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Published by goroiamanuci, 2023-06-06 12:34:35

Sorcerer Optional Features _ GM Binder

Sorcerer Optional Features _ GM Binder

Optional Features Instead of trying to remake sorcerer entirely, I have elected to simply optional features for sorcerers. Seeing how the original class's base features are bare and could stand to have things inserted. You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a Sorcerer. Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically. Any features in the list that have a feature already, these replace that feature. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them. Credit Art made by me, Dan_Draco on Twitter Sor Sor Sor Sorcer cer cer cerer Opt er Opt er Opt er Optional F ional F ional F ional F ional Feat eat eat eatur urur ureseseses Sorcerer Optional Features Level New Optional Features 1st Draconic Origin Spells, Wild Magic Origin Spells, Raw Magic Surge, Storm Origin Spells, Leaping Lightning 2nd 3rd Additional Metamagics 4th - 5th Inner Guidance 6th Chaos Control, Unstable Sorcery 7th - 8th - 9th - 10th Magical Bloom 11th - 12th - 13th - 14th 15th Sorcerous Restoration 16th - 17th - 18th Dragon Soul, Chaos Unraveled 19th - 20th Arcane Populi 1


Additional Metamagic Because your magic flows from within you, you can alter your spells to suit your needs; you gain three Metamagic options of your choice from the “Metamagic Options” section later in this class’s description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Whenever you finish a Long Rest, you can replace one of your Metamagic options with one you don’t know. Echo Spell: When you cast a spell of 1st–5th level that you also cast on your previous turn by expending a Spell Slot, you can fuel this turn’s casting of the spell by spending a number of Sorcery Points equal to the spell’s level rather than expending a Spell Slot. Explosion Spell: When casting a spell with a range (cone, radius, line etc) you can spend SP according to the spells level to change its explosion type. The distance cannot be changed. Inner Guidance This feature replaces the Magical Guidance feature At 5th level,Whenever you fail a ability check, saving throw or spell attack roll, you can spend 1 sorcery point to reroll the d20, but you must use that new roll. Magical Bloom At 10th level, as a free action, you can enter a state where the magic within you blooms and temporary transforming you into a magical being. This state lasts a minute. When you enter this state, you regain 4 sorcery points. While in this state, you have the following effects on you. You can use up to two Metamagic options on each spell you cast, provided you have the sorcery points to do so. You have advantage on the attack rolls of every spell you cast. While, this does not require concentration, taking damage while in this form will require a successful constitution check to maintain the state. You can perform this state once per long rest. Alteratively, you can perform this feature again if you spend a 5th level spell slot or higher. Sorcerous Restoration This feature moves the original capstone to 15th level. Using this feature at this level does require the new capstone to be used. at 15th level, You gain 4 expended Sorcery Points whenever you roll Initiative or finish a Short Rest. Arcane Populi At level 20, you have mastered your font of magic. When casting a spell, you can upcast the spell using your sorcery points equal to the level you are upcasting to. You still use the original spell slot of the original spell. You can use this feature up the number of times of your charisma modifier and restore uses on a long rest. Part 2 | Base Class 2


Draconic Bloodline Additional Draconic Ancestors With the new Gem Dragons in Fizban's Treasury of Dragons, additional Ancestors are available to the Draconic Bloodline: Amethyst, Crystal, Emerald, Sapphire, Steel, and Topaz. Dragon Ancestry Element Amethyst Force Crystal Radiant Emerald Psychic Dragon Ancestry Element Sapphire Thunder Steel Acid Topaz Necrotic Draconic Origin Spells At 1st level, you automatically learn the following spells dependent on your dragon ancestor. They count as sorcerer spells to you and don't count towards your spells known. Sorcerer Level Spell 1st Chromatic Orb, Ancestry spell 3rd Dragon's Breath, Ancestry Spell 5th Fear, Ancestry Spell 7th Elemental Bane, Ancestry Spell 9th Dominate Person, Ancestry Spell Level Black Blue Red/Brass 1st Caustic Brew Witch Bolt Burning Hands 3rd Melt's Acid Arrow Dust Devil Scorching Ray 5th Gaseous Form Lightning Bolt Fire ball 7th Vitriolic Sphere Storm Sphere Wall of Fire 9th Contagion Control Wind Immolation Level Green White/Sliver Steel 1st Ray of Sickness Ice Knife Disguise Self 3rd Suggestion Rime's Binding Ice Acid Arrow 5th Stinking Cloud Sleet Storm Nondetection 7th Dominate Beast Ice Storm Polymorph 9th Cloud Kill Cone of cold Far Step Level Amethyst Crystal Sapphire Topaz Emerald 1st Magic Missle Guiding Bolt Thunder wave inflict Wounds Silent Image 3rd Locate Object Invisbility Shatter Blindness & Deafness Nathair's Mischief 5th Dispel Magic Hypnotic Pattern Thunder Step Vampiric Touch Major Image 7th Resilient Sphere Divination Stone Shape Blight Raulothim's Psychic Lance 9th Legend Lore Wall of Light Hold Monster Antilife Shell Mislead Level Copper Bronze Gold 1st Tasha's Hideous Laughter Bless Healing Word 3rd Nathair's Mischief Alter Self Scorching Ray 5th Gaseous Form Lightning Bolt Fireball 7th Viriolic Sphere Aura of Life Aura of Purity 9th Mislead Greater Restoration Circle of Power Part 3 | Draconic Sorcerer


Dragon Soul Replaces the 18th level feature At 18th level, you now have complete control over your draconic bloodline. You automatically learn the spell Draconic Transformation. It counts as a sorcerer spell for you, it doesn't count against your spells known. You do not need the material component to cast the spell, and you can cast it with 5 Sorcery Points instead. Your draconic features grow and manifest completely during the minute duration. Thanks to your complete mastery with your bloodline, your draconic traits strengthen the spell with the following changes to it. Breath Weapon. The breath of the weapon of the spell changes to your ancestor's element. You can choose for it to be a cone or a line. You also gain one of the additional effect depending of your ancestry family type: Chromatic Resolve. When you use metamagic on a spell that inflicts damage tied to your ancestry element, your scales burst forth with your bloodlines might. Creatures targeted with the spell that got hit or failed a saving throw are, in addition, fearful of you. They can repeat the wisdom saving throw at the start of their turns and when they succeed, they are immune to this condition for 24 hours. Metallic Protection. When you use metamagic on a spell, you can give yourself or an ally you can see with 30ft of you Temp Hit Points equal to half the damage. You can not use this on the same target until you complete a long rest. Speed of Gemlight. When you use metamagic on a spell, you can teleport to a location you see 30 ft. Part 4 | Draconic Sorcerer


Wild Magic Wild Magic Origin Spells At 1st level, You learn additional spells when you reach certain levels in this class, as shown on the Raw Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Sorcerer Level Spells 1st Chaos Bolt, detect magic 3rd Misty Step, Nystul's magic aura 5th blink, dispel magic 7th confusion, polymorph 9th creation, telekinesis Raw Magic Surge Updates the 1st level feature Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you miss the target, or if all targets succeed a saving throw, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. Chaos Control This replaces the 6th level Bend Luck feature At 6th Level, your control of your own surge grows. When you roll on wild surge table, you can choose to use your reaction to redirect the effects of that surge onto your target that was targeted of the spell that caused the trigger. You can do this per times as your charisma modifier that restores on a long rest. Unstable Sorcery This adds to the Subclass Also at 6th level, when you cast a spell that forces a target to make a saving throw, you can spend 2 sorcery points to have the intitial saving throw to another ability score determined by random chance listed below. Roll a d12 and the saving throw is changed to that rolled. Roll Saving Throw 1 Spell Failure; Refund Sorcery Points, Roll Wild Magic Surge Table 2-3 Strength 4-5 Dexterity 6-7 Constitution 8-9 Wisdom 10 Intelligence 11 Charisma 12 Your Choice Chaos Unraveled this replaces the 18th level Feature At 18th level, You are able to directly overcharge your spells at cost to your own well-being. When you roll damage for a sorcerer spell of 1st level or higher, you may spend a number of hit dice up to your Charisma Modifier. You and any targets of the spell take force damage equal to the total rolled. You can use this feature only once per turn. Part 5 | Wild Magic Sorcerer


Storm Storm Origin Spells At 1st level, You learn additional spells when you reach certain levels in this class, as shown on the Raw Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Sorcerer Level Spells 1st Fog Cloud, Thunderwave 3rd Gust of Wind, Shatter 5th Call Lightning, Sleet Storm 7th Ice Storm, Storm Sphere 9th Control Winds, Maelstrom Also, when you cast a spell that deals lightning or thunder damage or a spell from your origin spells feature, that affects creatures you can see, you can choose which creatures are affected by your spell. Leaping Lightning This replaces your 1st level Tempestous Magic feature Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to half your speed without provoking opportunity attacks. Part 6 | Storm Sorcerer


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