Hybrid Sorcerer

by rsquared

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Hybrid Sorcerer

This document uses Stirling Vermin's Sorcerer Revisited Draft with revisions. Please note that Stirling Vermin’s later Revisited versions use short rests instead of an action to refresh the pool, so this fork is based on the Draft version. My intent is to make the sorcerer feel like the "blaster" class it was previously - few known spells, many casts. These changes are broadly:

  • Added Spell Versatility from UA-Class Features.
  • Spell Focus is now Eschew Materials (as in Pathfinder).
  • Removed 2nd use of Font of Magic. Revised sorcery point values: removed the points associated with higher-level spells (6th+) and add spell slots instead, then smoothed point progression from levels 11 to 20. Comparison to DMG ("Delta" column shows SP difference at each level).
  • Metamagic progression (six total). Added/edited options.
  • Reverted spells known to 16 total spells (roughly PHB+1), balancing out the extra power of SP casting.
  • Capstone modified to not suck.

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: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
The Sorcerer
Level Proficiency Bonus Features Cantrips Spells
Known
Spell
Points
Sorcery Max
Spell Level
6th 7th 8th 9th
1st +2 Sorcery, Sorcerous Origin 4 3 4 1st
2nd +2 Metamagic (2) 4 4 8 1st
3rd +2 Font of Magic, Spell Versatility 4 5 9 2nd
4th +2 Ability Score Increase 4 6 11 2nd
5th +3 5 7 16 3rd
6th +3 Metamagic (3), Sorcerous Origin Feature 5 8 19 3rd
7th +3 5 9 23 4th
8th +3 Ability Score Increase 5 10 25 4th
9th +4 5 11 33 5th
10th +4 Metamagic (4) 5 11 37 5th
11th +4 Supernal Arcanum (6th) 5 12 37 5th 1
12th +4 Ability Score Increase 6 12 38 5th 1
13th +5 Supernal Arcanum (7th) 6 13 38 5th 1 1
14th +5 Metamagic (5), Sorcerous Origin Feature 6 13 39 5th 1 1
15th +5 Supernal Arcanum (8th) 6 14 39 5th 1 1 1
16th +5 Ability Score Increase 6 14 40 5th 1 1 1
17th +6 Supernal Arcanum (9th) 6 15 40 5th 1 1 1 1
18th +6 Metamagic (6), Sorcerous Origin Feature 6 15 44 5th 1 1 1 1
19th +6 Ability Score Increase 6 16 45 5th 2 1 1 1
20th +6 Metamagic Mastery 6 16 46 5th 2 2 1 1

—Spell Slots—

Equipment

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

- (a) a light crossbow or (b) any simple weapon
- (a) a scholar's pack or (b) a explorer’s pack
- two daggers

Multiclassing

  • Prerequisites. To qualify for multiclassing into or from the sorcerer class, you must meet these prerequisites: Charisma 13.
  • Spell Points and Spell Slots. Sorcery does not combine with the Spellcasting feature; you can convert sorcery points into slots at will, but cannot convert sorcery points into a slot of a level higher than shown in the Sorcerer table. When you create a spell slot using sorcery points, you must immediately use it to cast a spell, or it is lost. You cannot convert spell slots into sorcery points.

Sorcery

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.

Sorcery Points

You gain a pool of 4 sorcery points that you can use to cast spells (and later, manipulate their properties). When you wish to cast a spell, you expend a number of sorcery points to create a spell slot of a given level as indicated on the chart below, and use that slot to cast a spell in the casting time for that spell. You can’t reduce your sorcery point total to less than 0 or gain more than your maximum, and you regain all spent sorcery points when you finish a long rest.

The number of sorcery points you have to spend increases as you gain levels in this class, as shown in the Sorcery Points column on the sorcerer class table. Your sorcerer level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.

Spell Slot Point Costs:

Spell
Level
Sorcery
Points
      Spell
Level
Sorcery
Points
1st 2 4th 6
2nd 3 5th 7
3rd 5
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 which you can cast. 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 must be of a spell level you can cast. Alternatively, you can choose one of the metamagic options that you know and replace it with another metamagic option.

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
Eschew Materials

Your body is a living battery of arcane power. You can cast any spell with a material component without that component, if the component is not consumed by the spell and does not have a listed value. If the spell requires a material component that is consumed or affected by the spell (such as scrying or shillelagh), you must have the material component on hand to cast the spell, as normal.

Sorcerous Origin

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.

Metamagic

At 2nd 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 6th, 10th, 14th, and 18th 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 all saving throws it makes 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 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 increase its duration by one increment, to a maximum duration of 24 hours.

Duration Extended Duration       Duration Extended Duration
1 min. 10 min. 1 hour 8 hours
10 min. 1 hour 8 hours 24 hours
Elemental Spell

When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can spend 1 sorcery point to substitute that damage type for another one from that list.

Forceful Spell

If a spell you cast deals damage to one or more targets, you can expend a number of sorcery points up to your proficiency bonus. For each point expended, the spell deals an additional 1d8 force damage to one of the spell’s targets (your choice) this turn. You can use Forceful Spell even if you have already used a Metamagic option during the casting of the spell.

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.

Persistent Spell

When your concentration ends on a spell of fifth level or lower, you can use your reaction and expend 3 sorcery points to briefly extend the spell. If your concentration ends on your turn, the spell's effects act as if you maintain concentration until the end of your turn. Otherwise, the spell's effects end at the beginning of your next turn.

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).

Unerring Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.

You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.

Wild Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to roll randomly on the wild saving throw chart below to determine what kind of saving throw the spell requires. This saving throw replaces the first saving throw required to resist the spell.

Roll Attribute Roll Attribute
1. Strength       4. Intelligence
2. Dexterity 5. Wisdom
3. Constitution 6. Charisma

Font of Magic

At 3rd level, you can use an action to regain all of your spent sorcery points. After using this feature, you cannot do so again until you have completed a long rest.

Spell Versatility

Beginning at 3rd level, whenever you finish a long rest, you can replace one sorcerer spell you know with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.

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.

Supernal Arcanum

At 11th level, you have the fortitude to draw upon some of the most powerful magic possible. You can choose to learn spells of 6th level when you gain a level. You also gain a 6th level spell slot, which you can use to cast these and your other spells.

At higher levels, your Supernal Arcanum improves. The maximum level of spell you can learn increases to 7th at 13th level, 8th at 15th level, and 9th at 17th level. In addition, you gain more spell slots to cast these and your other spells, as given on the Sorcerer table.

You regain all spell slots when you finish a long rest.

Metamagic Mastery

At 20th level, you can choose to expend one fewer sorcery point (to a minimum of 0) when you use one of your metamagic options on a spell. Once you have done so, you cannot use this feature again until the start of your next turn.