Difference between revisions of "Sorcerer V2"

From Risenholm
(Created page with "Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to...")
 
Line 157: Line 157:
 
[[Spells#Dismissal|Dismissal]]<br>
 
[[Spells#Dismissal|Dismissal]]<br>
 
[[Spells#Dominate_Person|Dominate Person]]<br>
 
[[Spells#Dominate_Person|Dominate Person]]<br>
[[Spells#Elemental_Shield|Elemental Shield]]<br>
+
[[Spells#Elemental_Rebuke|Elemental Rebuke]]<br>
 
[[Spells#Enervation|Enervation]]<br>
 
[[Spells#Enervation|Enervation]]<br>
 
[[Spells#Hold_Monster|Hold Monster]]<br>
 
[[Spells#Hold_Monster|Hold Monster]]<br>

Revision as of 17:37, 21 April 2023

Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to be. They possess a smaller selection of spells than a Wizard, but their mastery of Metamagic allows them to get the most out of their spells for minimal resource cost.

Maximizing Charisma is recommended for increasing spell DCs, spellcasts per day, and Metamagic capacity. It also contributes to your Will save and support Maneuvers such as "Commander Strike"
Strength increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.
Dexterity increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.
Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
Intelligence contributes to your maximum Maneuver pool, Metamagic pool, and Reflex save.
Wisdom contributes to your Will save and maximum Metamagic pool.


Vitals

Hit Die: d6 (6 HP per Level)
Proficiencies: Weapons (Simple)
Skill Points per Level (*4 at 1st level): 6
Skills: All
Primary Saving Throw(s): Will
Spellcasting Ability: Charisma (10 + Spell Level to be able to cast a spell)
Spellcasting Type: Arcane. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.
Spellbook: Sorcerers learn new spells each level, and may swap out previously learned spells.
Level Feature
1 Spellcasting Level 1, Ablation, Escalation, Metamagic: Conversion
2 Font of Magic I
3 Spellcasting Level 2
4 Archetype Feature I, Font of Magic II
5 Spellcasting Level 3
6 Font of Magic III
7 Spellcasting Level 4, Archetype Feature II
8 Font of Magic IV
9 Spellcasting Level 5
10 Archetype Feature III, Font of Magic V

Sorcerer Core Mechanics

Ablation

Ablation: The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. While active, this feat converts 1 Metamagic into [10 + Sorcerer Level] temporary hit points per second. Using this feat again halts the conversion, as does consuming the full Metamagic supply.

Metamagic: Conversion

The character receives the Conversion feat for free.

Font of Magic

The Sorcerer's innate magical nature and ability to let Power form their spells naturally lends them the following benefits:

Class Level Metamagic Bonus
2 When you use the Conversion Metamagic feat to restore your Sorcerer spells, you convert at a rate of Spell Level + 1 instead of twice the Spell Level. In addition, if using the Empower Spell Metamagic, the Sorcerer receives a refund of 1 Metamagic upon casting a spell.
4 Bonus Metamagic Feat
6 +3 Metamagic Capacity
8 Bonus Metamagic Feat
10 When using the Conversion Metamagic feat to restore your Sorcerer spells, you regain 1 point of Metamagic.

Spell List

1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells 5th Level Spells

Burning Hands
Charm Person
Color Spray
Endure Elements
Expeditious Retreat
Grease
Ice Dagger
Ironguts
Mage Armor
Magic Missile
Magic Weapon
Negative Energy Ray
Protection
Ray of Enfeeblement
Scare
Shield
Sleep
Summon Creature I
Thundering Boom

Acid Arrow
Blindness/Deafness
Bull's Strength
Cat's Grace
Clarity
Cloud of Bewilderment
Combust
Death Armour
Eagle's Splendor
Electric Loop
Elemental Weapon
Endurance
Fox's Cunning
Ghostly Visage
Ghoul Touch
Hideous Laughter
Hold Person
Invisibility
Iron Horn
Owl's Wisdom
Resist Elements
See Invisibility
Stone Bones
Summon Creature II
Web

Acid Breath
Bestow Curse
Charm Monster
Confusion
Contagion
Dispel Magic
Displacement
Fear
Fireball
Flame Arrow
Greater Magic Weapon
Gust of Wind
Haste
Invisibility Sphere
Lightning Bolt
Negative Energy Burst
Protection From Elements
Remove Blindness/Deafness
Remove Curse
Scintillating Sphere
Slow
Stinking Cloud
Summon Creature III
Vampiric Touch

Black Tentacles
Dismissal
Dominate Person
Elemental Rebuke
Enervation
Hold Monster
Ice Storm
Improved Invisibility
Lesser Missile Storm
Minor Globe of Invulnerability
Phantasmal Killer
Stoneskin
Summon Creature IV
Wall of Fire

Acid Sheath
Ball Lightning
Cloudkill
Cone of Cold
Energy Buffer
Ethereal Visage
Feeblemind
Firebrand
Lesser Mind Blank
Lesser Spell Mantle
Mind Fog
Summon Creature V

Archetypes

Sorcerers currently have no archetypes. These are expected to be implemented by the end of the Early Access period.