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Hit Points

Hit Dice 1d6 per niveau

Vaardigheden

CON , CHA

Sorcerer, Revitalized

Niveau Proficiency Bonus Eigenschappen Sorcery Points
1 + 2 Spellcasting Sorcerous Origin Spell Versatility 0
2 + 2 Spellcasting Sorcerous Origin Spell Versatility 2
3 + 2 Spellcasting Sorcerous Origin Spell Versatility 3
4 + 2 Spellcasting Sorcerous Origin Spell Versatility 4
5 + 3 Spellcasting Sorcerous Origin Spell Versatility 5
6 + 3 Spellcasting Sorcerous Origin Spell Versatility 6
7 + 3 Spellcasting Sorcerous Origin Spell Versatility 7
8 + 3 Spellcasting Sorcerous Origin Spell Versatility 8
9 + 4 Spellcasting Sorcerous Origin Spell Versatility 9
10 + 4 Spellcasting Sorcerous Origin Spell Versatility 10
11 + 4 Spellcasting Sorcerous Origin Spell Versatility 11
12 + 4 Spellcasting Sorcerous Origin Spell Versatility 12
13 + 5 Spellcasting Sorcerous Origin Spell Versatility 13
14 + 5 Spellcasting Sorcerous Origin Spell Versatility 14
15 + 5 Spellcasting Sorcerous Origin Spell Versatility 15
16 + 5 Spellcasting Sorcerous Origin Spell Versatility 16
17 + 6 Spellcasting Sorcerous Origin Spell Versatility 17
18 + 6 Spellcasting Sorcerous Origin Spell Versatility 18
19 + 6 Spellcasting Sorcerous Origin Spell Versatility 19
20 + 6 Spellcasting Sorcerous Origin Spell Versatility 20
Niveau Proficiency Bonus Eigenschappen Cantrips Known Spells Known
1 + 2 Spellcasting Sorcerous Origin Spell Versatility 4 2
2 + 2 Spellcasting Sorcerous Origin Spell Versatility 4 3
3 + 2 Spellcasting Sorcerous Origin Spell Versatility 4 4
4 + 2 Spellcasting Sorcerous Origin Spell Versatility 5 5
5 + 3 Spellcasting Sorcerous Origin Spell Versatility 5 6
6 + 3 Spellcasting Sorcerous Origin Spell Versatility 5 7
7 + 3 Spellcasting Sorcerous Origin Spell Versatility 5 8
8 + 3 Spellcasting Sorcerous Origin Spell Versatility 5 9
9 + 4 Spellcasting Sorcerous Origin Spell Versatility 5 10
10 + 4 Spellcasting Sorcerous Origin Spell Versatility 6 11
11 + 4 Spellcasting Sorcerous Origin Spell Versatility 6 12
12 + 4 Spellcasting Sorcerous Origin Spell Versatility 6 12
13 + 5 Spellcasting Sorcerous Origin Spell Versatility 6 13
14 + 5 Spellcasting Sorcerous Origin Spell Versatility 6 13
15 + 5 Spellcasting Sorcerous Origin Spell Versatility 6 14
16 + 5 Spellcasting Sorcerous Origin Spell Versatility 6 14
17 + 6 Spellcasting Sorcerous Origin Spell Versatility 6 15
18 + 6 Spellcasting Sorcerous Origin Spell Versatility 6 15
19 + 6 Spellcasting Sorcerous Origin Spell Versatility 6 15
20 + 6 Spellcasting Sorcerous Origin Spell Versatility 6 15

Spell Slots per Spell Level

Niveau Proficiency Bonus Eigenschappen 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Sorcerous Origin Spell Versatility 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Sorcerous Origin Spell Versatility 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Sorcerous Origin Spell Versatility 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Sorcerous Origin Spell Versatility 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Sorcerous Origin Spell Versatility 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Sorcerous Origin Spell Versatility 4 3 3 3 3 2 2 1 1

Klasse-eigenschappen

Niveau 1

Spellcasting
Sorcerous Origin
Spell Versatility

Niveau 10

Metamagic

Niveau 12

Ability Score Improvement
Proficiency Versatility

Niveau 14

Sorcerous Origin feature

Niveau 16

Ability Score Improvement
Proficiency Versatility

Niveau 17

Metamagic

Niveau 18

Sorcerous Origin feature

Niveau 19

Ability Score Improvement
Proficiency Versatility

Niveau 2

Font of Magic
Font of Magic Options

Niveau 20

Metamagic Mastery

Niveau 3

Metamagic
Metamagic Options
Metamagic Options
Sorcerous Restoration

Niveau 4

Ability Score Improvement
Proficiency Versatility
Cantrip Versatility

Niveau 5

Magical Guidance

Niveau 6

Sorcerous Origin feature

Niveau 8

Ability Score Improvement
Proficiency Versatility

Voortgang Bekende Spreuken

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekende Spreuken 2 3 4 5 6 7 8 9 10 11 12 12 13 13 14 14 15 15 15 15

Caster-voortgang

Caster-voortgang: full

Cantrip-voortgang

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Bekend 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6

Vaardigheden

Skills

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Klasse-eigenschappen

Spellcasting (Level 1)

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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

Spell

Ritual Casting

You can cast any sorcerer spell you know as a ritual if that spell has the ritual tag.

Self Focus

When you cast your sorcerer spells that require a material component, you can ignore that component unless it has a value, such as the diamond worth at least 50 gp for the chromatic orb spell, or is consumed.

Sorcerous Origin (Level 1)

Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Spell Versatility (Level 1)

1st-level sorcerer feature (enhances Spellcasting)

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.

Font of Magic (Level 2)

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 one additional point every time you level up, to a maximum of 20 at level 20. 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 created spell slots vanish at the end of a long rest. 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.

Creating Spell Slots
Spell Slot LevelSorcery 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.

Font of Magic Options (Level 2)

2nd-level sorcerer feature (enhances Font of Magic)

When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points.

Empowering Reserves

When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.

Imbuing Touch

As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Sorcerous Fortitude

As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.

Metamagic (Level 3)

At 3rd level, you gain the ability to twist your spells to suit your needs. You prepare the Metamagic options that are available to you. To do so, choose two of the following Metamagic options of your choice. You can choose another one at 10th and 17th level.

You can change your list of prepared Metamagic options when you finish a long rest. Preparing a new list of Metamagic options requires time spent in meditation.

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).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Metamagic Options (Level 3)

3rd-level sorcerer feature (enhances Metamagic)

When you choose Metamagic options, you have access to the following additional options.

Elemental Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.

Seeking Spell

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.

Unerring Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.

You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.

Metamagic Options (Level 3)

3rd-level sorcerer optional feature

When you choose Metamagic options, you have access to the following additional options.

Seeking Spell

Cost: 2 Sorcery Points

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Transmuted Spell

Cost: 1 Sorcery Point

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Sorcerous Restoration (Level 3)

Starting at 3rd level, you can restore some of your magical energy by focusing on your inner source of magic. During a short rest, you regain a number of expended sorcery points equal to half of your sorcerer level (rounded up). You can't use this feature again until you finish a long rest.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 4)

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Cantrip Versatility (Level 4)

4th-level sorcerer optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance (Level 5)

5th-level sorcerer optional feature

You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Origin feature (Level 6)

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

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 8)

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Metamagic (Level 10)

At 10th level, you can prepare an additional metamagic option.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 12)

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Sorcerous Origin feature (Level 14)

At 14th level, you gain a feature granted by your Sorcerous Origin.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 16)

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Metamagic (Level 17)

At 10th level, you can prepare an additional metamagic option.

Sorcerous Origin feature (Level 18)

At 18th level, you gain a feature granted by your Sorcerous Origin.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 19)

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Metamagic Mastery (Level 20)

At 20th level, you have mastered your Metamagics and as such gain the following benefits:

  • All of your Metamagic options are always prepared.

  • Whenever you use Metamagic on a spell, you can reduce the sorcery points spent by 1, to a minimum of 1.

  • Whenever you use Metamagic that costs 1 sorcery point (including this feature's reduction) on a spell, you can instead use it for free. You can do so a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Multiklassen

Multiklasse-vereisten

{"cha":13}

Subklasses

SorcererRevitalized-TCE
SorcererRevitalized-XGE
SorcererRevitalized