Remove these ads. Join the Worldbuilders Guild

Sorcerer (Cynkard)


Hit Points

Hit Dice: d6 per Sorcerer (Cynkard) level
Hit Points at first Level: 6 + Con Mod
Hit Points at Higher Levels: 1d6 + Con Mod

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools: None
Saving Throws: Con, Cha
Skills: Choose two: Arcana, Deception, Insight, Intimidation, Persuasion, Religion.

Class Features

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.  

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.   Sorcery Points: You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.   Flexible Casting: 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 sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.   Spell Slot Level: Sorcery Point Cost   1st: 2   2nd: 3   3rd: 5   4th: 6   5th: 7   Converting a Spell Slot to Sorcery Points: 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.  

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.   You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.   Careful Spell: 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 its saving throw against the spell.   Distant 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.   Empowered Spell: 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 have already used a different Metamagic option during the casting of the spell.   Extended Spell: When you cast a spell that 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.   Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.   Quickened 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.   Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.   Twinned Spell: When you cast a spell that targets only one creature 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 the spell is a cantrip).  

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice  

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.


Starting Equipment

• Choose: light crossbow and 20 bolts; or any simple weapon   • Choose: a component pouch; or an arcane focus   • Choose: a dungeoneer's pack; or an explorer's pack   • Two daggers
 


Spellcasting

Cantrips

At 1st level, you know four cantrips of your choice from the Sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.  

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For 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.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.   The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, 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.  

Spellcasting Ability

Charisma 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. You use your Charisma whenever a spell refers to your spellcasting ability. 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.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.


Subclass Options

Divine Soul

Draconic Bloodline

Pyromancer

Shadow Magic

Storm Sorcery

Wild Magic


LvlProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Sorcerous Origin422
2nd+22Font of Magic433
3rd+23Metamagic4442
4th+24Ability Score Improvement5543
5th+3556432
6th+36Sorcerous Origin feature57433
7th+37584331
8th+38Ability Score Improvement594332
9th+4951043331
10th+410Metamagic61143332
11th+411612433321
12th+412Ability Score Improvement612433321
13th+5136134333211
14th+514Sorcerous Origin feature6134333211
15th+51561443332111
16th+516Ability Score Improvement61443332111
17th+617Metamagic615433321111
18th+618Sorcerous Origin feature615433331111
19th+619Ability Score Improvement615433332111
20th+620Sorcerous Restoration615433332211

Created by

Orcrest.

Statblock Type

Class Features

Link/Embed