Sorcerer

Sorcerers draw their magical abilities from their souls. Whether through cosmic or divine gifts, bloodline, or just pure luck, a sorcerer’s soul is innately attuned to magic. Their soul determines what kind of powers they may receive, and with sufficient practice, they can tease out its true strengths. It is a path of inner understanding, and as such, it is not uncommon for sorcerers to be akin to philosophers, or have other deeply rooted ideas.

Sorcerer Table

Level

Attribute Points (Total)

Skill Points (Total)

Saving Throw Points (Total)

Attunement Slots

Features

Essence

1

-

2 (2)

1

Soul Archetype, Sorcery

-

2

1 (1)

1 (3)

2

Soul Essence, Reattunement

1

3

1 (2)

1 (4)

1 (1)

2

Cantrip Efficacy I

1

4

1 (3)

1 (5)

3

Keystone Feature

1

5

1 (4)

1 (6)

3

Soul Feature

2

6

2 (6)

2 (8)

1 (2)

4

Sorcery II

2

7

2 (8)

2 (10)

4

Essence Guard

2

8

2 (10)

2 (12)

5

Keystone Feature

3

9

2 (12)

2 (14)

1 (3)

5

Soul Feature

3

10

2 (14)

2 (16)

6

Sorcery III

4

11

2 (16)

2 (18)

6

Cantrip Efficacy II

4

12

3 (19)

3 (21)

1 (4)

7

Keystone Feature

4

13

3 (22)

3 (24)

7

Soul Feature

4

14

3 (25)

3 (27)

8

Gift of the Essence

5

15

3 (28)

3 (30)

1 (5)

8

Sorcery IV

5

16

3 (31)

3 (33)

9

Keystone Feature

5

17

3 (34)

3 (36)

9

Soul Feature

5

18

4 (38)

4 (40)

1 (6)

10

6

19

4 (42)

4 (44)

10

Cantrip Efficacy III

6

20

4 (46)

4 (48)

11

Keystone Feature

6

21

4 (50)

4 (52)

1 (7)

12

Sorcery V, Melding of the Trinity

7

Class Features

Starting Vitality

As a Sorcerer at level 1, you start with 15+1d12+CON Vitality.

See: Vitality

Starting Skills

As a Sorcerer, you start with 2 skill points.

Weapon Proficiencies

Daggers, Staves, Swords.

Armor Proficiencies

Light Shields.

Starting Equipment & Gold

When creating your character, you may choose from the following equipment, as well as what is granted:

  • A melee weapon you are proficient with worth no more than 20 gold, or 15 gold.

  • A talisman, a wand, or another kind of spellcasting catalyst worth no more than 20 gold, or 10 gold.

  • Up to 10 gold of material casting components, or 5 gold.

  • A Light Shield, or 5 gold.

  • 60 starting gold

  • 3d10 gold.

Soul Archetype

At Level 1, you have begun to unlock the inner powers granted by your soul.

Elemental Soul

Born with a soul empowered by the most base elements, an Elemental Sorcerer can manipulate these elements into a new kind of power. They are versatile, and look at nature and the world around them for true understanding.

Diamond Soul

Diamond Sorcerers have a soul that resembles a hard diamond, and grants them defensive abilities and purifying sorceries. They become experts at ensuring the safety of themselves and their companions.

Surge Soul WIP

Sorcerers gifted with a Surge Soul have a well of power resting within them, and are capable of intermittently releasing it, but some powers granted by the Surge are as erratic as their source…

Deep Soul WIP

Deep Sorcerers posses a soul like the unfathomable depths; black and tumultuous. This darkness settles deep within, offering them strength and power when they are their at their lowest point.

Ruinous Soul WIP

Sorcerers with a Ruinous Soul have an innate connection to the realm of Ruin, making them utterly replete with Myst. Ruinous sorcerers can cast spells more frequently as a result, they are capable of harming themselves if they are careless.

Sorcery

At Level 1, you can manipulate and twist spells using the powers granted by your Soul. This skill is known as Sorcery, and it enables you to use your AP in order to change some aspect of a spell as you cast it.

Below is a table of Sorceries you can learn. At level 1, you may choose 2 sorceries. You choose 1 more at level 6, 10, 15, and 21.

Sorcery

AP Cost

Description

Echoing Spell

0

When you cast a spell, you can choose to spend its AP cost a second time, allowing you to cast it again without expending extra available casts.

Shaped Spell

2

For 2 AP, when you cast a spell that can hit or effect multiple targets, you can choose to exclude specific targets of your choice from the spells effects.

Twisted Incantation

2

For 2 AP, you can cause a spell that would normally incur an Arcane Saving Throw to instead incur an Occult Saving Throw.

Dread Magic

2

When you cast a spell, you can choose to use 2 additional AP before the results of the spell. If a target dies from this spell, you gain 4 AP.

Projection

At least 1

For every 1 AP spent, you can increase the range of a non-touch spell by 20 feet.

Potency

3 AP

When you cast a spell that requires a saving throw, you can choose to use 3 additional AP before the results of the spell to impose Disadvantage on that save for those effected by the spell.

Mutecasting

1 AP

When you cast a spell, you can spend 1 additional AP to cast it without the Verbal component.

Thunderspeech

1 AP

For 1 AP, your voice booms loudly and can be heard within 60 feet, regardless of environmental conditions, until the end of your turn. When you cast a spell during this effect, you can use your voice in place of the Catalytic component if it is not a specified object.

Lingering Spell

2 AP

When you cast a spell, you can spend 2 additional AP to extend the duration of the spell by 1 round. Does not effect Instant spells.***

Tempering Ritual

0 AP

When you cast a spell, you can spend an additional minute of casting time to either add 1 minute to the duration of the spell, or double its duration, to a maximum additional duration of 24 hours.

Soul Essence

At Level 2, you gain a limited well of power to draw from, allowing you more potent sorcery effects than usual. This well of power within is known as Essence, and you gain more Essence as your Sorcerer level increases, as shown on the Sorcerer Table.

You regain all Essence when you complete a Rest.

Reattunement

At Level 2, you gain the ability to attune to different magics without going through an entire rest. You can replenish and replace an amount of spells attuned equal to the amount of Essence spent. Performing this ability costs an amount of AP equal to the amount of Essence spent.

Example: You spend 3 Essence to replace 2 spells; one with an attunement cost of 1, and the other with an attunement cost of 2. Or, you could spend 3 essence to replace 3 single attunement slot spells.

Essence Guard

At Level 7, you can expend Essence to increase your armor or saving throw bonus on a reaction.

As a Reaction, you can expend Essence to magically Guard yourself, and gain additional AC equal to 4 times the amount of Essence spent. This AC bonus from Essence Guard lasts until the current turn ends.

As a Reaction, you can expend Essence to gain a bonus to a Magical saving throw of your choice. You gain a bonus equal to 2 times the amount of Essence spent.

Cantrip Efficacy

At Level 3, 11, and 19, you gain an additional Cantrip attunement slot.

These slots can only be used to attune cantrips.

Gifts of the Essence

At Level 14, you pull upon your font's strength, and gain a set of new Essence abilities. You can bestow these abilities upon others with a touch.

The Gift of Flight

For 3 AP and 1 Essence, wispy, spectral wings rise from your back, in the visage of your Soul. While you bear these wings, you have a Flight speed of 30 feet. The wings last until you are unconscious, until you die, or until you dispel them for 0 AP.

The Gift of Power

For 2 Essence, you can cause all damage dice of an attack or spell you make to roll their maximum value.

The Gift of Efficacy

For 3 AP and 2 Essence, any action you take, excluding attack actions and spellcasts, costs 1 less AP (Minimum 1) for 1 minute.

Melding of the Trinity

At Level 21, you can enter a form in which your body, spirit, and soul have fused into one form, granting you numerous abilities.

You can enter your Trinity form for 4 AP, and you stay in this form until you die, go unconscious, or choose to leave it for 1 AP. If you are in this form while you have 0 Essence, you must succeed a DC 15 Endurance skill check at the end of your turns, or fall unconscious.

Firstly, you are fully spectral in form, seemingly made up of the energies of the Soul, with tumultuous storms of power in the style of your Soul Archetype. While in this form you can pass through objects less than 5 feet wide, and you can share a space with or pass through any creature.

Secondly, you have Resistance to every Elemental damage type, and every Physical damage type.

Thirdly, Essence abilities cost 1 less Essence in this form, minimum of 1.