1. Sorcerer Remake v0.6 – Dungeons and Dragons 5e

Sorcerer

As a Sorcerer you gain the following features

Hit Points

Hit Dice: 1d6 per Sorcerer level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st

Starting Proficiencies

Armor: Light Armor

Weapons: daggers, darts, slings, quarterstaffs, light crossbows

Saving Throws: Constitution, Charisma

Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

 

Starting Equipment

You start with the following items, plus anything provided by your background.

? (a) a Light Crossbow and 20 bolts or (b) a martial weapon and a Shield

? (a) a Component pouch or (b) an arcane focus

? (a) a Dungeoneer's Pack or (b) an Explorer's Pack

? (a) Leather Armor or (b) Hide Armor

 

Level

Proficiency Bonus

Sorcery Points

Spells known 

Maximum Spell Slot Level

Features

1st

+2

5

2

1st

Spellcasting, Sorcerous Origin, 

2nd

+2

8

3

1st

Bloodline Birth

3rd

+2

17

4

1st

Metamagic

4th

+2

21

5

1st

Ability Score Increase

5th

+3

32

6

2nd

Extra Attack (some bloodlines)

6th

+3

38

7

2nd

Minor Bloodline

7th

+3

45

8

2nd

Metamagic Adept

8th

+3

52

9

2nd

Ability Score Increase

9th

+4

66

10

3rd

10th

+4

74

11

3rd

Moderate Bloodline

11th

+4

84

12

3rd

Metamagic Genius

12th

+4

85

12

3rd

Ability Score Increase

13th

+5

96

13

4th

14th

+5

97

13

4th

Major Bloodline

15th

+5

109

14

4th

Metamagic Master

16th

+5

110

14

4th

Ability Score Increase

17th

+6

124

15

5th

18th

+6

132

15

5th

Perfected Bloodline

19th

+6

142

15

5th

Ability Score Increase

20th

+6

153

15

5th

Metamagic Avatar

 

Point Cost:

1st

2

2nd

3

3rd

5

4th

6

5th

7

6th

9

7th

10

8th

11

9th

13

 

.

Spellcasting: You have a number of Sorcery Points based on your level. Spells cost a number of points based on the Point Cost table. When casting a spell you may cast it as if it were a higher level even if you don’t know any spells of that level up to a maximum of half your Sorcerer level rounded up.

For example, a 9th level Sorcerer only knows spells up to 3rd level, but may spend Sorcery Points to heighten a spell up to 5th level.

Spells Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Sorcerer spell list.

You learn an additional Sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

Additionally, when you gain a level in this class, you can choose one of the Sorcerer Spells you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you have Spell Slots.

Sorcerous Origin: Choose a sorcerous Origin, which describes the source of your innate magical power, such as Draconic Bloodline.

Origin features consist of Bloodline Limits and Bloodline Activations. As you exhaust your reserves of Sorcery Points the latent magic in your body begins to strengthen with the expended spell energy.

Bloodline Benefits: Bloodlines manifest themselves in two other ways in addition to spellcasting. These come in the forms of Bloodline Limits and Bloodline Activations, and they are determined by your Bloodline of choice.

Bloodline Limits: As you exhaust your reserves of Sorcery Points the latent magic in your body begins to strengthen with the expended spell energy.

Upon reaching certain levels you will be given a threshold of Sorcery Points. Casting past this threshold will unlock increasing boons. These boons will always last until you take your next Long Rest, which will restore your Sorcery Points for the day and reset any Limit you had activated. The specifics of each limit will be described under its respective Origin, but the level and threshold will always remain the same.

Bloodline Activations: These are ways to spend Sorcery Points outside of spells. These can be long lasting effects, fiery dragon breath attacks, or other extraordinary abilities based on your chosen Origin. The specifics of each Activation will be described under its respective Origin.

Metamagic: At 3rd Level, you gain the ability to twist your Spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 7th, 11th, 15th, and 20th levels.

Careful Spell

When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

 

 

Distant Spell

When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you Cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 sorcery point to double its Duration, to a maximum Duration of 24 hours.

Heightened Spell

When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 sorcery points to change the Casting Time to 1 Bonus Action for this casting.

Subtle Spell

When you Cast a Spell, you can spend 1 sorcery point to cast it without any somatic or verbal Components.

Twinned Spell

When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Metamagic Adept: At 7th level you gain an additional Metamagic option. Additionally your Metamagic options cost 1 less Sorcery Point when applied to 1st level spells, even if they are cast as if they were a higher level.

Metamagic Genius: At 11th level you gain an additional Metamagic option. Additionally your Metamagic options cost 1 less Sorcery Point when applied to 2nd level spells, even if they are cast as if they were a higher level, and you can apply up to 2 Metamagic Options to a spell.

Metamagic Master: At 15th level you gain an additional Metamagic option. Additionally your Metamagic options cost 1 less Sorcery Point when applied to 3rd level spells, even if they are cast as if they were a higher level.

Metamagic Avatar: At 20th level you gain an additional Metamagic option. Additionally your Metamagic options cost 1 less Sorcery Point when applied to 4rd level spells, even if they are cast as if they were a higher level, and you can apply up to 3 Metamagic Options to a spell.

Draconic Bloodline:

At 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.

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with Dragons, your Proficiency Bonus is doubled if it applies to the check.

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

Draconic Resilience:

As magic flows through your body, it causes physical Traits of your dragon ancestors to emerge. At 1st Level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You also gain proficiency with medium armor, shields, and martial weapons.

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.

Bloodline Birth Limit: 

As you expend your inner magic the dragon within your soul stirs. Beginning at 2nd level, after you have spent 4 Sorcery Points for the day your muscles tighten and your strikes hit harder. You gain a +2 bonus to melee damage rolls. This bonus lasts until your next long rest.

Bloodline Birth Activation:

With a swing of your weapon you channel the power of your draconic ancestors. Beginning at 2nd level when you hit with a melee attack you can expend 2 Sorcery Points to deal an extra 2d4 damage to your target, and to each other creature within 5 feet of you, of the type associated with your Draconic Origin. You can expend additional Sorcery Points to increase the damage by another 1d4 per Sorcery Point up to a maximum of half your Sorcerer Level. 

Minor Bloodline Limit: 

As you further spend your magic reserves the scales on your body creep across your skin and harden. Beginning at 6th level after you have spent 27 Sorcery Points for the day your AC increases by 1 and you gain resistance to the damage type associated with your Draconic Origin. These benefits last until your next long rest.

Minor Bloodline Activation:

You have learned to tap into that most iconic of abilities your ancestors are known for: The Breath Weapon. Beginning at 6th level You may spend an action and a number of Sorcery Points up to your level to deal 2d4 times the number of points spent in a spread and of a damage type determined by your Draconic Origin.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic Origin. The DC for this saving throw equals 8 + your Charisma modifier + your Proficiency Bonus.

Black

Acid 5 by 60 ft. line (Dex. save)

Blue

Lightning 5 by 60 ft. line (Dex. save)

Brass

Fire 5 by 60 ft. line (Dex. save)

Bronze

Lightning 5 by 60 ft. line (Dex. save)

Copper

Acid 5 by 60 ft. line (Dex. save)

Gold

Fire 30 ft. cone (Dex. save)

Green

Poison30 ft. cone (Con. save)

Red

Fire 30 ft. cone (Dex. save)

Silver

Cold 30 ft. cone (Con. save)

White

Cold 30 ft. cone (Con. save)

Moderate Bloodline Limit: 

The deepest wells of magic in your makeup begin to take physical shape. Beginning at 10th level after you have spent 57 Sorcery Points for the day you sprout dragon wings from your back. These wings can either be glowing and ethereal or flesh and bone but are functionally identical. You gain a 30 foot fly speed while you have these wings. They dissipate into mist when you take your next long rest.

Moderate Bloodline Activation:

By tapping into your inner reserves of magic you can fortify yourself against any kind of attack. Beginning at 10th level you may spend a reaction and 6 Sorcery Points to reduce the damage of a single effect by 15 plus your Charisma modifier. If this damage is part of an ongoing effect such as aura or a spell such as Melf’s Acid Arrow the reduction only applies to the damage once unless you spend another reaction and another 6 Sorcery Points. You may spend an additional 3 Sorcery Points to further reduce the damage by 5 up to a maximum number of Sorcery Points equal to your level. So for instance at 12th level you could spend a total of 12 Sorcery Points for reduction equal to 25 plus your Charisma modifier

Major Bloodline Limit: 

Your sense of self and perception awaken within you. Beginning at 14th level after you have spent 83 Sorcery Points for the day you have advantage on saving throws against charm or fear effects you gain blindsight 60 feet. These benefits last until your next long rest.

Major Bloodline Activation:

Dragons are known for being terrifying beasts of mythical proportions and you have inherited a drop of their majesty and terror. Beginning at 14th level you may spend an action and 7 Sorcery Points to let out a guttural roar. Choose any number of creatures within 30ft. They must make a Wisdom Saving Throw with a dc equal to 8 plus your proficiency plus your Charisma modifier. If they fail they immediately fall prone and are frightened of you while within 30ft and cannot stand back up as long as they are within 30ft of you. They may repeat this save at the end of each of their turns. A creature that successfully saves against this ability is immune to it for the next 24 hours.

Bloodline Perfection Limit: 

The dragon’s blood within you fully ignites. Beginning at 18th level after you have spent 107 points for the day if you fail a saving throw you can choose to succeed instead. You can do this 2 times and regain these after a long rest.

Bloodline Perfection Activation:

You have perfected mastery over your power. Beginning at 18th level your Bloodline Activations (1st) and (2nd) dice become d6s instead of d4s. When using your Bloodline Activation (1st) the bonus damage is applied to each creature within 10 feet of you and you may choose to exclude any number of creatures. Your breath weapon’s range also doubles, becoming a 120 foot line or a 60 foot cone.

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