103 lines
7.2 KiB
Markdown
103 lines
7.2 KiB
Markdown
Though magic courses through all things, some people are so intrinsically tied to it that they can command magic through force of will. These spellcasters, called sorcerers, feel magic coursing through them just as they might feel their own heartbeat.
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Sorcerer is a class that revolves around manipulating the game mechanics of spells, changing up timing, distance, targets, and effects. Your class doesn’t give you a variety of spells, but this is not a hard limit on your play options.
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## SORCERERS AS ADVENTURERS
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Sorcerers command a masterful control over a small reservoir of magic. No god, patron, book, or instrument holds sway over a sorcerer’s magical abilities. They are versatile, reliable spellcasters capable of harnessing extremely potent magic as a part of their being.
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Though most sorcerers embrace a life of adventure, they must rely on the skills, abilities, and equipment of others to truly thrive. Those who travel with the sorcerer must watch them closely, for the allure of power can overtake an otherwise amenable nature
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Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 82.
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## Errata
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### Metamagic
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_2nd, 6th, 13th, and 18th-Level Sorcerer Feature_
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…
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### Enlarged Spell
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When you cast a spell with a range of self that affects an area (not a specific target), you can spend 3 sorcery points to increase the size of the spell’s area of effect in one of the following ways (depending on the shape of the spell effect):
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- **Circle, Cylinder, or Sphere.** The radius of circle, sphere, or circular base of the cylinder increases by 5 feet. For example, the antimagic field spell could be altered to affect a 15-foot-radius sphere (instead of a 10-foot-radius sphere).
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- **Cone.** The cone’s size increases by 15 feet. For example, the burning hands spell could be altered to affect a 30-foot cone (instead of a 15-foot cone).
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- **Cube.** The length of each cube face increases by 5 feet. For example, the thunderwave spell could be altered to affect a 20-foot cube (instead of a 15-foot cube).
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- **Line.** The length of the line increases by 15 feet. For example, the lightning bolt spell could be altered to affect a 115-foot line (instead of a 100-foot line).
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## Metamagics
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**METAMAGIC OPTIONS**
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When you choose Metamagic options, you can choose from the following additional options.
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**Bewildering Spell**
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You can cast a spell that overwhelms the senses of its target. When you cast a spell that deals damage to one creature, you can spend 2 sorcery points to increase the intensity of the spell’s visual effect. The target of your spell has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes within the next minute.
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**Concussive Spell**
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When you cast a spell that deals damage to a creature, you can spend 1 sorcery point to push the target of your spell 10 feet away from you. If the spell affects multiple targets, you can choose only one of the targets to be pushed away from you.
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**Contingent Spell**
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You can cast a spell to be triggered at a later time. To do so, you must spend a number of sorcery points equal to the circle of the spell slot used to cast the spell. You then use your reaction to trigger the spell when the event you stipulated when you cast the spell occurs.
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For example, you use your action, expend a 4th circle spell slot, and spend 4 sorcery points to cast dimension door as a contingent spell that will take effect when a creature moves within 5 feet of you. When a creature moves within 5 feet of you a moment later, you use your reaction to trigger the dimension door and teleport to a space 200 feet away.
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**Emotional Spell**
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When you cast a spell that allows its target to make a Wisdom saving throw, you can spend 3 sorcery points to change the type of saving throw required to a Charisma saving throw instead.
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**Logical Spell**
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When you cast a spell that allows its target to make a Wisdom saving throw, you can spend 3 sorcery points to change the type of saving throw required to an Intelligence saving throw instead.
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**Hidden Spell**
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When you cast a spell with a duration longer than instantaneous, you can spend 2 sorcery points to mask its magical aura. For the duration of your spell, it can’t be detected or discerned with spells or effects, such as the detect magic spell or a chuul’s Sense Magic trait.
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**Hungry Spell**
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When you cast a spell that deals damage to a single target, you can spend 1 sorcery point to add your Charisma modifier to the damage roll of the spell. If you reduce a creature to 0 hit points with a hungry spell, you regain hit points equal to your Charisma modifier (minimum of 1).
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**Insatiable Spell**
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When you cast a spell on a creature that is immune to the damage or effects of the spell, you can spend 5 sorcery points to bypass the creature’s immunity for this casting of the spell. The creature is affected by the spell as if it didn’t have immunity to the spell’s damage or effects and must make any saving throws allowed by the spell as normal.
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**Sapping Spell**
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You can increase the damage you deal with a spell by expending 2 sorcery points and up to half your remaining Hit Dice. Roll the Hit Dice and add the total result to the damage dealt by the spell. You then take damage equal to half the amount of damage your Hit Dice added to the spell’s damage.
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### Sorcerer Boons
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When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the sorcerer class.
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#### Heroic Boons
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When you reach 10th level in the sorcerer class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature.
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Heroic Boon
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10th-Level Sorcerer Feature
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Your commitment to the sorcerer’s path grants you a powerful ability. Choose one of the following heroic boons:
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- Meta Surge. When you cast a spell modified by one or more options from your Metamagic feature (see Player’s Guide), you can choose to either add a bonus to the spell attack roll or increase the spell save **DC** by an amount equal to half your **PB** rounded down (minimum of +2).
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- Secrets Within. Immediately gain two Metamagic feature (see Player’s Guide) options of your choice. These options don’t count against the total number of options you know. When you gain a level in sorcerer, you can choose to replace these options as you would any other.
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#### Epic Boons
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When you reach 20th level in the sorcerer class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature.
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Epic Boon
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20th-Level Sorcerer Feature
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Your commitment to the sorcerer’s path grants you a powerful new ability. You gain one of the following epic boons:
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- Boundless Magic. Whenever you cast a spell with a 1st–4th circle spell slot, roll a d4. If the number rolled is equal to the circle of the spell slot used, the slot isn’t expended (though the spell is still cast as if you had spent it).
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Source Tap. When you roll for initiative, you regain up to 4 expended sorcery points (see Player’s Guide). If you start your turn with no sorcery points remaining, you regain 2 sorcery points.
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