Mercurial (5e Class)
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- 1 Mercurial
- 2 Mercuric Control
- 3 Mercurial Spell List
Potent spellcaster with limited control of spell choice.
Creating a Mercurial
A Mercurial has a pool of spells they pull from with little control of which spell they cast. Not knowing what spell they will be casting until it springs from their fingertips, they must rapidly choose targets and modes for maximum effect. Mercurials that are not quick thinkers tend not to survive due to misfired spells.
As with a standard Sorcerer, the most important question to consider when creating your Mercurial is the origin of your power. Remember, Mercurials are most often the product of magic gone awry in just the right way and as such are usually exceedingly rare to encounter. As a starting character, choose an origin that explains the event where you obtained or realized your magical power. An alchemy experiment gone wrong, research into a new spell backfiring, or an especially strange altercation with an elemental are all very reasonable explanations for becoming a Mercurial.
- Quick Build
You can make a Mercurial quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence or Constitution. Second, choose any background. It is ideal to use your background to explain the lack of control over your spells. Third, choose cantrips and spells that can be used in a variety of ways.
As a Mercurial you gain the following class features.
- Hit Points
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Wisdom, Charisma
Skills: Choose two from Deception, Intimidation, Persuasion, Perception, Arcana, Investigation
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- Two daggers
|Sorcery Points||Features||Cantrips Known||Spell Pool||Max Spell Level|
|1st||+2||1||Spellcasting, Sorcery Points, Metamagic||2||4||1|
|4th||+2||6||Ability Score Improvement||3||10||2|
|8th||+3||12||Ability Score Improvement||3||14||4|
|12th||+4||18||Ability Score Improvement||4||17||6|
|16th||+5||24||Ability Score Improvement||4||19||8|
|19th||+6||28||Ability Score Improvement||4||20||9|
At 1st level, you know two cantrips of your choice from the Mercurial spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mercurial table.
Mercurials do not have spell slots as other casters do, instead they have a pool of spells 1st level and higher (easily represented by a deck with the appropriate number of cards). When finishing a long rest all spells not in the Spell Pool are returned to the Spell Pool and the Spell Pool is shuffled. To cast one of these spells, the first spell is revealed and discarded from the pool. The Mercurial then modifies it with Metamagic and Class Features as desired, chooses targets and modes for the spell, and casts the spell.
For example, the mercurial is in combat and chooses to cast a spell. They reveal the next spell in the Spell Pool, burning hands, and it is discarded. The Mercurial spends 1 Sorcery Point to use Careful Spell allowing their ally in front of them to automatically pass the saving throw. They cast burning hands targeting the location of a goblin 15ft away and roll a 1, 2, and 6 for damage. They spend 1 Sorcery point using Empowered Spell to reroll the 1 and they roll a 3, resulting in 11 damage to the goblin and 5 damage to their ally.
- Spell Pool
Your Spell Pool contains four 1st-level spells of your choice from the Mercurial spell list.
The Mercurial table shows the maximum spell level and when you add more spells of your choice. Each of these spells must be a spell that is not already in your Spell Pool. For instance, when you reach 3rd level in this class, you can add two new spells of 1st or 2nd level.
Additionally, when you gain a level in this class, you may choose one of the spells in your pool and replace it with another spell from the spell list no more than one level higher than the spell replaced. If they are not the same spell level, the new spell must be lower than your Maximum Spell Level by two levels or more. This spell may be a spell already in the Spell Pool.
- Spellcasting Ability
Charisma is your spellcasting ability for your spells, since the power of your magic relies on self control. 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 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
You can use an arcane focus as a spellcasting focus for your spells.
You have a limited ability to control how your magic flows. This ability is represented by sorcery points, which allow you to create a variety of magical effects.
You have 1 sorcery point, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Mercurial 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.
You can use your sorcery points to recast a discarded spell by expending 1 sorcery point per spell level, remove the recast spell from the discard pool. Return recast spells to the Discard Pool at the end of a short rest and to the Spell Pool at the end of a long rest.
When you cast a spell from the Spell Pool, you can spend 1 sorcery point to discard it with no effect. You then gain sorcery points equal to the spell level.
You have the ability to twist your spells to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 3rd, 6th, 10th, and 14th levels.
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 or Intelligence modifier whichever is higher(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 or Intelligence modifier whichever is higher(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.
- 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, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is.
- Intensified Spell
When you cast a spell, you can spend Sorcery points equal to the spell level + 2 - Intelligence modifier (minimum 1) to increase the spell level by 1.
- Focused Spell
When you cast a spell that requires concentration, you can spend 1 sorcery point to gain advantage on all Constitution saving throws you make to maintain concentration on it.
- Maximized Spell
When you cast a spell of 1st level or greater that deals damage, you can spend a number of sorcery points equal to the spell's level to deal maximum damage with the spell to one affected target of your choice.
- Sculpt Spell
When you cast a spell with a range that affects an area, you can spend 1 sorcery point to change the area's shape in one of the following ways:
- If the spell's range is a line, you can change it to a cone of half range.
- If the spell's range is a cone, you can change it to a 5-foot-wide line with double range.
- If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height.
- If the spell's range is a cylinder, you can change its area to a sphere of the same radius.
- Widened Spell
When you cast a spell that affects an area, you can spend 2 sorcery points to increase the area of a spell's effect. Spells that have a cone, cube, cylinder or sphere area of effect have a 50% increase in dimension, to the nearest 5-foot increment.
At 2nd level, you begin to learn to control your magic in the way of your choosing, options are detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 5th, 10th and 15th level.
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.
When finishing a long rest, after shuffling the Spell Pool, place two spells in buffer.
When casting from the Spell Pool, after revealing the next spell in the Spell Pool, you may instead cast a spell held in Buffer and replace it with the revealed spell. The same is true for discarding from the Spell Pool.
As an action, you may return any number of spells less than or equal to your Intelligence modifier held in buffer to the Spell Pool. Shuffle the Spell Pool and place that number of spells in buffer.
Cast any spell from the Spell Pool by spending sorcery points equal to spell level + 4 - Intelligence modifier , place in recast pool instead of discarding.
Move a number of discarded spells equal to your Intelligence modifier to Spell Pool whenever you finish a short rest.
Each Mercurial controls their spells differently.
Elementalist Mercurials specialize in a specific element and receive benefits when casting spells of that element. Choose one of; Fire, Cold, Necrotic, Acid/Poison, or Thunder/Lightning.
You know a version of acid splash that deals the damage type of your element, and at the levels below learn a version of the spells in the table that deal the damage type of your element. These spells are not part of the Spell Pool. They may be cast any number of times by discarding from the Spell Pool, discarding a spell of higher level allows casting at the discarded spells level.
Starting at 5th level, when you cast a spell that deals damage of the type associated with your element, you can add your Charisma or Intelligence modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Starting at 10th level, when you cast a spell that deals damage of the type associated with your element, you can spend 3 sorcery points to cause a special effect to creatures that were hit by, or failed the save against the spell.
|Fire||Blinded until the end of your next turn|
|Cold||Restrained until the end of your next turn|
|Necrotic||Frightened until the end of your next turn|
|Acid/Poison||Knocked Prone until passing a dexterity save against your spell save DC|
|Thunder/Lightning||Stunned until the end of your next turn|
Starting at 15th level, when you cast a spell that deals damage type of; Fire, Cold, Necrotic, Acid, Poison, Thunder, or Lightning, you can instead have it deal the damage type of your element.
Scholarly Mercurials are more consistent than their counterparts. Their focus allows them to cast their preferred spells more reliably.
You know a version of mage hand that has a casting time 1 Bonus Action, and at the levels below learn a version of the spells in the table that have a casting time 1 Bonus Action. These spells are not part of the Spell Pool. They may be cast any number of times by discarding from the Spell Pool, discarding a spell of higher level allows casting at the discarded spells level.
Starting at 5th level, and again at 10th and 15th levels, you may remove a spell from the Spell Pool and add it to your preferred spells. Casting a preferred spell above 3rd level requires discarding a spell of equal or greater spell level. When you cast a preferred spell that deals damage, you can add your Charisma or Intelligence modifier to one damage roll of that spell.
Starting at 10th level, you may choose a spell, 3rd level or below, already in the Spell Pool and add 3 copies of it to the spell pool.
Starting at 15th level, your buffer is increased to three spells, and when casting a spell without using your buffer, you gain 2 sorcery points.
Conductive Mercurials have a very close animal familiar that assists them in controlling their spells. A close bond enables them to channel their power through the familiar.
You know a version of find familiar that can only be cast as a ritual, shocking grasp, and at the levels below learn a version of the spells in the table. These spells are not part of the Spell Pool. They may be cast any number of times by discarding from the Spell Pool, discarding a spell of higher level allows casting at the discarded spells level. Your familiar can maintain concentration on one spell cast through them.
|2||cure wounds or inflict wounds|
Starting at 5th level, when you cast a spell through your familiar, if the spell hits, the next ability check, saving throw, or attack roll that the creature makes is modified by rolling a d4, you choose if they add to or subtract from their roll.
Starting at 10th level, when you cast a spell with a range of self, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 50 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Starting at 15th level, your Conductive Charge die is increased to d6. You may grant yourself advantage and targets disadvantage on spells cast through your familiar up to three times. This recharges at the end of a long rest.
Mercurial Spell List
acid splash, mage hand, poison spray, true strike, dancing lights, fire bolt, light, ray of frost, shocking grasp, sword burst, minor illusion, chill touch, mending, message, prestidigitation, minor illusion, vicious mockery
- 1st Level
bane, bless, hunter's mark, grease, entangle, command, jump, expeditious retreat, false life, silent image, color spray, thunderwave, magic missile, chromatic orb, burning hands, sleep, fog cloud, mage armor, ice knife, heroism
- 2nd Level
levitate, enlarge/reduce, enhance ability, alter self, blindness/deafness, mirror image, shatter, scorching ray, gust of wind, darkness, suggestion, hold person, web, misty step, acid arrow, spiritual weapon, spike growth, silence, magic weapon
- 3rd Level
- 4th Level
- 5th Level
- 6th Level
- 7th Level
- 8th Level
- 9th Level