![]() ![]() To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. The Sorcerer table shows how many spell slots you have to cast your spells of 1st-level and higher. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. This conduit, which you may not yet fully understand, fuels yourĪt 1st level, you know four cantrips of your choice from the sorcerer spell list. You have awoken a latent magic within yourself caused by something you were exposed to, a quirk of an ancestor that has now manifested in you, supernatural experimentation, or something else entirely. When you gain a level, you can replace one of your archetype spells with an archetype spell of equal or lower level. At 3rd, 5th, 7th, and 9th level, choose an additional spell from a row on the table equal to or lower than your sorcerer level. It does not count against your total spells known. At 1st level, choose one spell from the 1st-level row of your archetype’s Archetype Spells table and add it to your spell list. You know additional spells from your sorcerer archetype. Your choice grants you features when you choose it, and again at 6th, 14th, and 18th level. Choose a sorcerer archetype, which describes what this source was. Something in your past, or in the life of an ancestor, created the magic within you. ![]() Troublemaker’s Set (Cost 70 gold): 2 daggers, light crossbow and 20 bolts, explorer’s pack, wand arcane focus.Light Traveler’s Set (Cost 36 gold): Quarterstaff, sling and 20 sling bullets, component pouch, explorer’s pack. ![]() Also consult the Suggested Equipment section of your background. You can select your own gear, or use one of the packages below. You begin the game with 100 gold, which you can spend on your character’s starting weapons, armor, and adventuring gear. Saving Throws: Constitution, Charisma Equipment Skills: Choose two from Arcana, Deception, Insight, Intimidation, Performance, Persuasion, and Religion Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Hit Points at 1st Level: 6 + your Constitution modifier Is the font of arcana within you a weight around your neck, a tool with which you accomplish your goals, both, or do you have a different relationship with it? Are you eager to share your abilities with others or do you work hard to conceal them?Ībility Score Improvement, Arcane InnovationsĪrcane Refinement, Sorcerer Archetype FeatureĪbility Score Improvement, Evolving ManifestationĪbility Score Improvement, Additional MetamagicsĪs a sorcerer, you gain the following class features. The nature of your power might have made it an obstacle or a gift depending on your circumstances. Did your sorcerer give up their old life willingly to chase their newfound power, or were they forced out of it? Do they see themselves as doomed to failure, or destined for greatness (or neither)? How did you face it? Few sorcerers can remain in quiet lives when their magic begins to blossom, as it fights to be free. This may have been a joyous moment, or a tragic one. Creating a SorcererĪt some point your life was forever changed as your magical nature presented itself. Scholars may call sorcerers fools for playing dice with the universe, yet they would never dare say it in front of one. By bending the rules of magic and twisting it in unique ways, sorcerers are truly innovative with the arcane. But sorcerers know they’re not inventing-they’re just workshopping. Through years of research, arrogant creatures “create” spells and brand their name upon it, as though they own the magic of the multiverse. Mythological Figures & Maleficent Monsters. ![]()
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