Sorcerers

Sorcerer have an innate ability to channel arcane magic, usually through a supernatural origin. Sorcerers are also able to alter the fabric of magic using sorcery points.

## Class Starting Equipment

* Light Crossbow and Crossbow Bolt ×20 OR one weapon (Club, Dagger, Handaxe, Javelin, Light Crossbow, Mace)
* Component Pouch OR Wand OR Orb
* Dagger ×2
* Sorcerer outfit
* Dungeoneer's Pack OR Explorer’s Pack

## Class Features

**Saving Throw Proficiencies ➜** Constitution, Charisma

**Sorcerer Weapon Proficiencies ➜** Dagger, Dart, Quarterstaff, Light Crossbow

**Sorcerer Skills ➜** Choose 2 of these skills: Arcana, Deception, Insight, Intimidation, Persuasion, Religion

**Sorcerer Spellcasting ➜** Can cast spells from the Sorcerer Spells list

**Magical Crafting ➜** You have been trained to brew herbal remedies and use enchanting equipment (proficiency with Herbalism Kit and Manacalon Rosary).

**Sorcerous Origin ➜** Different sorcerers claim different origins for their innate magic.

## Higher Level Features

**Level 2**

* **Sorcery Points ➜** A pool of internal power which can be used to alter magic spells, 1 point per Sorcerer level. Restored at Long Rest.
* **Flexible Casting ➜** Allows the conversion of spell slots into sorcery points and vice versa, as a bonus action.

**Level 3**

* **Metamagic ➜** You gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice.
	+ **Careful Spell.** Allied creatures affected by the spell automatically succeed in their saving throws against your spell.
	+ **Distant Spell.** Doubles the range of a spell or changes the range of a touch spell to 4 cells.
	+ **Empowered Spell.** All damage dice rolls of 1 or 2 are rerolled, keeping the new result.
	+ **Extended Spell.** Doubles the duration of a spell lasting 1 minute or more, to a maximum of 24 hours.
	+ **Heightened Spell**. Can force a creature to roll the saving throw with disadvantage.
	+ **Quickened Spell.** Can cast a main action spell with a bonus action instead, though you can’t cast another spell during the same turn (except for cantrips).
	+ **Twinned Spell**. If the source spell targets one creature only, this adds another target.

**Level 4**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 8**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 10**

* **Additional Metamagic ➜** Learn another Metamagic option.

**Level 12**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 16**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

## Sorcerous Origins

These Sorcerer subclasses are granted at level 1.

### 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.

**Level 1**

* **Draconic Bloodline Origin Spells** ➜ In your list and always prepared:
	+ Level 1: Shield
	+ Level 3: Misty Step
	+ Level 5: Counterspell
	+ Level 7: Greater Invisibility
	+ Level 9: Hold Monster

* **Dragon Ancestor Choice** ➜ Select the type of dragon (and associated damage type) of your ancestor. Your dragonic ancestry grants you affinity to a specific damage type:
	+ Black Ancestor – Acid
	+ Gold Ancestor – Fire
	+ Green Ancestor – Poison
	+ Silver Ancestor – Cold
	+ Blue Ancestry – Lightning

* **Draconic Knowledge** ➜ You speak Draconic.
* **Draconic Resilience** ➜ You gain one additional hit point per level and your armor class is 13+ Dexterity bonus when you are not wearing armor.

**Level 6**

* **Elemental Affinity** ➜ When dealing spell damage matching your draconic ancestor, you add your Charisma modifier to the total.
* **Draconic Resistance** ➜ You gain resistance to the damage type of your ancestor for an hour, at the cost of one sorcery point.

**Level 14**

* **Dragon Wings** ➜ As a bonus action, you can sprout dragon wings from your back, gaining the ability to fly equal to your current speed. The wings last until you use a bonus action to dismiss them.

### Mana Painter

Born out of the mana starvation that followed the cataclysm, certain dwellers of Solasta learned to drain magic from all that surrounded them, locations, objects and even people. They learned to channel scarce mana to cast spells, create potions or scrolls. Whereas their enemies call them mana stealers, they are truly artists of magic.

**Level 1**

* **Mana Painter Origin Spells** ➜ In your list and always prepared:
	+ Level 1: Entangle
	+ Level 3: Barkskin
	+ Level 5: Sleet Storm
	+ Level 7: Fire Shield
	+ Level 9: Conjure Elemental

* **Mana Absorption** ➜ Your Charisma modifier is used (if higher) instead of other ability modifiers on your saving throws against spells and other magic effects.

**Level 2**

* **Mana Drain** ➜ Make a melee spell attack. On a successful hit, the target creature takes 1d10 + your charisma modifier Force Damage, and you regain 1 Sorcery Point. You need to take a Short Rest to recover this power.

**Level 6**

* **Mana Tap** ➜ When you finish a Short Rest, you can regain a number of Sorcery points equal to half your Sorcerer levels (rounded up). You must complete a Long Rest to use this ability again.

**Level 14**

* **Mana Balance** ➜ Whenever you use sorcery points, you regain 5 hp per sorcery point spent.

### Child of the Rift

Another effect of the Rift and its cataclysmic closing was that some people around it were affected in their blood, gaining an innate ability to cast spells, but In an instinctive way. The very nature of the Rift also changed them deeply, as they are not only flesh and blood, but also mana, light, and shadow.

**Level 1**

* **Child of the Rift Origin Spells** ➜ In your list and always prepared:
	+ Level 1: Guiding Bolt
	+ Level 3: Aid
	+ Level 5: Daylight
	+ Level 7: Banishment
	+ Level 9: Greater Restoration

* **Rift Magic** ➜ Immediately after you cast a sorcerer spell of level t to 5, roll 1d20. If you roll a 20, your spell slot is not spent.

**Level 2**

* **Rift Deflection** ➜ You can use your Bonus Action to spend 1 sorcery point to become harder to hit and achieve better saving throws, until the start of your next turn.

**Level 6**

* **Offering to the Rift** ➜ You can use your Bonus Action to sacrifice 5 Hit Points, in order to regain immediately one sorcery point. The sacrificed Hit Points are recovered after a Long Rest.

**Level 14**

* **Riftwalk** ➜ You can use your Bonus Action to teleport up to 6 cells to any unoccupied space you can see. Any enemy within 1 cell of your target destination takes force damage equal to your Charisma modifier. You can use Riftwalk a number of times equal to your Proficiency Bonus per day and recover all uses after a Long Rest.

### Haunted Soul (Lost Valley DLC)

Haunted Souls are sorcerers whose innate abilities draw malevolent spirits to them. Those who survive the ordeal form a symbiotic relationship, harnessing their power while having their soul slowly drained away.

**Level 1**

* **Haunted Soul Origin Spells** ➜ In your list and always prepared:
	+ Level 1: Inflict Wounds
	+ Level 3: Ray of Enfeeblement
	+ Level 5: Fear
	+ Level 7: Phantasmal Killer
	+ Level 9: Mind Twist
* **Spirit Visage ➜** You can use a bonus action to attempt to scare an enemy you can see within 6 cells of you. The target must make a successful Wisdom saving throw, or they will have a disadvantage on ability checks and attack rolls until the start of your next turn. This power can be used a number of times equal to your proficiency modifier per a long rest.

**Level 6**

* **Vengeful Spirits ➜** You can use a bonus action to call forth the spirits inside you for up to 1 minute. You target a 3×3 cells square area, that you can see, within 18 cells and fill it with vengeful spirits. Any hostile creature entering or starting their turn in the area takes 2d6 + your Charisma modifier necrotic damage (half that on a successful Charisma saving throw). Each turn, you can use a bonus action to move the vengeful spirits' area by up to 6 cells. The power can be used once per a long rest and additional times by spending 4 sorcery points.

**Level 14**

* **Soul Drain** ➜ Once per turn when you kill a creature with a spell of level 1 or higher, you gain 1 sorcery point. The creature killed must be higher than CR 1/2.

## Spell List

Sorcerer spell list enumerates all the spells the character can cast. Whether they have it memorized or just want to cast it from a scroll, the spell needs to be on their spell list. Some spells are only available to a specific sub-class (as stated in brackets in the list below).

**Cantrip**

* Acid Splash
* Annoying Bee
* Chill Touch
* Dancing Lights
* Dazzle
* Fire Bolt
* Light
* Poison Spray
* Ray of Frost
* Shadow Armor
* Shadow Dagger
* Shine
* Shocking Grasp
* Sparkle
* True Strike

**Spell Level 1**

* Burning Hands
* Charm Person
* Color Spray
* Comprehend Languages
* Detect Magic
* Entangle (Mana Painter only)
* Expeditious Retreat
* False Life
* Feather Fall
* Fog Cloud
* Guiding Bolt (Child of the Rift only)
* Inflict Wounds (Haunted Soul only)
* Jump
* Mage Armor
* Magic Missile
* Shield
* Sleep
* Thunderwave

**Spell Level 2**

* Aid (Child of the Rift only)
* Barkskin (Mana Painter only)
* Blindness
* Blur
* Darkness
* Darkvision
* Hold Person
* Invisibility
* Knock
* Levitate
* Misty Step
* Ray of Enfeeblement
* Scorching Ray
* See Invisibility
* Shatter
* Spider Climb

**Spell Level 3**

* Counterspell
* Daylight
* Dispel Magic
* Fear
* Fireball
* Fly
* Haste
* Hypnotic Pattern
* Lightning Bolt
* Protection from Energy
* Sleet Storm
* Slow
* Stinking Cloud
* Tongues

**Spell Level 4**

* Banishment
* Blight
* Confusion
* Dimension Door
* Dominate Beast
* Fire Shield (Mana Painter only)
* Greater Invisibility
* Ice Storm
* Phantasmal Killer (Haunted Soul only)
* Stoneskin
* Wall of Fire

**Spell Level 5**

* Cloudkill
* Cone of Cold
* Conjure Elemental (Mana Painter only)
* Dominate Person
* Greater Restoration (Child of the Rift only)
* Hold Monster
* Mind Twist

**Spell Level 6**

* Chain Lightning
* Circle of Death
* Disintegrate
* Eyebite
* Globe of Invulnerability
* Sunbeam
* True Seeing

**Spell Level 7**

* Delayed Blast Fireball
* Finger of Death
* Fire Storm
* Gravity Slam
* Prismatic Spray
* Symbol

**Spell Level 8**

* Dominate Monster
* Earthquake
* Incendiary Cloud
* Power Word Stun
* Sunburst

### Spell Slots per Spell Level

The table below shows how many spell slots per Spell Level you can cast at each Sorcerer level. To cast a spell, you must use a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.