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Sorcerer

Úroveň Bonus odbornosti Vlastnosti Sorcery Points Cantrips Known Spells Known Max. Spell Level Metamagics Known
1 + 2 Sorcery Metamagic Sorcerous Origin Sorcerous Origin Feature 4 4 2 1st 2
2 + 2 Sorcery Metamagic Sorcerous Origin Sorcerous Origin Feature 8 4 3 1st 2
3 + 2 Sorcery Metamagic Sorcerous Origin Sorcerous Origin Feature 17 4 4 2nd 3
4 + 2 Sorcery Metamagic Sorcerous Origin Sorcerous Origin Feature 21 5 5 2nd 3
5 + 3 Sorcery Metamagic Sorcerous Origin Sorcerous Origin Feature 32 5 6 3rd 3
6 + 3 Sorcery Metamagic Sorcerous Origin Sorcerous Origin Feature 38 5 7 3rd 4
7 + 3 Sorcery Metamagic Sorcerous Origin Sorcerous Origin Feature 45 5 8 4th 4
8 + 3 Sorcery Metamagic Sorcerous Origin Sorcerous Origin Feature 52 5 9 4th 4
9 + 4 Sorcery Metamagic Sorcerous Origin Sorcerous Origin Feature 66 5 10 5th 4
10 + 4 Sorcery Metamagic Sorcerous Origin Sorcerous Origin Feature 74 6 11 5th 5

Vlastnosti třídy

Úroveň 1

Sorcery
Metamagic
Sorcerous Origin

Úroveň 10

Metamorphosis
Sorcerous Origin Feature

Úroveň 2

Sorcerous Recovery

Úroveň 3

Sorcerous Origin Feature

Úroveň 4

Ability Score Improvement

Úroveň 6

Sorcerous Origin Feature

Úroveň 8

Greater Ability Score Improvement

Odbornosti

Skills

Počáteční vybavení

Alternativně můžete začít s: 3d4×10|3d4 × 10|Starting Gold

Vlastnosti třídy

Sorcery (Level 1)

You gain the ability to cast sorcerer spells by channeling the raw, sorcerous power that burns within you.

Cantrips

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

Replacing Known Cantrips:

When you gain a sorcerer level, you may choose one of the sorcerer cantrips you know and replace it with another cantrip from the sorcerer spell list.

Sorcery Points

You have a pool of sorcery points as shown in the Sorcery Points column of the Class Features (Sorcerer) table. To cast a sorcerer spell of 1st-level or higher, you must spend a number of sorcery points as shown in the Sorcerous Spellcasting table below.

You recover all expended sorcery points when you finish a long rest.

Socrerous Spellcasting

Spell LevelSorcery Points

1st

2

2nd

3

3rd

5

4th

6

5th

7

Spells Known of 1st-level and Higher

At 1st-level, you know two 1st-level spells of your choice from the sorcerer spell list. You learn additional spells of your choice from the sorcerer spell list at higher levels, as shown in the Spells Known column of the Class Features (Sorcerer) table. Any spell that you learn must be of a level lower than or equal to your Maximum Spell Level.

Replacing Known Spells:

When you gain a sorcerer level, you may choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list. The new spell can be of any level that is lower than or equal to your Maximum Spell Level.

Upcasting Spells:

When casting a sorcerer spell at a higher spell level, you can't exceed your Maximum Spell Level—even if you have enough sorcery points.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. Use your Charisma to determine the saving throw DC or attack modifier for a sorcerer spell you cast.

Spellcasting Ability

Spell
Spell

Spellcasting Focus

You don't need an arcane focus to cast sorcery—you are your own spellcasting focus for your sorcerer spells.

Sorcerous Versatility

When you finish a long rest, you may replace one of your known sorcerer spells (including cantrips) with another spell from the sorcerer spell list. The new spell must be of the same spell level as the spell you replace.

Metamagic (Level 1)

The rules of magic are your plaything as you twist and shape spells into your own sorcerous design.

You master two metamagics of your choice. When you cast a spell, you may declare which metamagics (if any) you are applying to it—you can apply only one metamagic to a spell that you are casting, unless otherwise noted.

Mastering New Metamagics:

You master additional metamagics as you gain more sorcerer levels, as shown in the Metamagics Known column of the Class Features (Sorcerer) table.

Replacing a Mastered Metamagic:

Each time you gain a sorcerer level, you may replace any or all of your mastered metamagics with a different choice.

In addition, you may use your Sorcerous Versatility class feature to change one mastered metamagic instead of a known spell selection.

Sorcerous Origin (Level 1)

Different sorcerers claim different origins for their innate magical power. Some are born with arcane power surging through them, marked from birth as wild fonts of sorcery. Others gain their sorcery through a sudden, life-changing event that forces great power—and great responsibility—upon them.

Whatever your background, this chapter introduces a variety of origins for you to choose from. Define your sorcerous heritage and harness your arcane magic.

Choose a Sorcerous Origin. You gain features from your Sorcerous Origin at 1st, 3rd, 6th, and 10th-level.

Origin Spells

Your Sorcerous Origin grants you a unique list of spells—its origin spells. At 1st, 3rd, 5th, 7th, and 9th-level, you may choose one spell from that respective tier and add it to your list of known sorcerer spells as an extra spell.

If you have an origin spell that doesn't normally appear on the sorcerer spell list, that spell is nonetheless a sorcerer spell for you.

Permanent Choice:

Once you choose an origin spell, that selection is permanent—you can't change it later using your Sorcerous Versatility.

Origin Metamagics

You gain access to four unique metamagics from your Sorcerous Origin. Add these to your list of metamagic options.

Sorcerous Recovery (Level 2)

Your sorcerous body feeds on magic, turning the raw energies of the world into powerful sorcery.

When you take damage from a spell cast by another creature or object, you can spend your reaction to regain a number of expended sorcery points equal to the level of the spell that hurt you.

You can use this feature once, and you regain expended uses when you finish a long rest.

Greater Sorcerous Recovery:

Starting at 5th-level, you can use this feature twice.

Superior Sorcerous Recovery:

Starting at 9th-level, you can use this feature three times.

Sorcerous Origin Feature (Level 3)

At 3rd level, you gain a feature from your Sorcerous Origin.

Ability Score Improvement (Level 4)

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Sorcerous Origin Feature (Level 6)

At 6th level, you gain a feature from your Sorcerous Origin.

Greater Ability Score Improvement (Level 8)

At 8th-level, you gain another ability score improvement.

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Metamorphosis (Level 10)

You infuse your physical form with sorcery, transforming yourself—temporarily—into a sorcerous avatar of magic.

You gain two metamorphosis forms as determined by your sorcerous origin. You may spend an action to cast Metamorphosis and transform into one of these forms—you may choose which form each time you cast the spell.

You can use this feature once, and you regain expended uses when you finish a long rest.

Innate Power:

As a sorcerer, you can cast Metamorphosis without spending any sorcery points.

Interrupts:

As a spell, Metamorphosis can be interrupted by normal means (such as Counterspell). In these cases, Metamorphosis counts as a 6th-level spell.

Metamorphosis

  • Casting Time: 1 action

  • Range: Self

  • Components: V, S

  • Duration: Up to 1 minute

You transmute your physical form into raw, sorcerous power. Choose a metamorphosis form as permitted by your sorcerous origin—until the spell ends, you gain all the features of that form.

Your metamorphosis lasts until either (a) 1 minute has passed, (b) you end it as a bonus action, (c) you fall unconscious, or (d) you are shapeshifted into another form by some other effect.

Acid

Your flesh transforms into gelatinous, corrosive ooze.

Corrosive Blood:

You are immune to acid damage and have vulnerability to slashing damage.

Amorphous:

You can move through a space as narrow as 1 inch wide without squeezing (items you are carrying might not fit, however).

Acid Rain:

You can spend your action to create a 10 ft radius sphere of acid rain centered on yourself. Each creature in that area (excluding yourself) must make a Constitution saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one.

Bludgeoning

You are surrounded by a powerful, ceaseless wind.

Wind Shield:

You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Moon Step:

You gain a flying speed equal to your movement speed. If you are still flying when the spell ends, you fall unless you can somehow prevent it.

Gust:

You can spend your action to create a 10 ft radius sphere of swirling wind centered on yourself. Each creature in that area (excluding yourself) must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a large or smaller creature fails the save, that creature is pushed up to 10 ft away from the center of the sphere.

Cold

Your body is covered with glistening ice crystals.

Cold-blooded:

You are immune to cold damage and have vulnerability to fire damage.

White Walker:

You can walk across water as if it were solid ground. In addition, you can move across difficult terrain created by ice or snow without spending extra movement.

Ice Age:

You can spend your action to create a 15 ft cone of ice extending from you in a direction of your choice. Each creature in range must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Fire

Glowing red veins of searing power cover your body.

Hot-blooded:

You are immune to fire damage and have vulnerability to cold damage.

Living Torch:

You emit bright light in a 30 ft radius and dim light for an additional 30 ft.

Scorched Partizan:

You can spend your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Force

Your body glimmers with sparkling, arcane force.

Arcane Flesh:

You are immune to force damage and have vulnerability to psychic damage.

Unstoppable:

You can move through and occupy a hostile creature's space. If you end your turn in a hostile creature's space, that creature is pushed to the nearest unoccupied space (the creature may choose which space).

Force Push:

You can spend your action to create a 10 ft radius sphere of arcane force centered on yourself. Each creature in that area (excluding yourself) must make a Constitution saving throw. A creature takes 2d10 force damage on a failed save, or half as much damage on a successful one. If a large or smaller creature fails the save, that creature is pushed up to 10 ft away from you.

Lightning

Your body crackles with sparks of arcane lightning.

Sparkster:

You are immune to lightning damage and have vulnerability to cold damage.

Static Charge:

You can climb and cling to difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Lightning Lance:

You can spend your action to create a line of lightning 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one.

Necrotic

Black, pulsating veins of decay cover your body.

Shadowheart:

You are immune to necrotic damage and have vulnerability to radiant damage.

Dark Aura:

The area in a 10 ft radius around you is (a) in dim light and (b) is difficult terrain for creatures other than you. The radius moves with you.

Decay:

You can spend your action to touch a creature within 5 ft of you. That creature must make a Constitution saving throw. It takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is Poisoned until the start of your next turn.

Piercing

Sharp spikes of earth and rock cover your body.

Quill Armor:

You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Stonestepper:

You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, your metamorphosis ends, and you are stunned until the end of your next turn.

Obsidian Spear:

You can spend your action to fling piercing spikes in a line 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one.

Poison

You grow pointed fangs, sharp claws, and a poisonous, barbed tail.

Toxic Blood:

You are immune to poison damage and have vulnerability to fire damage.

Spider Climb:

You can climb and cling to difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Scorpion Sting:

You can spend your action to bite or sting a creature within 5 ft of you. That creature must make a Constitution saving throw. It takes 2d10 poison damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is Poisoned until the start of your next turn.

Psychic

Your eyes turn white as a third, glowing eye opens on your forehead.

Iron Mind:

You are immune to psychic damage and have vulnerability to force damage.

Maddening Whispers:

Any creature that makes a concentration check within 10 ft of you has disadvantage on the roll.

Psychic Scream:

You can spend your action to create a 15 ft cone of psychic energy extending from you in a direction of your choice. Each creature in range must make a Wisdom saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect falls prone.

Radiant

Your skin glows with a shimmering, yellow-white light.

Blessed Body:

You are immune to radiant damage and have vulnerability to necrotic damage.

Light Incarnate:

You emit bright light in a 30 ft radius and dim light for an additional 30 ft.

Solar Flare:

You can spend your action to create a 15 ft cone of radiant light extending from you in a direction you choose. Each creature in range must make a Constitution saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is Blinded until the start of your next turn.

Slashing

Sharp, metallic blades cover your body.

Sparking Daisy:

You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Knifeblade:

You can climb and cling to difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spiral Hollow:

You can spend your action to spin in a whirlwind of blades. Each creature within 10 ft of you must make a Dexterity saving throw. A creature takes 4d8 slashing damage on a failed save, or half as much damage on a successful one.

Thunder

Your voice is booming and sound becomes heavily distorted around you.

Bass Blood:

You are immune to thunder damage and have vulnerability to force damage.

Deafening Aura:

Any creature that ends its turn within 10 ft of you is Deafened until the end of its next turn.

Sonic Boom:

You can spend your action to create a 10 ft radius sphere of sound centered on yourself. Each creature in that area (excluding yourself) must make a Constitution saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one.

Sorcerous Origin Feature (Level 10)

At 10th level, you gain a feature from your Sorcerous Origin.

Multitřídy

Požadavky multitříd

{"cha":13}

Podtřídy

Chaos Blooded
AACC
Draconic Bloodline
GCC

Vlastnosti podtřídy

Chaos Blooded

Chaos Blooded (Level 1)

Origin Spells

Your bloodline offers you the following origin spells.

Chaos Incarnate

Whenever you cast spells that require an attack roll. You trigger a wild surge anytime you roll a natural 1. Whenever you cast a spell requiring a saving throw, you trigger a wild surge anytime a target gets a natural 20 on its saving throw roll.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature (text incomplete)

Metamagic

Add the following four metamagics to your list of metamagic options: slots, displacement, arcane rebuke, and bend luck.

Play the Odds (Level 3)

If you fail an ability check, saving throw, or attack roll, you can spend 1 sorcery point to attempt a re-roll of one of the dice involved in the check, attack, or save. However, if you fail using the reroll, your next three d20 rolls are made at disadvantage.

Beacon of Chaos (Level 6)

When a creature within 60 ft. of you casts a spell or uses a spell-like ability, you can use your reaction to spend a healing surge (Probably means hit die), and a number of sorcery points equal to the cost of casting a spell of that spell level (DM must assign a value to spell-like abilities). Any attack rolls made with that spell are made at disadvantage and any saves against the spell are made with advantage. You and the Caster each become the target of a wild surge.

You can use this ability a number of times equal to your charisma modifier before needing a long rest.

Metamorphosis (Level 10)

You gain two metamorphosis forms: avatar of chaos (as shown below) and one other form randomly determined when you complete a long rest.

Avatar of Chaos

Your form changes every few seconds shifting painfully between an unimaginable collection of creatures.

Shifting Resistances:

On initiative count 20, roll to determine your current resistances. (roll twice on the table with all damage types, if you get the same result twice you gain immunity.) This changes each round.

Untethered:

You gain a flying speed equal to your current speed with hover. If you are still flying when your metamorphosis ends, you fall unless you can somehow prevent it.

Gibbering Cacophony:

You can spend an action to terrify those around you. Each creature that is (a) within 30 ft. of you and (b) can hear you; must succeed on a Wisdom saving throw or become confused as per the spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Gibbering Cacophony until the end of its next long rest.

Draconic Bloodline

Draconic Bloodline (Level 1)

Your blood carries with it the ancient power of draconic magic. Your lineage may include half-dragon, a sorcerer who made a blood bargain with a dragon, or perhaps even a dragon parent.

Those who carry this bloodline bear unmistakable traits of their dragon ancestors—physically and mentally.

Origin Spells

Your bloodline offers you the following origin spells.

Metamagic

Add the following four metamagics to your list of metamagic options: chromatic, empowered, extended, and seeking.

Dragon Ancestor

Choose one type of dragon as your ancestor. You can speak, read, and write Draconic. Whenever you make a Charisma check to interact with dragons, your proficiency bonus (if applicable) is doubled.

Ancestor Availability

The Dragon Ancestor table featured here contains a wide variety of dragon families—some, however, might not be appropriate for every game or campaign setting.

Before you pick an ancestor, check with your GM to see which draconic families are available in your setting.

Draconic Resilience

At 1st-level, your hit point maximum increases by +1. It increases by +1 again whenever you gain a sorcerer level.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Dragonbreath (Level 3)

You can spend your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of your breath.

Each creature in the area of your dragonbreath must make a saving throw—a creature takes 3d6 damage on a failed save, and half as much damage on a successful one.

You may use this feature once. You regain expended uses when you finish a long rest.

Greater Dragonbreath:

At 6th-level, the damage dealt by your dragonbreath increases from 3d6 to 4d6. In addition, you may use this feature twice.

Elemental Affinity (Level 6)

When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell.

At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Metamorphosis (Level 10)

You gain two metamorphosis forms: draconic and one other form as based on your draconic ancestry damage type.

Draconic

Draconic scales cover your body as large, leathery wings burst from your back. Those who look upon you face the might—and the terror—of dragonkind.

Dragonscale:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Dragonflight:

You gain a flying speed equal to your current speed. If you are still flying when your metamorphosis ends, you fall unless you can somehow prevent it.

Terrifying Presence:

You can spend an action to terrify those around you. Each creature that is (a) within 30 ft. of you and (b) aware of you must succeed on a Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Terrifying Presence until the end of its next long rest.