The Empowered Sorcerer

by dracodruid

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The Empowered Sorcerer


Version 1.5

Created by DracoDruid | with GM Binder

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 weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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

  • (a) a dungeoneer’s pack, (b) an explorer’s pack, or (c) a scholar’s pack
  • (a) a light crossbow and 20 bolts, (b) a shortbow and 20 arrows, or (c) a simple melee weapon
  • a simple melee weapon and a component pouch

Sorcerous Origin

Beginning at 1st level, your arcane heritage starts to manifest itself within you. Choose a sorcerous origin, which describes the source of your innate magical power, 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.

Spellcasting

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. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know four 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 three 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 for which you have spell slots. 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 drops of your own blood as a spellcasting focus for your sorcerer spells.

Font of Magic

Beginning at 2nd level, you can 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.

Regeneration

You regain all spent sorcery points when you finish a long rest. You can also use your own vitality to fuel your magic. While taking a short rest, you can expend sorcerer hit dice to regain 1 expended sorcery point for each hit die spend. You don't regain hit points for hit dice spend in this way.

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.

The Empowered Sorcerer v1.5 | by DracoDruid

— Spell Slots per Spell Level —

The Sorcerer
Level Proficiency
Bonus
Features Sorcery
Points
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Sorcerous Origin, Spellcasting 4 3 2
2nd +2 Font of Magic 2 4 4 3
3rd +2 Metamagic 3 4 5 4 2
4th +2 Ability Score Improvement 4 5 6 4 3
5th +3 5 5 7 4 3 2
6th +3 Sorcerous Origin feature 6 5 8 4 3 3
7th +3 Metamagic 7 5 9 4 3 3 1
8th +3 Ability Score Improvement 8 5 10 4 3 3 2
9th +4 9 5 11 4 3 3 3 1
10th +4 Sorcerous Vitality 10 6 12 4 3 3 3 2
11th +4 Metamagic 11 6 13 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 6 14 4 3 3 3 2 1
13th +5 13 6 15 4 3 3 3 2 1 1
14th +5 Sorcerous Origin feature 14 6 16 4 3 3 3 2 1 1
15th +5 Metamagic 15 6 17 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 6 18 4 3 3 3 2 1 1 1
17th +6 17 6 19 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin feature 18 6 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 20 4 3 3 3 3 2 1 1 1
20th +6 Sorcerer Supreme 20 6 20 4 3 3 3 3 2 2 1 1
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 8

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.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic talents of your choice. You gain another one at 7th, 11th and 15th level. All talents are detailed at the end of the class description.

Additionally, when you gain a level in this class, you can choose one of the Metamagic talents you know and replace it with another Metamagic talent from the list.

You can use only one Metamagic talent on a spell when you cast it, unless otherwise noted.

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.

Sorcerous Vitality

At 10th level, the magic of your blood invigorates your vitality. You gain proficiency in Constitution saving throws.

Sorcerer Supreme

At 20th level, you can draw even greater power from your own vitality. Whenever you expend a sorcerer hit die to regain sorcery points, you regain 1d4 sorcery points (instead of 1) for each hit die spend in this way.

In addition, you can use an action to regain a number of expended sorcery points equal to your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.

The Empowered Sorcerer v1.5 | by DracoDruid

Metamagic Talents

When you gain a Metamagic Talent, you can choose from among any of the following options.

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 talent 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, using a spell slot of 5th level or lower that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points to target a second creature in range with the same spell. The number of sorcery points required are equal to the cost of creating a spell slot of the same slot level (1 sorcery point if the spell is a cantrip).

The Empowered Sorcerer v1.5 | by DracoDruid

 

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