Sorcerer
Classes define your unique strengths.
When multi-classing under level 20, players gain the core feature of a second class at level 10 in that class.
In Ascended play (beyond level 20) a character gains the core feature of any new class they take at level 20 in that class.
Core Features
Metamagic
- Gains one Metamagic talent that does not count against their total talents.
Class Talents and Fighting Styles
- Start with 2 talents at level 1.
- Gain more talents equal to your proficiency each time proficiency increases.
- May reassign 2 talents each time proficiency increases (or every 5 levels after level 20)
Fighting Styles
Any class may pick a Fighting Style instead of a class talent. You cannot take the same Fighting Style more than once.
Options:
- Ranged: Increase ranged weapon range by 10ft per proficiency.
- Defense: While wearing armor, decrease damage by proficiency an extra time.
- Dueling: One-handed weapon + empty offhand—add damage equal to SD spent on attack.
- Great Weapon Fighting: When rolling 1 or 2 on a damage die for a two-handed melee weapon, reroll (must use new roll). Weapon must be two-handed or versatile.
- Protection: If a creature within 5ft is attacked, you can block for them.
- Two-Weapon Fighting: When using two weapons, may use Sleight of Hand vs. Agility for your second attack; on success, disarm or make the target drop an item.
Talents
Metamagic
Careful spell
When the sorcerer casts an untargeted area of effect spell, they can choose a number of targets equal to the SD spent on the spell to shield from the spells effects.
Distant spell
When spending SD to upgrade the distance of a spell, the sorcerer doubles the added distance per SD spent.
Empowered spell
When spending SD to increase the damage of a spell, the sorcerer may reroll any number of the damage pool one time. They must use the new rolls.
Extended spell
When spending SD to increase the duration of a spell, the sorcerer doubles the added duration per SD spent.
Heightened spell
If the sorcerer spends Source on a spell that targets an ability score, they may spend 1SD to lower the difficulty of the check by -1 per SD spent.
Quickened spell
If the sorcerer spends SD to cast a spell or ritual that typically takes more than a Core Action to resolve, they can cut that spell’s time in half.
Subtle spell
The sorcerer can cast spells without a focus, verbal, or somatic components. However, some part of their body (their hands, eyes, a birthmark) will glow brightly in all spectrums of light, affecting their ability to be unseen.
Twinned spell
When the sorcerer spends 1 or more SD to cast a spell that targets only one creature, (even if that creature is themself), they may duplicate the spell once without expending SD to do so.
Sorcerous origin: Draconic Bloodline
Draconic Resilience
The sorcerer’s skin has taken on aspects of their draconic ancestry. It might shimmer with a subtle chatoyance, develop textured patches, or manifest hardened scales. This natural magic-infused armor grants the sorcerer enhanced resilience. When blocking or countering a spell, they decrease damage taken by an additional amount equal to the number of SD spent on the counter.
Elemental affinity
When the sorcerer casts a spell that deals damage of the type associated with their draconic ancestry, they gain resistance to damage of that type until they cast a spell of a different damage type.
Dragon Wings
The sorcerer has the ability to manifest dragon wings that remain until dismissed. Manifesting or dismissing the wings requires a constitution check equal to 30 minus their constitution score. In combat this is a stressed check. If the sorcerer is wearing armor, it must be able to accommodate these wings. The draconic sorcerer has a flying speed equal to their movement speed while they have these wings.
Draconic presence
The sorcerer’s presence inspires awe or fear. They can spend SD to target creatures within 30ft at 1 SD per creature and make an Influence check against the highest Influence score among those creatures. On a success, each targeted creature rolls with disadvantage on their first check targeting the sorcerer (combat or social).