![]() This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Unearthed Arcana 10 - Light, Dark, Underdark!Īt 2nd level, you tap into a deep wellspring of magic within yourself. Unearthed Arcana 71 - Psionic Options Revisited Unearthed Arcana 79 - Mages of Strixhaven Unearthed Arcana 61 - Sorcerer and Warlock The following subclass is unofficial homebrew created by WOTC affiliated DM, Matthew Mercer ![]() The following subclass is designed for the Kaladesh setting, but may be used elsewhere with DM permission Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Sorcerous OriginĬhoose a sorcerous origin, which describes the source of your innate magical power. You can use an arcane focus as a spellcasting focus for your sorcerer spells. Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus Spell save DC = 8 + your proficiency bonus + your Charisma modifier 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. You use your Charisma whenever a spell refers to your spellcasting ability. Spellcasting AbilityĬharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.Īdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Each of these spells must be of a level for which you have spell slots. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. ![]() You know two 1st-level spells of your choice from the sorcerer spell list. You regain all expended spell slots when you finish a long rest.įor 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. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. CantripsĪt 1st level, you know four cantrips of your choice from the sorcerer spell list. This font of magic, whatever its origin, fuels your spells. (a) a dungeoneer's pack or (b) an explorer's packĪn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic.(a) a component pouch or (b) an arcane focus.(a) a light crossbow and 20 bolts or (b) any simple weapon. ![]() You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Hit Points at 1st Level: 6 + your Constitution modifier The SorcererĪbility Score Improvement, Sorcerous Versatility (Optional)Īs a sorcerer, you gain the following class features. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class. No one chooses sorcery the power chooses the sorcerer. The effect is instantaneous.Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. Objects of value depicted by the pigments-precious metals, gems, jewelry, ivory, and so on-appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials. Marvelous pigments cannot create magic items. ![]() It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. The pigments must be applied to a surface. Only normal, inanimate objects can be created. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. The emulsion flows from the application to form the desired object as the artist concentrates on the image. The pigments are applied by a stick tipped with bristles, hair, or fur. These pigments enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. Aura strong conjuration CL 15th Slot - Price 4,000 gp Weight. ![]()
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