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==Wild Magic==
==Wild Magic==
Starting at 2nd level, your spellcasting can unleash surges of untamed magic. This surging power grows each time you cast a spell, until it releases in a wild tide. Immediately after you cast a sorcerer spell of 1st level or higher, add the amount of spell points used to a Surge Pool and roll a d100. If your roll is equal to or lower than your Surge Pool, you cause a Wild Surge.
Starting at 2nd level, your spellcasting can unleash surges of untamed magic. See [[Wild Magic]].  
 
If a Wild Magic effect is a spell, it's too wild to be affected by [[Metamagic]]. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
 
===Surge Pool===
The surge pool stacks between each cast spell and is drained after a wild surge. Additionally, the surge pool is reduced by half every 4 hours and is completely reduced to 0 after every long rest.
 
===Wild Surges===
When a wild surge happens, the sorcerer rolls on the [[#Wild Type Table|Wild Type Table]] to find their [[#Surge Table|Surge Table]]. They then roll on the [[#Wild Space|Wild Space Table]] and that [[#Surge Table|Surge Table]] to find out what their wild surge result is.
 
Wild surges power is often dependent on the level of the casted spell. This is described as X in the descriptions, such that X equals the casted spell level. Additionally, wild surges can be shifted in a few ways with the use of sorcery points and for each step shifted, the cost is doubled.
 
* 1 sorcery point to shift row in the Surge table.
* 2 sorcery points to shift row in the Wild Space table (also column in Surge table).
* 4 sorcery points to shift row in the Wild Type table.
 
For example, if a sorcerer causes a wild surge with a fireball casted at spell level 4. They must then roll on the [[#Wild Space|Wild Space Table]] and the [[#Wild Type|Wild Type Table]]. With these two rolls they happen to get a (3) Spell on Wild Type and (1) Internalize on Wild Space. With this they search the [[#Spell Surge|Spell Surge Table]]s that best describe the casted spell, which is Fire, and roll a d10 in the Internalize column. This will be the wild magic effect.
 
Now, if the sorcerer wants to, he or she can spend sorcery points as described above to shift the result. Additionally, the use of the Luck ability score modifier can also be used to shift their results.
 
==Surge Type==
{| class="wikitable"
|-
! d4 !! Surge Type
|-
|1 || Raw
|-
|2 || Origin
|-
|3 || Spell
|-
|4 || Wild
|-
|}
 
===Raw Surges===
Pure arcane power sometimes erupt from the untrained sorcerer. These surges are not as wild as many other types of surges, but either drains magic or energizes it. For spellcasters, but yourself, but also others, these surges can be exceptionally dangerous.
 
===Origin Surges===
The source of your power is sometimes too wild to control. Either the chaotic elemental bloodline within that won't be tamed, or maybe its the draconic blood that runs within you... whatever it is, it can sometimes pour forth in a wild torrent of magic.
 
===Spell Surges===
A sorcerer should always with care cast their spells or else it might overpower them.
 
===Wild Type Surges===
Wild surges... when dealing with the Arcane Weave, a sorcerer can sometime accidently pluck a string of unknown power and cause extremely weird results. These surges are both dangerous and uncalculated, which should be a forewarning for sorcerer who strain themselves too much.
 
====Wild Space====
{| class="wikitable"
|-
! d4 !! Space
|-
| 1 || Internalize
|-
| 2 || Externalize
|-
| 3 || Projection
|-
| 4 || Wild
|-
|}
 
=====Internalized Surges=====
Internalized surges happen when the arcane power is concentrated within and begins to alter oneself. This can result in powerful immunities, but also deep and painful wounds. Important to note is that these surges only affect oneself.
 
=====Externalized Surges=====
Externalized surges are when the arcane power bursts forth uncontrollably around you. By pushing the random unknown excessive power out, you usually become unaffected while those around suffer their consequences.
 
=====Projected Surges=====
Projected surges are bolts of projected magic that is shot out of you against another target. These can affect creatures and objects far away from you with both pain and ease, cause terror or peace.
 
=====Wild Space Surges=====
Wild Space surges are those that are not concretely bound to you or another target, but rather a string of arcane weave that have been plucked with a certain surge type. This can result in elementals dragged into the material plane or massive shifts in weather.


==Sorcerous Origin Feature==
==Sorcerous Origin Feature==

Revision as of 12:58, 24 August 2023

Sorcerous Origin

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 2nd level and again at 6th, 14th, and 20th level. It also affects your Wild Magic Surges, altering their behavior.

Font of Magic

You tap into a deep wellspring of magic within yourself. This wellspring is represented by Sorcery points (See Innate points), which allow you to create a variety of magical effects.

Wild Magic

Starting at 2nd level, your spellcasting can unleash surges of untamed magic. See Wild Magic.

Sorcerous Origin Feature

At 4th level, you gain a feature granted by your Sorcerous Origin.

Forced Surges

At 8th level, you gain the ability to push forth a wild surge through force of will. After you cast a spell force a wild magic surge to happen. You can use this feature up to your proficiency bonus per long rest.

Sorcerous Origin Feature

At 12th level, you gain a feature granted by your Sorcerous Origin.

Controlled Source

At 16th level, you

Sorcerous Origin Feature

At 20th level, you gain a feature granted by your Sorcerous Origin.

Sorcerous Origin

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You gain proficiency in the Draconic language. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. Your scales can be calculated as a masterwork light armor you have proficiency with. Your armored AC as with your scales is therefore 13 + your Dexterity modifier.

Elemental Affinity

Starting at 4th level, when you cast a spell that causes a draconic wild surge, you can roll twice and choose one die.

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

Dragon Wings

At 12th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your base speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Additionally, you can spend 3 sorcery points to also gain a movement speed of the movement type associated with your ancestry. Ancestries that grant flying, increase the base effect by 50%.

Ancestry of your
Base Speed
Movement
Type
Black 1x Swimming
Blue 0.5x Burrowing
Brass 0.5x Burrowing
Bronze 1x Swimming
Copper 1.5x Flying
Gold 1x Swimming
Green 1x Swimming
Red 1.5x Flying
Silver 1.5x Flying
White 0.5x Burrowing

Draconic Presence

Beginning at 20th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened.

As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.