Sorcerer, Low Magic Variant (5e Class)

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World of Earth[edit]

Sorcerer in a Dying Magic World[edit]

Creating a Sorcerer[edit]


Quick Build

You can make a sorcerer quickly by following these suggestions. First, charisma should be your highest ability score, followed by dexerity. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Sorcerer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Sorcerer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Sorcerer level after 1st

Proficiencies

Armor: Light Armar
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Sorcerer

Level Proficiency
Bonus
Sorcery Points Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 - Side Step, Spellcasting, Sorcerous Origin 4 2
2nd +2 2 Font of Magic 4 3 2
3rd +2 3 Side Hop, Metamagic 4 4 3
4th +2 4 Ability Score Improvement 5 5 3
5th +3 5 Weapon Leads Magic 5 6 4 2
6th +3 6 Sorcerous Origin feature 5 7 4 2
7th +3 7 Endurance Training 5 8 4 3
8th +3 8 Ability Score Improvement 5 9 4 3
9th +4 9 5 10 4 3 2
10th +4 10 Metamagic 6 11 4 3 2
11th +4 11 Pushed Around, Fusion Magic 6 12 4 3 3
12th +4 12 Ability Score Improvement 6 12 4 3 3
13th +5 13 6 13 4 3 3 1
14th +5 14 Sorcerous Origin feature 6 13 4 3 3 1
15th +5 15 Jant 6 14 4 3 3 2
16th +5 16 Ability Score Improvement 6 14 4 3 3 2
17th +6 17 Metamagic 6 15 4 3 3 3 1
18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 2
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 2

Optional Features[edit]

Sorcerer, Low Magic Variant is compatible with any optional features of the original Sorcerer. If you are allowed you use optional features from the sorcerer, you may also use them with this class.

Side Step[edit]

At 1st level, you are used to taking a step back to avoid danger. As a bonus action, you can move up to 5 ft. This movement does not trigger any attack of opportunity.

Spellcasting[edit]

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

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

Spell Slots

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

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level equal to your Sorcerer level divided by 2 (rounded up). 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 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.

Spellcasting Ability

Charisma 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. 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

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin[edit]

Choose a sorcerous origin, which describes the source of your innate magical power.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic[edit]

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 Sorcerer 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. You can create spell slots higher than the spell slots that you start with.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

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. You cannot have more Sorcery Points than your starting Sorcery Points that you start of with.

Side Hop[edit]

At 3rd level, you hop away from possible dangers. You can move up 10 ft when you use Side Step.

Metamagic[edit]

At 3rd level, you gain 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 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, 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.

Ability Score Improvement[edit]

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.

Weapon Leads Magic[edit]

At 5th level, you learn to attack with your weapon and follow it up with a cantrip. When you use your action to make a single weapon attack, you may use your bonus action to cast a cantrip.

Endurance Training[edit]

At 7th level, you finally completed your hard training to improve your survivability. Your hit point maximum increases by 7 and increases by 1 again whenever you gain a level in this class.

Additionally, you train to be able to use better armor. You gain proficiency in medium armor. This does not grant you the ability to use a shield.

Pushed Around[edit]

At 11th level, you find a way to allow weapon attacks to pushed against you harder. Whenever you are hit by a weapon attack, you may choose to be pushed back by 5 ft.

Magic Fusion[edit]

At 11th level, you found a way to get high level spell slots despite your low magical ability. After 1 minute and expending two or more spell slots to create one fusion spell slot. The level of this spell slot is equal to the sum of the spell slot levels of expended spell slot but no higher than your sorcerer level / 2 (rounded up and max of 9).

Fusion spell slot disappears after being expended or taken a long rest. The expended spell slots used to create fusion spell slot cannot be recovered or regained until fusion spell slot disappears.

Spells of 6th level and higher are particularly taxing to cast. You can use magic fusion to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.

Once the process of fusing multiple spell slots starts, it can be only be stopped by losing or draining spell slots or anti-magic. Not even being unconscious or dead can stop the process.

Jaunt[edit]

At 15th level, you can travel through the Weave like a fish, granting instant transportation. As a bonus action, you can teleport to a location that you can see that is up to 60 ft away.

Sorcerous Restoration[edit]

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

Sorcerous Origins[edit]

Different sorcerers claim different origins for their innate magic. You can pick any Sorcerous Origins from the Sorcerer class.

Expanded Spell List[edit]

Along with all spells from the Sorcerer spell list, you can learn Zephyr's Strike as one of your Sorcerer spells.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Sorcerer, Low Magic Variant class, you must meet these prerequisites: 13 Char

Proficiencies. When you multiclass into the Sorcerer class, you gain the following proficiencies: light armor

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