dauntless/content/Classes/Sorcerer/*Playing a Sorcerer*.md
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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.

Sorcerer is a class that revolves around manipulating the game mechanics of spells, changing up timing, distance, targets, and effects. Your class doesnt give you a variety of spells, but this is not a hard limit on your play options.

SORCERERS AS ADVENTURERS

Sorcerers command a masterful control over a small reservoir of magic. No god, patron, book, or instrument holds sway over a sorcerers magical abilities. They are versatile, reliable spellcasters capable of harnessing extremely potent magic as a part of their being.

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

Continued in the ToV - Players Guide.pdf; Chapter 2, pg 82.

Errata

Metamagic

2nd, 6th, 13th, and 18th-Level Sorcerer Feature 

Enlarged Spell 

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 spells area of effect in one of the following ways (depending on the shape of the spell effect):

  • 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).
  • Cone. The cones 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).
  • 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).
  • 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).

Metamagics

METAMAGIC OPTIONS 

When you choose Metamagic options, you can choose from the following additional options.

Bewildering Spell 

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 spells visual effect. The target of your spell has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes within the next minute.

Concussive Spell 

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.

Contingent Spell 

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. 

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.

Emotional Spell 

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.

Logical Spell 

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.

Hidden Spell 

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 cant be detected or discerned with spells or effects, such as the detect magic spell or a chuuls Sense Magic trait.

Hungry Spell 

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).

Insatiable Spell 

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 creatures immunity for this casting of the spell. The creature is affected by the spell as if it didnt have immunity to the spells damage or effects and must make any saving throws allowed by the spell as normal.

Sapping Spell 

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 spells damage.

Sorcerer Boons

When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Players 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.

Heroic Boons 

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.

Heroic Boon 

10th-Level Sorcerer Feature 

Your commitment to the sorcerers path grants you a powerful ability. Choose one of the following heroic boons:

  • Meta Surge. When you cast a spell modified by one or more options from your Metamagic feature (see Players 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). 
  • Secrets Within. Immediately gain two Metamagic feature (see Players Guide) options of your choice. These options dont 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.

Epic Boons 

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.

Epic Boon

20th-Level Sorcerer Feature 

Your commitment to the sorcerers path grants you a powerful new ability. You gain one of the following epic boons:

  • Boundless Magic. Whenever you cast a spell with a 1st4th circle spell slot, roll a d4. If the number rolled is equal to the circle of the spell slot used, the slot isnt expended (though the spell is still cast as if you had spent it).

Source Tap. When you roll for initiative, you regain up to 4 expended sorcery points (see Players Guide). If you start your turn with no sorcery points remaining, you regain 2 sorcery points.