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<blockquote data-quote="Tales and Chronicles" data-source="post: 7550497" data-attributes="member: 6871653"><p>Ok, I'm done with the class chassis of the Mystic-to-sorcerer. Its really cool, feels way more different, but I fear its a little more complicated than desired.</p><p></p><p>The Sorcerer</p><p>Level Proficiency Bonus Features Cantrips Known Manifestations Known Sorcery Points Sorcery Limit</p><p>1st +2 Manifestation, Sorcerous Origin 3 2 4 2</p><p>2nd +2 Mystical Recovery 3 2 6 2</p><p>3rd +2 — 3 3 14 3</p><p>4th +2 Ability Score Improvement 3 3 17 3</p><p>5th +3 Spell Eater 4 3 27 5</p><p>6th +3 Sorcerous Origin Feature 4 3 32 5</p><p>7th +3 ─ 4 4 38 6</p><p>8th +3 Ability Score Improvement 4 4 44 6</p><p>9th +4 Consumptive Power 4 4 57 6</p><p>10th +4 ─ 4 5 64 7</p><p>11th +4 Create Dweomer 5 5 64 7</p><p>12th +4 Ability Score Improvement 5 5 64 7</p><p>13th +5 Create Dweomer (2/Day) 5 5 64 7</p><p>14th +5 Sorcerous Origin Feature 5 5 64 7</p><p>15th +5 ─ 6 6 64 7</p><p>16th +5 Ability Score Improvement 6 6 64 7</p><p>17th +6 Create Dweomer (3/Day) 6 6 71 7</p><p>18th +6 Sorcerous Origin Feature 6 6 71 7</p><p>19th +6 Ability Score Improvement 6 6 71 7</p><p>20th +6 Arcane Apotheosis 6 6 71 7</p><p>Class Features</p><p>As a Sorcerer, you gain the following class features</p><p></p><p>Hit Points</p><p>Hit Dice: 1d6 per Sorcerer level</p><p>Hit Points at 1st Level: 6 + your Constitution modifier</p><p>Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st</p><p>Proficiencies</p><p>Armor: None</p><p>Weapons: Simple</p><p>Tools: One of your choice of Artisan's Tools or Musical Instrument</p><p>Saving Throws: Constitution, Charisma</p><p>Skills: Choose two from Arcana, Deception, Intimidation, Persuasion or Religion</p><p>Equipment</p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><p></p><p>(a) a light crossbow and 20 bolts or (b) a spear</p><p>(a) 5 javelins or (b) a quaterstaff</p><p>(a) a scholar pack or (b) a dungeonner pack</p><p>2 daggers</p><p>Spell Manifestation</p><p>At 1st level, as a master of the arcane, you can muster and use cantrips and manifestation, the rules for which appear at the end of this document. Manifesting is a special form of magic use, distinct from spellcasting.</p><p></p><p>Cantrips</p><p>At 1st level, you know three cantrips of your choice. You learn additional cantrips of your choice at higher levels.</p><p></p><p>Manifestation</p><p>A manifestation is a rigid set of mental and bodily exercises that allows a mystic to manifest arcane power. A sorcerer masters only a few disciplines at a time.</p><p></p><p>At 1st level, you know two manifestation given by your origin. The Manifestation Known column of the Sorcerer table shows the total number of manifesations you know at each level; when that number goes up for you, choose a new manifestation.</p><p></p><p>Sorcery Points</p><p>You have an internal reservoir of energy that can</p><p>be devoted to manifestation you know. This energy is represented by sorcery points. Each manifesation describes effects you can create with it by spending a certain number of sorcery points. The number of sorcery points you have is based on your sorcerer level, as shown in the Sorcery Points column of the Sorcerer table. Your sorcery point total returns to its maximum when you finish a long rest.</p><p></p><p>Sorcery Limit</p><p>Though you have access to a potent amount of arcane energy, it takes training and practice to channel that energy. There is a limit on the number of sorcery points you can spend to activate a manifestation. The limit is based on your Sorcerer level, as shown in the Sorcery Limit column of the Sorcerer table.</p><p></p><p>Manifestation Ability</p><p>Charisma is your ability for your Manifestations. You use your Charisma modifier when setting the saving throw DC for a manifestation or when making an attack roll with one.</p><p></p><p>Manifestation save DC = 8 + your proficiency bonus + your Charisma modifier</p><p></p><p>Manifestation attack modifier = your proficiency bonus + your Charisma modifier</p><p></p><p>Sorcerous Origin</p><p>Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, Divine Soul, Shadow or Storm, all detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.</p><p></p><p>Mystical Recovery</p><p>Starting at 2nd level, you can draw vigor from the arcane energy you use to power your manifestations. Immediately after you spend sorcery points on a manifestation, you can take a bonus action to regain hit points equal to the number of sorcery points you spent.</p><p></p><p>Spell Eater</p><p>At 5th level, your body can consume the magical energy manifested in spells. You can manifest Dispel Magic for 5 sorcery points which does not count as against your manifestations known limit. When you dispel a magic effect with this features, you regain a number of hit points equals to five times the spell level of the dispelled effect. You can also devour magic straight from magic items. You can expand charges from a magic item to regain hit points equals to twice the number of charges spent.</p><p></p><p>Consumptive Power</p><p>At 10th level, you gain the ability to sacrifice your physical durability in exchange for arcane power. When activating a manifestation, you can pay its sorcery point cost with your hit points, instead of using any sorcery points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. If you use this feature more than once before you finish a long rest, the hit points cost increase by 5 each time. This feature resets when you finish a long rest.</p><p></p><p>Create Dweomer</p><p>Beginning at 11th level, your mastery of arcane energy allows you to push your body beyond its normal limits. As an action, you gain 9 special sorcery points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one manifestation, or you can spread them across multiple manifestation. You can’t also spend your normal sorcery points on these manifestations; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent.</p><p></p><p>If more than one of the manifestations you activate with these points require concentration, you can concentrate on all of them. At 15th level, the pool of psi points you gain from this feature increases to 11. You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, and 17th level.</p><p></p><p>Arcane Apotheosis</p><p>At 20th level, your mastery of mystic power causes your powers to transcend the bodyly limits. Your physical form is infused with psionic energy. You gain the following benefits:</p><p></p><p>• You gain resistance to two energy type of your choice.</p><p></p><p>• You no longer age.</p><p></p><p>• You are immune to disease, poison damage, and the poisoned condition.</p><p></p><p>• You have advantage on death saving throws.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7550497, member: 6871653"] Ok, I'm done with the class chassis of the Mystic-to-sorcerer. Its really cool, feels way more different, but I fear its a little more complicated than desired. The Sorcerer Level Proficiency Bonus Features Cantrips Known Manifestations Known Sorcery Points Sorcery Limit 1st +2 Manifestation, Sorcerous Origin 3 2 4 2 2nd +2 Mystical Recovery 3 2 6 2 3rd +2 — 3 3 14 3 4th +2 Ability Score Improvement 3 3 17 3 5th +3 Spell Eater 4 3 27 5 6th +3 Sorcerous Origin Feature 4 3 32 5 7th +3 ─ 4 4 38 6 8th +3 Ability Score Improvement 4 4 44 6 9th +4 Consumptive Power 4 4 57 6 10th +4 ─ 4 5 64 7 11th +4 Create Dweomer 5 5 64 7 12th +4 Ability Score Improvement 5 5 64 7 13th +5 Create Dweomer (2/Day) 5 5 64 7 14th +5 Sorcerous Origin Feature 5 5 64 7 15th +5 ─ 6 6 64 7 16th +5 Ability Score Improvement 6 6 64 7 17th +6 Create Dweomer (3/Day) 6 6 71 7 18th +6 Sorcerous Origin Feature 6 6 71 7 19th +6 Ability Score Improvement 6 6 71 7 20th +6 Arcane Apotheosis 6 6 71 7 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 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st Proficiencies Armor: None Weapons: Simple Tools: One of your choice of Artisan's Tools or Musical Instrument Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, Deception, Intimidation, Persuasion or Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) a spear (a) 5 javelins or (b) a quaterstaff (a) a scholar pack or (b) a dungeonner pack 2 daggers Spell Manifestation At 1st level, as a master of the arcane, you can muster and use cantrips and manifestation, the rules for which appear at the end of this document. Manifesting is a special form of magic use, distinct from spellcasting. Cantrips At 1st level, you know three cantrips of your choice. You learn additional cantrips of your choice at higher levels. Manifestation A manifestation is a rigid set of mental and bodily exercises that allows a mystic to manifest arcane power. A sorcerer masters only a few disciplines at a time. At 1st level, you know two manifestation given by your origin. The Manifestation Known column of the Sorcerer table shows the total number of manifesations you know at each level; when that number goes up for you, choose a new manifestation. Sorcery Points You have an internal reservoir of energy that can be devoted to manifestation you know. This energy is represented by sorcery points. Each manifesation describes effects you can create with it by spending a certain number of sorcery points. The number of sorcery points you have is based on your sorcerer level, as shown in the Sorcery Points column of the Sorcerer table. Your sorcery point total returns to its maximum when you finish a long rest. Sorcery Limit Though you have access to a potent amount of arcane energy, it takes training and practice to channel that energy. There is a limit on the number of sorcery points you can spend to activate a manifestation. The limit is based on your Sorcerer level, as shown in the Sorcery Limit column of the Sorcerer table. Manifestation Ability Charisma is your ability for your Manifestations. You use your Charisma modifier when setting the saving throw DC for a manifestation or when making an attack roll with one. Manifestation save DC = 8 + your proficiency bonus + your Charisma modifier Manifestation attack modifier = your proficiency bonus + your Charisma modifier Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, Divine Soul, Shadow or Storm, all detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Mystical Recovery Starting at 2nd level, you can draw vigor from the arcane energy you use to power your manifestations. Immediately after you spend sorcery points on a manifestation, you can take a bonus action to regain hit points equal to the number of sorcery points you spent. Spell Eater At 5th level, your body can consume the magical energy manifested in spells. You can manifest Dispel Magic for 5 sorcery points which does not count as against your manifestations known limit. When you dispel a magic effect with this features, you regain a number of hit points equals to five times the spell level of the dispelled effect. You can also devour magic straight from magic items. You can expand charges from a magic item to regain hit points equals to twice the number of charges spent. Consumptive Power At 10th level, you gain the ability to sacrifice your physical durability in exchange for arcane power. When activating a manifestation, you can pay its sorcery point cost with your hit points, instead of using any sorcery points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. If you use this feature more than once before you finish a long rest, the hit points cost increase by 5 each time. This feature resets when you finish a long rest. Create Dweomer Beginning at 11th level, your mastery of arcane energy allows you to push your body beyond its normal limits. As an action, you gain 9 special sorcery points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one manifestation, or you can spread them across multiple manifestation. You can’t also spend your normal sorcery points on these manifestations; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. If more than one of the manifestations you activate with these points require concentration, you can concentrate on all of them. At 15th level, the pool of psi points you gain from this feature increases to 11. You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, and 17th level. Arcane Apotheosis At 20th level, your mastery of mystic power causes your powers to transcend the bodyly limits. Your physical form is infused with psionic energy. You gain the following benefits: • You gain resistance to two energy type of your choice. • You no longer age. • You are immune to disease, poison damage, and the poisoned condition. • You have advantage on death saving throws. [/QUOTE]
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