Falling Icicle
Adventurer
Since they didn't give us a sorcerer in the last playtest packet, I figured I'd make my own.
Sorcerery: This class feature replaces Wizardy. You do not record your spells in a spellbook. Instead, you know three cantrips and two first level spells of your choice from the mage list. At each level after 1st, you learn one new mage spell of up to the highest level you can cast. Once chosen, these spells can't be changed without the DM's permission.
Magic Ability: Charisma is the magic ability for your mage spells. The DC to resist one of your spells is 8 + your Charisma modifier. If you are holding a magic focus - an orb, rod, staff or wand - when you cast a spell, you can add your proficiency bonus to the spell's saving throw DC.
Eschew Materials: As a sorcerer, you draw arcane power from your own blood and soul. You do not need material components for your mage spells, unless they have a specified cost that is 1 gp or more.
Arcane Recovery: You have Arcane Recovery, just like wizards do, except that you do not need a spellbook to use it.
Sorcerous Origin: This feature replaces Arcane Tradition. At 2nd level, choose one sorcerous origin for your character (two options are provided here: the draconic origin and the wild origin).
Draconic Origin: The blood of dragons flows through your veins. Choose a type of dragon that you are related to: black, blue, brass, bronze, copper, gold, green, red, silver or white. Once made, this choice can't be changed.
Draconic Fortitude: Starting at 2nd level, you gain resistance to the type of damage associated with your draconic origin: black (acid), blue (lightning), brass (fire), bronze (lightning), copper (acid), gold (fire), green (poison), red (fire), silver (cold) or white (cold).
Draconic Claws: Starting at 5th level, you can manifest dragon-like claws as a free action. These claws are unarmed attacks that deal 1d6 damage + your strength modifier +1d6 damage of the type associated with your draconic origin. You are considered to be proficient with them. This transformation last for up to 10 minutes, or until you voluntarily end this power. Once used, you can't manifest the claws again until after you have taken a short or long rest.
Dragonic Resilience: Starting at 12th level, while you manifest your draconic claws, you can also manifest faint dragon-like scales, gaining a +1 bonus to Armor Class and Magic Resistance (advantage on saving throws against spells).
Draconic Wings: Starting at 16th level, while you manifest your draconic claws, you can also manifest dragon-like wings, allowing you to fly at a speed equal to twice your base land speed.
Draconic Apotheosis: At 20th level, your draconic heritage becomes fully manifest. You gain immunity to paralysis and sleep effects and immunity to the damage type associated with your draconic origin. Additionally, you can now use your draconic claws ability at will, and it lasts as long as you desire.
Wild Origin: Magic comes naturally to you, a vast power within you that you struggle to control.
Spontaneous Casting: Starting at 2nd level, you can unleash some of your untapped potential to spontaneously cast spells. To use this ability, choose any mage spell with a casting time of one action that is no higher the highest level spell you can normally cast and that doesn't have a material component that costs more than 1gp. You must make a Charisma check plus your proficiency bonus, DC 15 + the level of the spell you're attempting to cast (cantrips are treated as level 0 for this purpose). If you succeed, you cast the spell normally, as if you knew it. If you fail, your action is wasted. If you fail this check by 5 or more, the magic surges wildly out of your control; roll a d4 and consult the Wild Magic Surge table below to see what happens. Regardless of whether you succeed, fail, or have a mishap, you use up a spell slot of the appropriate level (except for cantrips). Once you have used this ability, you can't attempt to use it again until after you've taken a short or long rest.
Wild Magic Surge
1. What The?: The spell takes effect, but has some bizarre or even opposite effect, determined by the DM (for example, a fireball might manifest as a blast of refreshing cold, while an invisibility spell might surround the target with a brightly glowing aura).
2. Oops!: The spell takes effect normally, but hits a random target within range instead of its intended target. Touch or personal spells affect a random target within 25 feet.
3. Backfire: The spell's arcane energy backfires. It has no effect except to inflict 1d6 damage per spell level to you (a miscast cantrip inflicts 1d4 damage). You can't reduce or ignore this damage by any means.
4. Burn Out: Until you have taken a short or long rest, you are unable to cast spells.
Spontaneous Revelation: Starting at 5th level, you can master the patterns of spells that you spontaneously cast. Once per day when you successfully spontaneously cast a spell, you can learn that spell in place of one of your other spells known. This change is permanent, unless you use this power again to swap the spell for a different one.
Overchannel: Starting at 12th level, you can overchannel your spells. This is identical to the evoker ability of the same name.
Untapped Power: Beginning at 16th level, whenever you spontaneously cast a spell, it is treated as one level higher than the spell slot you used for determining its effects (assuming the spell has a greater effect at a higher level).
Power Incarnate: At 20th level, you have achieved mastery over your powers. You have advantage on all of the checks you make to spontaneously cast spells, and you are no longer limited to using it only once between rests.
Sorcerery: This class feature replaces Wizardy. You do not record your spells in a spellbook. Instead, you know three cantrips and two first level spells of your choice from the mage list. At each level after 1st, you learn one new mage spell of up to the highest level you can cast. Once chosen, these spells can't be changed without the DM's permission.
Magic Ability: Charisma is the magic ability for your mage spells. The DC to resist one of your spells is 8 + your Charisma modifier. If you are holding a magic focus - an orb, rod, staff or wand - when you cast a spell, you can add your proficiency bonus to the spell's saving throw DC.
Eschew Materials: As a sorcerer, you draw arcane power from your own blood and soul. You do not need material components for your mage spells, unless they have a specified cost that is 1 gp or more.
Arcane Recovery: You have Arcane Recovery, just like wizards do, except that you do not need a spellbook to use it.
Sorcerous Origin: This feature replaces Arcane Tradition. At 2nd level, choose one sorcerous origin for your character (two options are provided here: the draconic origin and the wild origin).
Draconic Origin: The blood of dragons flows through your veins. Choose a type of dragon that you are related to: black, blue, brass, bronze, copper, gold, green, red, silver or white. Once made, this choice can't be changed.
Draconic Fortitude: Starting at 2nd level, you gain resistance to the type of damage associated with your draconic origin: black (acid), blue (lightning), brass (fire), bronze (lightning), copper (acid), gold (fire), green (poison), red (fire), silver (cold) or white (cold).
Draconic Claws: Starting at 5th level, you can manifest dragon-like claws as a free action. These claws are unarmed attacks that deal 1d6 damage + your strength modifier +1d6 damage of the type associated with your draconic origin. You are considered to be proficient with them. This transformation last for up to 10 minutes, or until you voluntarily end this power. Once used, you can't manifest the claws again until after you have taken a short or long rest.
Dragonic Resilience: Starting at 12th level, while you manifest your draconic claws, you can also manifest faint dragon-like scales, gaining a +1 bonus to Armor Class and Magic Resistance (advantage on saving throws against spells).
Draconic Wings: Starting at 16th level, while you manifest your draconic claws, you can also manifest dragon-like wings, allowing you to fly at a speed equal to twice your base land speed.
Draconic Apotheosis: At 20th level, your draconic heritage becomes fully manifest. You gain immunity to paralysis and sleep effects and immunity to the damage type associated with your draconic origin. Additionally, you can now use your draconic claws ability at will, and it lasts as long as you desire.
Wild Origin: Magic comes naturally to you, a vast power within you that you struggle to control.
Spontaneous Casting: Starting at 2nd level, you can unleash some of your untapped potential to spontaneously cast spells. To use this ability, choose any mage spell with a casting time of one action that is no higher the highest level spell you can normally cast and that doesn't have a material component that costs more than 1gp. You must make a Charisma check plus your proficiency bonus, DC 15 + the level of the spell you're attempting to cast (cantrips are treated as level 0 for this purpose). If you succeed, you cast the spell normally, as if you knew it. If you fail, your action is wasted. If you fail this check by 5 or more, the magic surges wildly out of your control; roll a d4 and consult the Wild Magic Surge table below to see what happens. Regardless of whether you succeed, fail, or have a mishap, you use up a spell slot of the appropriate level (except for cantrips). Once you have used this ability, you can't attempt to use it again until after you've taken a short or long rest.
Wild Magic Surge
1. What The?: The spell takes effect, but has some bizarre or even opposite effect, determined by the DM (for example, a fireball might manifest as a blast of refreshing cold, while an invisibility spell might surround the target with a brightly glowing aura).
2. Oops!: The spell takes effect normally, but hits a random target within range instead of its intended target. Touch or personal spells affect a random target within 25 feet.
3. Backfire: The spell's arcane energy backfires. It has no effect except to inflict 1d6 damage per spell level to you (a miscast cantrip inflicts 1d4 damage). You can't reduce or ignore this damage by any means.
4. Burn Out: Until you have taken a short or long rest, you are unable to cast spells.
Spontaneous Revelation: Starting at 5th level, you can master the patterns of spells that you spontaneously cast. Once per day when you successfully spontaneously cast a spell, you can learn that spell in place of one of your other spells known. This change is permanent, unless you use this power again to swap the spell for a different one.
Overchannel: Starting at 12th level, you can overchannel your spells. This is identical to the evoker ability of the same name.
Untapped Power: Beginning at 16th level, whenever you spontaneously cast a spell, it is treated as one level higher than the spell slot you used for determining its effects (assuming the spell has a greater effect at a higher level).
Power Incarnate: At 20th level, you have achieved mastery over your powers. You have advantage on all of the checks you make to spontaneously cast spells, and you are no longer limited to using it only once between rests.
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