURES Proficiency Sorta Prepared |—SPell Slots per Spell Level — Level Bonus Class Features Points Cantrips Spells 1 2 3 4 5 6 7 8 9 1 +2 Spelicasting, - 4 2 2o--- 7-H Innate Sorcery 2 42 Font of Magic, 2 4 403 —------- Metamagic 3 42 Sorcerer Subclass 4 [aly fo pp ae 42 Ability Score 5 7 43 —-—----—-— Improvement 5 +3 Sorcerous 5 5 9 43 2—------ Restoration 43 Subclass feature 6 5 wo 43 3—~—~———— 43 Sorcery Incarnate 5 ia een +3 Ability Score 8 5 wz 433 2—-—-—-—— Improvement 9 4S 9 5 (aaa = 10 +4 Metamagic 10 6 3 4333 2—-——— n 4 1 6 we 4333 21 -- = 12-44 Ability Score 2 6 6 433321-—-— Improverient asm ssa B 6 wo4aaa 2.1. 14 +5——_Subclass feature “4 6 w43°3°3 9217 —— Boos 5 6 eae 16 +5 Ability Score 16 6 IR jot 4 23.93 Adlai ie clr Improverent 46 Metamagic v 6 Ta wala 18 +6 Subclass feature 8 6 Bees Nes ta 19 +6 Epic Boon 19 6 sea 20 16 Arcane Apotheo: 20 ‘ ey are re ee Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be ofa level for which you have spell slots. For example, if vourre a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination. Ifanather Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you. Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on ‘your list with another Sorcerer spell for which you have spell slots. ‘Spellcasting Ability. Charisma is your spelleasting ability for your Sorcerer spells. Spellcasting Focus. You can use an Arcane Focus asa Spelleasting Focus for your Sorcerer spells. CHAPTER 3 | CHARACTER CLASSES LeveL |: INNATE SORCERY ‘An event in your past left an indelible mark on you, infusing you with simmering magic. Asa Bonus ‘Action, you can unleash that magie for 1 mi during which you gain the following benefits: ste, + The spell save DC of your Sorcerer spells. increases by 1. + You have Advantage on the attack rolls of Sorcerer spells vou cast. You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest LeveL 2: Font oF Mote ‘You can tap into the wellspring of magic within ‘yourself. This wellspring Is represented by Sorcery Points, which allow you to create a variety of magi- cal effects. ‘You have 2 Sorcery Points, and you gain more as ‘you reach higher levels, as shown in the Sorcery Paints colimn af the Sorcerer Features tale Y can't have more Sorcery Points than the number shown in the table for your level. You regain all ex: pended Sorcery Points when you finish a Long Rest. ‘You can use your Sorcery Points to fuel the ‘options below, along with other features, such as Metamagic, that use those points. Converting Spel Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’ level (no action required). Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spel slot of a given level, and it lists the minimum Sorcerer level yout must he ta create a slot. You can create a spell slot no higher than level 5 Any spell slot you create with this feature van ishes when you finish a Long Rest. Creating Spett Sots Spell Slot Sorcery Point Min. Sorcerer Level Cost Level 1 2 3 4 s LeveL 2; METAMAGIC Because your magic flows from within, you can alter your spells to suit your needs; you gain two Motamagic aptions af yore chaice from “Meta ‘magic Options’ later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the num ber of Sorcery Points that it costs. ‘You can use only one Metamagic option on a spell ‘when you cast it unless otherwise noted in one of those o} ‘Whenever you gain a Sorcerer level, you can re- place one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17 LEVEL 3: SORCERER SUBCLASS You gain a Sorcerer subclass of your choice. The Aberrant Sorcery, Clockwork Sorcery, Draconic Sorcery, and Wild Magic Sorcery subclasses are detailed after this class's deseription. A subelass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain ‘cach of your subclass’ Features that are of your Sorcerer level or lower. LeveL 4; ApiLiTy Score IMPROVEMENT ‘You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16. LeveL 5: Sorcerous RESTORATION When you finish a Short Rest, you can regain ex- pended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again un- tul you finish a Long Rest. LeveL 7: SoRcERY INCARNATE Ifyou have no uses of Innate Sorcery left, you can, use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it. In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic “options on each spell you cast. LeveL 19: Epic Boon You gain an Epic Boon feat (see chapter 5) other feat of your choice for which you qui Boon of Dimensional Travel is recommended. LEVEL 20: ARCANE APOTHEOSIS While your Innate Sorcery feature is active, you can use one Metamagie option on each of your turns without spending Sorcery Points on it. METAMAGIC OPTIONS are available to your Meta- ‘magic feature. The options are presented in alpha betical order, CAREFUL SPELL Cost: Sorcery Point ‘When you cast.a spell that forces other creatures to make a saving throw. you can protect some of those creatures from the spell’ full force. To do so, spend I 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, and it Lakes no dana if t would nor nally take half dam age on a successful save. Distant Srent Cost: Sorcery Point When you cast a spell that has a range of at least 5 feet, you can spend I Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch. you can spend I Sorcery Point to make the spells range 30 feet. CHAPTER S| CHARACTER CLASSES (141 EMPOWERED SPELL Cost: I Sorcery Point ‘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), and you must use the new rolls. ‘You can use Empowered Spell even if you've al- ready used a different Metamagic option during the casting of the spel. EXTENDED SPELL Cost: 1 Sorcery Point When you cast a spell that has a duration off min- ute or longer, you can spend I Sorcery Point to dou- ble its duration to a maximum duration of 24 hours. Ir the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration. 142) CHAPTER 5 | GHARACTER CLASSES HEIGHTENED SPELL Cost: 2 Sorcery Points When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage ‘on saves against the spell. QuickeNeD SPELL Cost: 2 Sorcery Points When you cast a spel that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level I spell on the current turn, nor can you cast a level I+ spell on this turn after modifying a spell in this way. SEEKING SPELL Cost: Sorcery Point Ifyou make an attack roll fora spell and miss, you can spend 1 Sorcery Point to reroll the 20, and y rust tse the new rll You can use Seeking Spell even if you've already used a different Metamagic option during the cast ing of the spel. SusrLe SPELL Cost: 1 Sorcery Point When you cast a spell, you can spend I Sorcery Point to cast it without any Verbal, Somatic, or Ma terial components, except Material components that are consumed by the spell or that have a cost speci fied in the spell ‘TRANSMUTED SPELL Cost: I Sorcery Point ‘When you cast a spel that deals a type of damage from the following list, you can spend I Sorcery Point to change that damage type tw one of the other listed types: Acid, Cold, Fire, Lightning, Poi- son, Thunder. ‘Twinnep SPELL Cost: I Sorcery Point When you cast a spel, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend | Sorcery Point to increase the spell’ effective level by 1. Sorcerer Spett. List _ This section presents the Sorcerer spell ist. The spells are organized by spel level and then alpha- betized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. CanTRIPS (LEVEL 0 SORCERER SPELLS) Spell School Special Spel School Special Thunderwave Evocation ae ee evocaiey ar Witch Bolt Evocation c Blade Ward Abjuration Chill Touch Nectomancy — — Levet 2 Sorcerer SpeLis Dancing Lights Hlusion c Spell School Special Elementalism Teansmutation Alter Self ‘ransmutation —C Fire Bolt Evocation = Arcane Vigor Abjuration Friends Enchantment € Blindness/Deafness Transmutation Light Evocation = Blue Hlusion c Mage Hand Counce Cloud of Daggers Conjuration —C Mending TTareriations =e Crown of Madness Enchantment C Message Transmutation Darkness Evocation e Mind Sliver Enchantment — Darkvision Transmutation — — Minor Illusion Hlusion 2 Detect Thoughts Divination 2g Poison Spray Necromancy — — Dragon's Breath Transmutation —C Prestdigitation Tare Enhance Ability Transmutation —C Ray of Frost Evocation = Enlarge/Reduce Transmutation —C Shocking Grasp Evocation = Flome Blade Evocation c Sorcerous Burst Evocation = Flaming Sphere Evocation c Thunderclap Evocation e Gust of Wind Evocation c True Strike Divination — Hold Person Enchantment C Invisibility Hlusion ie LeveL 1 SoRCERER SPELIS ree TTAhaTEeeneen seal eteoe Special —_Levitore Transmutation — ¢ ere ate evocation os Magic Weapon Transmutation = — Charm Person Enchantment — Mind Spike Sean @ Chromatic Orb Evocation M Minealinoee iron it oles Sere oa = Misty Step Conjuration = — Comprehend Languages Divination R Pa ave Pace ican a Detect Magic Divination CR Soe Evocation eer ean a = See Invisibility Divination = — Expeditious Retreat Transmutation —C cpa a = eee Newromnhey 7= Spider Climb Teansmutation —C Feather Fall Transmutation — — Seen GATES Fog Cloud Conjuration Wes Conran Grease Conjuration = — Ice Knife Conjuration LeveL 3 SoRcERER SPELLS ite Transmutation — Spell School Special ‘Mage Armor Abjuration = — Blink ‘Teansmutation — — Magic Missile Evocation = Clairvoyance Divination CM Ray of Sickness Necromancy = — ‘Counterspell Abjuration me Shield Abjuration Daylight Evocation = Silent image Ilusion z Dispel Magic Abjuration = — Sleep Enchantment C Fear ilusion C; CHAPTER 3| CHARACTER CLASSES / 143 > SS 44 Spell Fireball Fly Gaseous Form Hoste Hypnotic Pattern Lightning Bolt Major Image Protection from Energy Sleet Storm Slow Stinking Cloud Tongues Vampiric Touch Water Breathing Water Walk School Evocation ‘Transmutation ‘Transmutation ‘Transmutation Illusion vocation Illusion Abjuration Conjuration Transmutation Conjuration Divination Necromancy Transmutation Transmutation Lever 4 Soncrere Spriis Spell Banishment Blight ‘Charm Monster Confusion Dimension Door Dominate Beast Fire Shield Greater Invisibility Ice Storm alymarph Stoneskin Vitrolie Sphere Wall of Fire ‘School Abjuration Necromancy Enchantment Enchantment Conjuration Enchantment Evocation Hlusion Evocation Trancmutation ‘Transmutation Evocation Evocation. Leven 5 Sorcerer Sreuts Spell Animate Ohjects Bighy's Hand Cloudkill Cone of Cold Creation Dominate Person Hold Monster Insect Plague Seeming Synaptic Static ‘Schoo! ‘Trancmutation Evocation Conjuration Evocation illusion Enchantment Enchantment Conyuration lilusion Enchantment CHAPTER 3 | CHARACTER CLASSES Special naan nanan e R R Spell ‘School sp Telekinesis Transmutation —C Teleportation Circle Conjuration == M Wall of Stone Evocation c LeveL 6 SORCERER SPELLS Spell ‘School Special Arcane Gate Conjuration —C Chain Lightning Evocation = Gircle of Death Necromancy M Disintegrate Transmutation — — Eyebite Necromancy € Flesh to Stone Transmutation —C Globe of mouinerabity ——_Abjuratton a Mass Suggestion Enchantment = — Move Earth Tranemutation —C Otilcke’s Freezing Sphere Evocation _ Sunbeam Evocation (S True Seeing Divination M LEVEL 7 SORCERER SPELLS Spell School Speci Delayed Blast Fireball Evocation € Etherealness Conjuration = — Finger nf Death Necromancy — — Fire Storm Evocation = Plane Shift Conjuration = M Prismatic Spray Evocation = Reverse Gravity Transmutation C Teleport Conjuration = — Levet 8 Sorcerer Sprits Spell School Special Demiplane Conjuration = — Dominate Monster Enchantment C Earthquake Transmutation —C Incendiary Cloud Conjuration Power Word Stun Enchantment — Sunburst evocation - LeveL 9 Sorcerer SPELLS Spell School Special Gate Conjuration —C,M. Meteor Swarm Evocation 2 Power Word Kill Enchantment — Time Stop Transmutation — Wish Conjuration — — SORCERER SUBCLASSES A Sorcerer subclass isa specialization that grants you features at certain Sorcerer levels, as specified in the subclass. This section presents the Aberrant Sorcery, Clockwork Sorcery, Draconic Sorcery, and Wild Magic Sorcery subclasses. ABERRANT SORCERY Wield Unnatural Psionic Power An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a ter ror to those who feel the stab of your mind? Pethaps a psychic wind from the Astral Plane carried psionic energy to vou, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it LeveL 3: Psonic SPELLS When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared. Psonic SpeLts Sorcerer Level Spells 3 ‘Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whis- pers, Mind Sliver, 5 Hunger of Hadar, Sending 7 Evard’s Black Tentacles, ‘Summon Aberration 9 Rary's Telepathic Bond, Telekinesis Lever 3: TeLerarHic SPEECH You can forma telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can com- municate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum ‘of | mile). To understand each other, you each must mentally use a language the other knows. ‘The telepathic connection lasts for a number of minutes equal to your Sorcerer level. tends early if you use this ability to form a connection with a different creature 146 LeveL 6: Pstonic SoRcERY ‘When you cast any level I+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell’ level. If you cast the spell es nv Verbal or S0- ‘matic components, and it requires no Material com- ponents unless they are consumed by the spell or hhave a cost spectfied init. Lever 6: Psycuic DrrENses You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition. LeveL 14: REVELATION IN FLESH ‘You can unleash the aberrant truth hidden wi yourself. As a Bonus Action, you can spend 1 Sor- cery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends, ‘Aquatic Adaptation. You gain a Swim Speed equal to twice your Speed, and you can breathe under- ‘water. Gills grow from your neck or flare behind ‘your cars, and your fingers become webbed or you grow wriggling cilia. Glistening Flight. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin. listens with mucus or otherworldly light. See the Invisible. You can see any Invisible crea- ture within 60 feet of yourself that isn't behind Total Cover. Your eyes also turn black or become “writhing sensory tendrils. Wormlike Movement. Your body, along with any ‘equipment you are wearing or carrying, becomes slimy and pliable. You can mave through any space ‘as narrow as 1 inch, and you can spend 5 feet of ‘movement to escape from nonmagical restraints or the Grappled condition. LeveL 18: WARPING IMPLOSION ‘You can unleach a pace warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately, aaler you disappear, each ereature within 30 feet ‘of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 5d10 Force damage and is pulled straight toward the space you left, ending in an un- ‘occupied space as close to yout former space as pos- sible, On a successful save, the creature takes half as ‘much damage only. ‘Once you use this feature. you can't do so again ‘until you finish a Long Rest unless you spend 5 Sor- ery Points (no action required) to restore your use of it. CHAPTER 3 | CHARACTER CLASSES CLocKWoRK SORCERY Channel Cosmic Forces of Order ‘The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm Tike ita plane of existence shaped entirely hy clack- ‘work efficiency. You or someone from your lineage right have become entangled in the machinations cof modrona, the orderly beings who inhabit Mecha nus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, bbut for you, it’s part of a vast and glorious system, Lever 3: CLockworx Sretts When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared. Clockwork SPELLS Sorcerer Level Spells 3 Aid, Alarm, Lesser Restoration, Protection from Evil and Good Dispel Magic, Protection from Energy Freedom of Movoment, Summon Construct 9 Greater Restoration, Wall of Force In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells, MANIFESTATIONS OF ORDER 146 Manifestation 1. Spectral cogwheels hover behind you. 2. The hands of a clock spin in your eyes. 3. Your skin glows with a brassy sheen. 4 Floating equations and geometric objects overlay your body, 5 Your Spelicasting Focus temporarily takes the form of a Tiny clockwork mechanism. 6 The ticking of gears or ringing ofa clock can be heard by you and those affected by your magic Lever 3: RESTORE BALANCE Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Dis- advantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage ‘You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you Finish a Long Rest. Laver. 6: BASTION oF Law You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. ‘As a Magic action, you can expend I to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward Is represented by a number of 8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, itcan expend a number of those dice, rol them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or un- til you use this feature again Luvel 14; TRANCE OF OxDER You gain the ability to align your consciousness with the endless calculations of Mechanus. As a Bonus Action, you can enter this state for 1 minute For the duration, attack rolls against you can't ben- fit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the 420 as ald. Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 5 Sor cery Points (no action required) to restore your use oft LeveL 18: CLocKWoRK CAVALCADE You momentarily summon spirits of order to ex punge disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating. from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and invulnerable. and they create the effects below within the Cube before vanishing. Once you use this, action, you can't use it again until you finish a Long Rest unilece you spend 7 Sorcery Points (no action required) to restore your use of it. Heal. The spirits restore up to 100 Hit Points, divided us you choose annoy any number of crea tures of your choice in the Cube. Repair. Any damaged objects entirely in the Cube are repaired instantly. Dispel. Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube. Draconic SORCERY Breathe the Magic of Dragons ‘Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. ‘You might have absorbed magic from a site infused. with dragons’ power: Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconie power. Or you might have a dragon for an ancestor. LeveL 3: Draconic RestLieNcE ‘The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level. Parts of you are also covered by dragon-like scales, While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Cha- risma modifiers LEVEL 3: DRACONIC SPELLS When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared. Draconic Spetis Sorcerer Level Spells 3 Alter Self, Chromatic Orb, Command, Dragon's Breoth 5 Fear, Fly 7 Arcane Eye, Charm Monster 9 Legend Lore, Summon Dragon LeveL 6: ELEMENTAL AFFINITY Your draconie magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage rol of that spell. LEVEL 14: DRAGON WrNos As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sor- cery Points (no action required) to restore your use oft, LeveL 18: DRAGON COMPANION You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. Whenever you start casting the spell, you can modify itso that it doesn't require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting. WILD MAGic SORCERY Unleash Chaotie Magic Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw ‘magic, pethaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a de- mon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet. Leven 3: Witp Maarc Surce Your spelicasting can unleash surges of untamed magic, Once per turn, you can roll 1420 imm« ately after you cast a Sorcerer spell with a spell slot. Ifyou roll a 20, roll on the Wild Magic Surge table to create a magical effect. If the magical effect is a spell, i affected by your Metamagic. 100 wild to be LeveL 3: TiDEs oF Caos ‘You can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the 420. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest be-~ fore you can use this feature again. If you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you auto- matically roll on the Wild Magie Surge table. LeveL 6: BEND Luck You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a1D20 Test, you can take a Reaction and spend I Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the 420 roll LeveL 14: CONTROLLED CHAOS You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use ei- ther number. 49 LeveL 18: TAMED SURGE Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling ‘on that table, You can choose any effect in the table except for the final row, and if the chosen effect in- volves a roll, you must make it Once you use t feature, you can't do so again until you finish a Long Rest. Wito Macic Surce 14100 01-04 05-08 09-12 B46 17-20 2-24 Effect Roll on this table at the start of each of your turns for the next minute, ignoring this re- sult on subsequent rolls, A creature that is Friendly toward you ap- pears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 11, a Modron Duodrone appears; on a2, a Flumph appears; on @ 3, a Modron Mono- drone appears; on a 4, a Unicorn appears See the Monster Manual for the creature's stat block. For the next minute, you regain 5 Hit Points at the start ofeach of your turns. Creatures have Disadvantage on saving, throws against the next spell you cast in the next minute that involves a saving throw. You are subjected to an effect that lasts for 11 minute unless its description says other- wise, Roll 148 to determine the effect: on a 1, you're surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on @ 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a4, you must shout when you speak; on a5, illusory but- terflies utter in the air within 10 feet of you; (on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Per-

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