Sorcerer, Switched Variant (5e Class)
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Sorcerer, Switched Variant
Welcome to the universe where every class is switched. Each class has switched its theme and subclass but keep its features (mostly). Warlocks are divine spell casters granted by Gods. Clerics are eldritch spell casters created from deals with higher powers. Barbarians are calm and strike at perfect type. Monks are brutes that charge into battle. Fighters are dirty fighters and rogues are master of the blade. Druids are arcane casters meanwhile sorcerers tap into nature. Wizards use music to charm people and bards are masters of magic and skills. Paladins become more intuned to nature and rangers follow a strict oath. Artificers sacrifice their magic for blood power and blood hunters gain magic through forbidden technology.
Sorcerers from the Switched universe are very similar to druids with sorcerer features. Sorcerers share a strong connection with the natural forces of this world. Through this connect, their power can be found. Sorcerers practice and spend large amount of time with the natural forces. They tend to desire protect of the nature.
Creating a Sorcerer, Switched Variant
When making a sorcerer, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a sorcerer was part of your character’s destiny.
Have you always been an adventurer as part of your sorcerer calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
- Quick build
You can make a Sorcerer, Switched Variant quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Hermit background. Third, choose <!-elaborate on equipment choices->
As a sorcerer, switch variant you gain the following class features.
- Hit Points
Hit Dice: 1d6 per sorcerer, switch variant level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per sorcerer, switch variant level after 1st
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Herbalism kit
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
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
- (a) a component pouch or (b) an druidic focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- Two daggers
|Sorcery Points||Features||Cantrips Known||—Spell Slots per Spell Level—|
|2nd||+2||2||Font of Magic, Wild Shape||4||3||—||—||—||—||—||—||—||—|
|3rd||+2||3||Metamagic, Druid Circle||4||4||2||—||—||—||—||—||—||—|
|4th||+2||4||Ability Score Improvement, Wild Shape improvement||5||4||3||—||—||—||—||—||—||—|
|6th||+3||6||Druid Circle feature||5||4||3||3||—||—||—||—||—||—|
|8th||+3||8||Ability Score Improvement, Wild Shape improvement||5||4||3||3||2||—||—||—||—||—|
|10th||+4||10||Metamagic, Druid Circle feature||6||4||3||3||3||2||—||—||—||—|
|12th||+4||12||Ability Score Improvement||6||4||3||3||3||2||1||—||—||—|
|14th||+5||14||Druid Circle feature||6||4||3||3||3||2||1||1||—||—|
|16th||+5||16||Ability Score Improvement||6||4||3||3||3||2||1||1||1||—|
|19th||+6||19||Ability Score Improvement||6||4||3||3||3||3||2||1||1||1|
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
At 1st level, you know four cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer, Switched Variant table.
- Preparing and Casting Spells
The Sorcerer, Switched Variant table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid 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.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Sorcerer, Switched Variant level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Sorcerer, Switched Variant, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a druidic focus (see “Equipment”) as a spellcasting focus for your druid spells.
Font of Magic
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.
Any spell slot you create with this feature vanishes when you finish a long rest.
|Spell Slot Level||Sorcery Point Cost|
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.
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature once. You regain expended uses when you finish a long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
|2nd||1/4||No flying or swimming speed||Wolf|
|4th||1/2||No flying speed||Crocodile|
You can stay in a beast shape for 1 hour. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two 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 Wisdom 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 Wisdom 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).
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.
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Though their organization is invisible to most outsiders, sorcerers are part of a society that spans the land, ignoring political borders. All sorcerers are nominally members of this sorcereric society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in sorcereric gatherings. sorcerers recognize each other as brothers and sisters. Like creatures of the wilderness, however, sorcerers sometimes compete with or even prey on each other.
At a local scale, sorcerers are organized into circles that share certain perspectives on nature, balance, and the way of the sorcerer.
- Druidic Subclasses
Sorcerer, Switched Variant's subclasses are exactly the same as normal Druid subclasses
You cannot multiclass into or out to a class with Druid Circle (like druid)
Prerequisites. To qualify for multiclassing into the Warlock, Switched Variant class, you must meet these prerequisites: Wisdom 13
Proficiencies. When you multiclass into the Warlock, Switched Variant class, you gain the following proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows, and Herbalism kit.