A sorcerer is someone who has become themselves infused with arcane magic, bypassing the need for arcane runes as they themselves have become the imprinted arcana with a will of its own. Some are born with such a gift, while others have it inflicted on them, either willingly or otherwise. For some this grants great power, allowing them to will the arcane, while for others it manifests in negative side-effects.
lvl 1 / +2 / 2 / - / Cantrips, spells, overcharge
lvl 2 / +2 / 4 / - / Innate magic
lvl 3 / +2 / 6 / - / Ability score improvement
lvl 4 / +3 / 8 / 5 / Metamagic
lvl 5 / +3 / 10 / 7 / 1st archetype
lvl 6 / +3 / 12 / 9 /
lvl 7 / +4 / 14 / 11 / Ability score improvement
lvl 8 / +4 / 16 / 13 /
lvl 9 / +4 / 18 / 15 / 2nd archetype
lvl 10 / +5 / 20 / 17 /
lvl 11 / +5 / 22 / 19 / Ability score improvement
lvl 12 / +5 / 24 / 21 /
Hit dice: 1d4
Armor: shields, light armor
Weapons: two simple polearms, 2 crossbows, daggers, and 1 martial melee weapon of choice
Tools: none
Saving throws: Constitution, Charisma
Skills: choose two from Arcana, History, Religion, Insight, Deception, Intimidation, Persuasion, or Performance
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple polearm, (b) two daggers, or (c) a simple crossbow and a quiver of 10 bolts
(a) a dungeoneer's pack or (b) an explorer's pack
Gain access to spellcasting.
Use the arcane spell list.
You have a number of spells known, as indicated in the chart. You can learn only a spell of the highest level you could cast, or lower. You can swap out one earlier spell known for another when leveling up.
Casting ability score is charisma. Spell slots are given in the chart below.
You can spend rest dice to regain a spell slot as a bonus action. The rest dice cost is equal to the level of the spell slot.
1
2
3
4
5
6
7
8
9
10
11
12
2
3
3
3
3
3
3
3
3
3
3
3
0
1
2
3
3
3
3
3
3
3
3
3
0
0
0
1
2
3
3
3
3
3
3
3
0
0
0
0
0
1
2
3
3
3
3
3
0
0
0
0
0
0
0
1
2
3
3
3
0
0
0
0
0
0
0
0
0
1
2
3
2
4
6
8
10
12
14
16
18
20
22
24
At 1st level you know 2 arcane cantrips. You use charisma as the casting attribute.
At 1st level, you gain the ability to overcharge your spells. You can spend a rest dice as a free action when casting a spell to increase the level at which the spell is cast by 1. Make a DC 15 constitution check when doing so. On a success the rest dice is refunded.
At 2nd level, your innate magic manifests, which grants both new abilities, and downsides. Choose two of the following:
Arcane dreams - You have strange lucid dreams. You gain a dream spell slot. It can be occupied by any arcane spell. You can swap it for another arcane spell during a long rest, or spend 1 rest dice to swap it during a short rest. This does not need to be a spell known. You can cast your dream spell once per long rest, at the highest spell level you could cast from any class or source.
Downside: Your maximum number of spells known is reduced by 1.
Arcane intuition - It all seems to just make sense. +1 to arcana checks. Learn the use of an extra arcane cantrip. Learn another cantrip at 6th level.
Downside: You gain a -1 penalty to strength.
Blood-infused - Your blood is tainted from an arcane source. Gain a +1 bonus to constitution, and a +1 bonus to medicine and initiative checks. You always heal 1d4 health when entering a rest. At 6th level, you gain a +1 bonus to either dexterity or strength(your choice.)
Downside: you heal 1 HP less from all other sources.
Determination - The arcane chose you. You can use overcharge and spell recovery even when at 0 rest dice, instead taking 1d3 damage to fatigue.
Downside: You have 2 less max HP.
Elder blood - You are oddly pale and distant. Any spell you cast that requires any HP or death save cost as a component has it's duration doubled. Your rest dice maximum is increased by 1. At 7th level, your rest dice maximum further increases by 1.
Downside: You gain a -2 penalty to saves vs divination spells.
Elemental soul - Your eyes shimmer. You reduce all fire, cold, lightning, acid, and sonic damage that you take by 1, and deal 1 more damage of those types with your spells, cantrips, abilities, and attacks. Increases to 2 at 6th level, and 3 at 10th level.
Downside: You take a -1 penalty to wisdom.
Mana-symbiosis - You have survived mana-exposure, and gotten stronger. You have a number of mana points equal to half your rest dice(rounded up.) You can spend 1 mana point as a bonus action to regain 1 fatigue, or you can spend 2 mana points to use overcharge without paying any rest dice cost.
Downside: You have a -1 penalty to death saves.
Odd aura - Detection spells never quite read you right. You gain a +1 bonus to saves vs spells. Once per long rest, you can ignore the effect of a hostile or negative spell.
Downside: You have a -3 penalty to handle animal checks.
Serpentine blood - You gain scaled flesh. Your dexterity increases by 1. At 5th level you gain resistance to poison. At 9th level gain immunity to poison.
Downside: Gain a -1 penalty to persuasion checks.
Arcane ascension - You made yourself become a vessel of arcane powers. Upgrade a cantrip you know by 2 steps. At 4th level, your MP maximum is increased by 1. At 8th level, your MP maximum is further increased by 3.
Downside: You take a -1 penalty to constitution.
At 3rd, 7th, and 11th level, gain +2 to ability scores in any distribution, or a feat.
Also at these levels, learn an extra cantrip of any class of magic, using charisma as the casting attribute.
At 4th level, you learn to weave spells to your will. You gain a maximum number of metamagic points(MP) equal to your charisma bonus + your proficiency bonus. You regain 1d4+1 spent MP each rest. All your spent MP is regained every long rest. You can spend MP when casting a spell to modify it, applying a metamagic effect to it. The MP cost of effects can vary and be modified.
At 4th level, learn to apply 5 metamagic effects from the list below, and learn 2 extra every subsequent sorcerer level.
Abjuration
(1) - If the spell has a concentration check, gain a +1 bonus to AC while retaining concentration.
(2) Increase AC granted by a spell by 1.
(1) Increase block restored or granted by 1.
(1) Increase all temporary or arcane health granted by 1d6.
(3) Gain advantage on concentration checks for the spell.
(3) Increase the HP of a conjured structure or entity of the spell by 2d12
(4) Any counterspell or dispell attempts against the spell have disadvantage.
Conjuration
(2) The origin of the spell(caster) can be treated as being anywhere within 20ft. This allows you to move the origins of cones, rays, ranged spell attacks, and melee spell attacks, as well as touch spells.
(2) Increase number of creatures summoned by 1
(4) Increase a bestowed attribute from the spell by 2
(2) Alter range of spell from personal to a creature within 30 feet
(3) Double range of spell
(3) Cause the spell to target all creatures within 20 feet instead of the original range.
(3) If the spell creates or enchants objects, it can target twice the ammount of ammunition or 1 extra item/object.
Evocation
(2) The speed of any moving object or effect created by the spell is doubled.
(3) Increase all forms of damage dealt by the spell by 1d4
(2) Increase number of targets for multi target spell by 1
(1) Increase the DC of a spell by 1
(2) Cause a melee/touch range spell to have a range of 20 feet.
(3) Cause all targeted creatures to take 1d6 lightning damage.
(5) Focus an area spell into a single tile, dealing twice the damage, increasing DCs by 2, Increasing durations by half, and granting a +4 bonus to any associated spell attacks or checks.
Divination
(3) The effective target tiles or area of the spell is revealed for the next 1d4 turns, revealing invisible or hidden creatures, events, and objects that enter it.
(3) Grant a spell attack a +1d4 bonus
(1) Choose the outcome of 1 non d20 dice used in the spell.
(2) Cause the spell to be cast as a bonus action instead of an action.
(1) Choose which creatures in the spells area of effect are ignored by the spell.
(2) You may reroll one dice used in the casting of the spell.
Illusion
(3) An area affecting spell can also display minor illusion within the area, for the duration of the spell.
(2) An illusion created by the spell gains a heightened effect(Subject to GM)
(3) The spell deals 1d6 psychic or sonic damage to all affected creatures
(2) The spell requires no verbal component
(2) The spell requires no somatic component
(1) The spells save becomes an intelligence save, but it cannot reduce creatures to below 1 hp.
(4) When casting the spell, become invisible for 2 turns and leave an illusory double that will appear to complete casting it the spell and remain in place until interacted with, or until the start of your next turn.
Necromancy
(2) Any temporary health, arcane health, or healing provided by a spell is converted into damage.
(3) A single target spell deals an extra 1d12 necrotic damage
(2) The spell restores 1d4 health to the caster for every small or larger creature it kills.
(2) The spells save becomes a constitution save.
(2) The spells poison damage becomes acid damage and is increased by 1 dice category.
(2) If the spell has a save, it also applies one of the conditions: shaken, shocked, winded, sickened, staggered for 1d4 turns to all targets on a failed save.
(4) Creatures slain by the spell allow the caster to ignore material components when casting necromancy spells on the remains.
Enchantment
(2) The duration of a spells sleep, charm, fear, domination, or emotional effect is doubled.
(3) A single target spell to become a multi-target spell that can target an extra target within the range of the spell.
(3) Change the spells save type to wisdom and increase the DC by 1
(2) Increase a penalty applied by a spell by 1.
(3) Change the spells DC to be reduced by 3 but grant the spells targets disadvantage on the save.
(3) When the target of a ranged spell is in melee range, grant advantage on a spell attack, or grant disadvantage on the save for the melee targets of the spell.
(3) Creatures targeted by the spell have disadvantage on the next spell you target them with. Lasts until next rest.
Transmutation
(1) Alter the damage dealt by a spell to another damage type.
(3) Increase a roll bonus die(Any dice provided by a spell as a bonus to d20 rolls, such as a +1d4 to a skill check) and increase it by one dice category.
(3) Increase a roll penalty die(Any dice provided by a spell as a penalty to d20 rolls, such as a -1d4 to block checks) and increase it by one dice category.
(1) Cause a ray spell to be treated as a cone at half range.
(1) Cause a cone spell to be treated as a ray at double range.
(2) Cause a spell that grants temporary health to grant half as much arcane health instead.
(4) Cause a spell to be emplaced into a burned out wand or metallic object instead of casting it. The target gains 1d3 charges, allowing you to cast the spell.
A metamagic effect can be applied to any spell, but the MP cost is reduced by 1 for spells that are of the effects school of magic.
At 9th level, choose your 1st archetype: