Saarebas (Tales from Thedas)

*"The Saarebas is the most dangerous, reviled necessity of the Qun. It is both a pitiable victim and yet the greatest exemplar of the Qunari, for it must sacrifice more than any other. It must live without sight, or speech, or camaraderie or comfort or even an identity. It is selfless in the cruelest and most literal sense—it is a creature without self, denied even personhood.*

*But as the slavers of my own nation can attest, personhood is not so easily denied."*

— from the memoirs of Enchanter Urias Domnitian, Tevinter expatriate

All mages born into the Qun are shackled, blinded, and silenced. You have lived most of your life as a trained animal, repressed to a degree extreme even for most Qunari. Eventually, you could be pushed no further, and you found yourself tearing through your chains. You escaped, and now have both your freedom and the power to protect it.

Like most mages, you have the power to tap into the furious energies of the Fade, but unlike them, you have received no schooling in how to control it. Thus, your magic is wild and untamed, unpredictable but *very* powerful.

Adapted from the base D&D 5E Sorcerer, Wild Magic subclass.

(back to Character Creation)

* **Hit Dice:** 1d6
* **Saving Throws**: Constitution, Charisma
* **Proficiencies:** Simple weapons
* **Skills:** Choose two from Athletics, Acrobatics, Intimidation, Perception, Survival

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your origin.

* a hedge mage's robe and a thick quilted mantle
* a small pot of vitaar (3 uses, +1 AC for an hour each)
* (a) a dungeoneer's pack or (b) an explorer's pack

## **Spellcasting**

Born a mage, you have a natural connection to the Fade. As a saarebas, your connection is more instinctual, if a bit less refined than that of other mages. What you lack in skilled application you may compensate for in raw power.

### **Cantrips**

At 1st level, you know four cantrips of your choice from the Saarebas spell list. You learn additional Saarebas cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Saarebas table.

### **Spell Slots**

The Saarebas table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 Saarebas spell list.

The Spells Known column of the Saarebas table shows when you learn more Saarebas spells of your choice. 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 Saarebas spells you know and replace it with another spell from the Saarebas spell list, which also must be of a level for which you have spell slots.

### **Spellcasting Ability**

Charisma is your spellcasting ability for your Saarebas 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 save DC** = 8 + your proficiency bonus + your Charisma modifier

**Spell attack modifier** = your proficiency bonus + your Charisma modifier

### **Spellcasting Focus**

Your instinctive form of spellcasting uses your own body as a spellcasting focus, in particular your hands and horns. Thus, you can never be disarmed and are never without a spellcasting focus.

## **Wild Magic Surge**

Due to your lack of formal training, your spellcasting can unleash surges of untamed magic. Immediately after you cast a saarebas spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. *Note:* this is not the same Wild Magic Surge table as in base 5E.

## **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 saarebas spell of 1st level or higher. You then regain the use of this feature.

## **Font of Magic**

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 more as you reach higher levels, as shown in the Sorcery Points column of the Saarebas table. 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 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. The created spell slots vanish at the end of a long rest.

* 1st Level - 2 Sorcery Points
* 2nd Level - 3 Sorcery Points
* 3rd Level - 5 Sorcery Points
* 4th Level - 6 Sorcery Points
* 5th Level - 7 Sorcery Points

***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.

## **Metamagic**

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

### **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.

## **Ability Score Improvement**

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

## **Bend Luck**

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

## **Controlled Chaos**

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

## **Spell Bombardment**

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

## **Sorcerous Restoration**

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.