You gain another one at 10th and 17th level. You gain two of the following Metamagic options of your choice. MetamagicAt 3rd level, you gain the ability to twist your spells to suit your needs. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. You can create spell slots no higher in level than 5th.Īny spell slot you create with this feature vanishes when you finish a long rest.Ĭonverting a Spell Slot to Sorcery Points. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. The created spell slots vanish at the end of a long rest. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You learn other ways to use your sorcery points as you reach higher levels.Ĭreating Spell Slots. You regain all spent sorcery points when you finish a long rest.įlexible CastingYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can never have more sorcery points than shown on the table for your level. Sorcery PointsYou have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.įont of MagicAt 2nd level, you tap into a deep wellspring of magic within yourself. Sorcerous OriginChoose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. You can use an arcane focus as a spellcasting focus for your sorcerer spells. Spell attack modifier = your proficiency bonus + your Charisma modifier Spell save DC = 8 + your proficiency bonus + your Charisma modifier In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. You use your Charisma whenever a spell refers to your spellcasting ability. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.Īdditionally, 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.Ĭharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. Each of these spells must be of a level for which you have spell slots. You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. You know two 1st-level spells of your choice from the sorcerer spell list. You regain all expended spell slots when you finish a long rest.įor example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. This font of magic, whatever its origin, fuels your spells.Īt 1st level, you know four cantrips of your choice from the sorcerer spell list. SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. (a) a dungeoneer's pack or (b) an explorer's pack.(a) a component pouch or (b) an arcane focus.(a) a light crossbow and 20 bolts or (b) any simple weapon.Starting EquipmentYou start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Weapons: daggers, darts, slings, quarterstaffs, light crossbows Starting ProficienciesYou are proficient with the following items, in addition to any proficiencies provided by your race or background. Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Hit Points at 1st Level: 6 + your Constitution modifier Hit Points Hit Dice: 1d6 per sorcerer level Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!Īs a sorcerer, you gain the following class features. These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20.
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