Sorcerer's pull their Occult power from the blood in their veins. Having been tainted by Ether Subjection, and being one of the few to survive, your power is relatively unlimited, and instead of memorising spells you call them from the reaches beyond. Great power sprouts from your finger tips and hungers for more, this subjection results in changes and abilities that most could only dream of.
A focused mind is important for sorcerers, an absent mind results in any impulse possibly resulting in an event, for example. A drunk sorcerer sits a bar, it is closing time, and everything is being locked up, they kick him out to the street and leave for the night. Impulsively he stands up and walks foward, suddenly finding himself on the same stool he was just at, he reaches forward a cup with whiskey appears in his hand, no longer in the bottle cabinet. Sometimes the biggest feats are without intention.
Where wizards take uppers to make themselves master something, like adolescants trying to out do each other, Sorcerers instead will their power into action, so be careful what you wish for.
Spells are powered by force in your veins, excess spell usage results in exhaustion and hunger, and must rest and consume, typically more than others, to recover. Sorcerers in result make for easy drunks, and may often appear drunk due to their psiology also when tired.
Hit Dice. 1d6 per Sorcerer level
Armor. None
Weapons. Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Shock Rod
Tools. None
Saving Throws. Constitution, Charisma
Skills. Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
Spellcasting Ability. Charisma
Spell save DC. 8 + Proficiency Bonus + Your Charisma Modifier
Spell attack modifier. Your Proficiency Bonus + Your Charisma Modifier
Spellcasting Focus. You can use an Arcane Focus as a spell casting focus for your sorcerer spells.
Your body has changed due to the Ether Subjection, and prolonged exposure has changed you in ways unnatural.
At some point in your ancestry, your family mingled with Ancient Primal Drakes. This DNA hid for centuries, but now with the Ether coursing through your veins, the Draconian DNA reacts dramatically and rapidly multiplies, binding itself your form and significantly altering you.
A great surge of elemental power joined with you during your subjection, it nearly killed you, but you were lucky and something kept you alive, but you are forever touched by the elements.
Your Ether Subjection has exposed you to the cracks in the dimensions that are connected to this world, and as you completed your subjection your consciousness flew across the void outside of space time, out there, something looked back at you. In result the full comprehension of the void has been known to you, and it's touch seeps into your veins, powering your will.
The Ether Subjection exposure went too far, but you survived in the clutches of death, they got your heart pumping again. Pulled back by unnatural means, you saw something on the other side, a black hand and a desolate world, the knowledge of that pain and fear runs through your thoughts and veins.
You tap into a wellspring of power that originates from the Ether in your veins. This is represented by sorcerery points, which allow you to create a variety of magical effects.
You have 2 sorcery points, and you gain more as you level, shown in the Sorcerer table.
Recovery. You regain all spent sorcerery points when you finish a long rest and are not hungry. (If you are hungry, and have not eaten, you only recover half your sorcery points).
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sourcery points into one spell slot as a bonus action on your turn.
E.G. Spell Slot Level = Sorcery Point Cost
1st = 2, 2nd = 3, 3rd = 5, 4th = 6, 5th = 7
Converting a Spell Slot into Sorcery Points. As a bonus action you can expend one spell slot to gain sorcery points equal to the spell slot's level.
You gain two of the following Power of Will options. You gain another at 10th and 17th level
You may only use one Power of Will option on a spell when you cast it, unless otherwise noted.
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 it's saving throw against the 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.
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 h ave used a different Metamagic option during the casting of the spell.
When you cast a spell thjat 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.
When you cast a spell that forces a creature to make a saving throw to resist it's effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the 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.
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
When you cast a spell that targets only one creature (that is incapable of targeting multiple targets at this level) 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 spell is a cantrip).
You regain 4 expended sorcery points whenever you finish a short rest.