Difference between revisions of "Sorcerer"

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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.  
+
Sorcerers draw [["Power"|Power]] through intuitive means, plucking flowing [["Power"|Power]] from their surroundings into the shape of the spell the [["Power"|Power]] wants to be. They possess a smaller selection of spells than a [[Wizard|Wizard]], but their mastery of [[General Mechanics Information#Metamagic|Metamagic]] allows them to get the most out of their [[#Spell List|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"
+
:Maximizing '''Charisma''' is recommended for increasing spell DCs, spellcasts per day, and [[General Mechanics Information#Metamagic|Metamagic]] capacity. It also contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|"Commander Strike"]]
 
:'''Strength''' increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.
 
:'''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.
 
:'''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.  
 
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save.  
:'''Intelligence''' contributes to your maximum maneuver pool and Reflex save.
+
:'''Intelligence''' contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool, [[General Mechanics Information#Metamagic|Metamagic]] pool, and Reflex save.
:'''Wisdom''' contributes to your Will save.
+
:'''Wisdom''' contributes to your Will save and maximum [[General Mechanics Information#Metamagic|Metamagic]] pool.
  
  
 
== Vitals ==
 
== Vitals ==
:'''Hit Points per level''': 6
+
:'''Hit Die''': d6 (6 HP per Level)
 
:'''Proficiencies''': Weapons (Simple)
 
:'''Proficiencies''': Weapons (Simple)
:'''Skill Points per level''': 6
+
:'''Skill Points per Level (*4 at 1st level)''': 6
 
:'''Skills''': All
 
:'''Skills''': All
:'''Spellcasting Ability''': Charisma
+
:'''Primary Saving Throw(s)''': Will
:'''Spellcasting Type''': Arcane. Spontaneous.
+
:'''Spellcasting Ability''': Charisma (10 + Spell Level to be able to cast a spell)
:'''Spellbook''' Sorcerers have a modest selection of Arcane spells, gaining more as they increase in level. They can change out a limited number of spells at each level up.
+
:'''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.
  
 
{| class="wikitable"
 
{| class="wikitable"
|+
 
 
|-
 
|-
|'''Level'''
+
!Level
|'''Feature'''
+
!Feature
 
|-
 
|-
|1
+
|1 || [[#Spell List|Spellcasting Level 1]], [[#Ablation|Ablation]], [[#Escalation|Escalation]], [[#Metamagic: Conversion|Metamagic: Conversion]]
|Spellcasting Level 1, Metamagic: Conversion, Escalation, Ablation
 
 
|-
 
|-
|2
+
|2 || [[#Font of Magic|Font of Magic I]]
|Font of Magic I
 
 
|-
 
|-
|3
+
|3 || [[#Spell List|Spellcasting Level 2]]
|Spellcasting Level 2
 
 
|-
 
|-
|4
+
|4 || [[#Archetypes|Archetype Feature I]], [[#Font of Magic|Font of Magic II]]
|Archetype Feature I, Font of Magic II
 
 
|-
 
|-
|5
+
|5 || [[#Spell List|Spellcasting Level 3]]
|Spellcasting Level 3
 
 
|-
 
|-
|6
+
|6 || [[#Font of Magic|Font of Magic III]]
|Font of Magic III
 
 
|-
 
|-
|7
+
|7 || [[#Spell List|Spellcasting Level 4]], [[#Archetypes|Archetype Feature II]]
|Archetype Feature II, Spellcasting Level 4
 
 
|-
 
|-
|8
+
|8 || [[#Font of Magic|Font of Magic IV]]
|Font of Magic IV
 
 
|-
 
|-
|9
+
|9 || [[#Spell List|Spellcasting Level 5]]
|Spellcasting Level 5
 
 
|-
 
|-
|10
+
|10 || [[#Archetypes|Archetype Feature III]], [[#Font of Magic|Font of Magic V]]
|Archetype Feature III, Font of Magic V
 
 
|}
 
|}
  
 
== Sorcerer Core Mechanics ==
 
== Sorcerer Core Mechanics ==
 +
=== '''Ablation''' ===
 +
The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. While active, this feat converts 1 [[General Mechanics Information#Metamagic|Metamagic]] into 3 temporary hit points per Sorcerer level, per second. Using this feat again halts the conversion, as does consuming the full [[General Mechanics Information#Metamagic|Metamagic]] supply. Each instance of Ablation lasts for 3 rounds, and these stack with one another.
 +
 +
=== '''Escalation''' ===
 +
When a spell slot is expended, the Sorcerer regain a spell slot of one level lower than that which was spent. If the Sorcerer is at maximum capacity for that spell level, they regain [[General Mechanics Information#Metamagic|Metamagic]] equal to that spell level instead. First level spells regain 1 [[General Mechanics Information#Metamagic|Metamagic]]. In addition, every third spell cast restores one of the Sorcerer's highest level spell slots.
 +
 +
=== '''Metamagic: Conversion''' ===
 +
The character receives the Conversion feat for free.
 +
 
=== '''Font of Magic''' ===
 
=== '''Font of Magic''' ===
The Sorcerer's innate magical nature and ability to let Power form their spells naturally lends them the following benefits:
+
The Sorcerer's innate magical nature and ability to let [["Power"|Power]] form their spells naturally lends them the following benefits:
  
 
{| class="wikitable"
 
{| class="wikitable"
|+
 
 
|-
 
|-
|'''Class Level'''
+
!Class Level
|'''Metamagic Bonus'''
+
!Metamagic Bonus
 
|-
 
|-
 
|2
 
|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.
+
|When you use the [[Feats#Conversion|Conversion]] [[General Mechanics Information#Metamagic|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 [[Feats#Empower Spell|Empower Spell]] [[General Mechanics Information#Metamagic|Metamagic]], the Sorcerer receives a refund of 1 [[General Mechanics Information#Metamagic|Metamagic]] upon casting a spell.
 
|-
 
|-
|4
+
|4 || Bonus Metamagic Feat
|Bonus Metamagic Feat
 
 
|-
 
|-
|6
+
|6 || +3 Metamagic Capacity
| +3 Metamagic Capacity
 
 
|-
 
|-
|8
+
|8 || Bonus Metamagic Feat
|Bonus Metamagic Feat
 
 
|-
 
|-
|10
+
|10 || +1 Metamagic Regained on Kill
| +1 Metamagic Regained on Kill
 
 
|-
 
|-
 
|}
 
|}
  
=== '''Escalation''' ===
+
=== '''Spell List''' ===
When a spell slot is expended, the Sorcerer regain a spell slot of one level lower than that which was spent. If the Sorcerer is at maximum capacity for that spell level, they regain Metamagic equal to that spell level instead. First level spells regain 1 Metamagic. In addition, every third spell cast restores one of the Sorcerer's highest level spell slots.
 
  
=== '''Ablation''' ===
+
{| class="wikitable" style="width: 100%;"
The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. While active, this feat converts 1 Metamagic into 3 temporary hit points per Sorcerer level, per second. Using this feat again halts the conversion, as does consuming the full Metamagic supply.
+
!scope="col"|1st Level Spells
 +
!scope="col"|2nd Level Spells
 +
!scope="col"|3rd Level Spells
 +
!scope="col"|4th Level Spells
 +
!scope="col"|5th Level Spells
 +
|-style="vertical-align:top;"
 +
|
 +
[[Spells#Burning_Hands|Burning Hands]]<br>
 +
[[Spells#Charm_Person|Charm Person]]<br>
 +
[[Spells#Color_Spray|Color Spray]]<br>
 +
[[Spells#Endure_Elements|Endure Elements]]<br>
 +
[[Spells#Expeditious_Retreat|Expeditious Retreat]]<br>
 +
[[Spells#Grease|Grease]]<br>
 +
[[Spells#Ice_Dagger|Ice Dagger]]<br>
 +
[[Spells#Ironguts|Ironguts]]<br>
 +
[[Spells#Mage_Armor|Mage Armor]]<br>
 +
[[Spells#Magic_Missile|Magic Missile]]<br>
 +
[[Spells#Magic_Weapon|Magic Weapon]]<br>
 +
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]<br>
 +
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br>
 +
[[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]<br>
 +
[[Spells#Scare|Scare]]<br>
 +
[[Spells#Shield|Shield]]<br>
 +
[[Spells#Sleep|Sleep]]<br>
 +
[[Spells#Summon_Creature_I|Summon Creature I]]<br>
 +
[[Spells#Horizikauls_Boom|Thundering Boom]]<br>
 +
|
 +
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]<br>
 +
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]<br>
 +
[[Spells#Bulls_Strength|Bull's Strength]]<br>
 +
[[Spells#Cats_Grace|Cat's Grace]]<br>
 +
[[Spells#Clarity|Clarity]]<br>
 +
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]<br>
 +
[[Spells#Combust|Combust]]<br>
 +
[[Spells#Death_Armor|Death Armour]]<br>
 +
[[Spells#Eagle_Splendor|Eagle's Splendor]]<br>
 +
[[Spells#Gedlees_Electric_Loop|Electric Loop]]<br>
 +
[[Spells#Flame_Weapon|Elemental Weapon]]<br>
 +
[[Spells#Endurance|Endurance]]<br>
 +
[[Spells#Foxs_Cunning|Fox's Cunning]]<br>
 +
[[Spells#Ghostly Visage|Ghostly Visage]]<br>
 +
[[Spells#Ghoul_Touch|Ghoul Touch]]<br>
 +
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]<br>
 +
[[Spells#Hold_Person|Hold Person]]<br>
 +
[[Spells#Invisibility|Invisibility]]<br>
 +
[[Spells#BalagarnsIronHorn|Iron Horn]]<br>
 +
[[Spells#Owls_Wisdom|Owl's Wisdom]]<br>
 +
[[Spells#Resist_Elements|Resist Elements]]<br>
 +
[[Spells#See_Invisibility|See Invisibility]]<br>
 +
[[Spells#Stone_Bones|Stone Bones]]<br>
 +
[[Spells#Summon_Creature_II|Summon Creature II]]<br>
 +
[[Spells#Web|Web]]<br>
 +
|
 +
[[Spells#Mestils_Acid_Breath|Acid Breath]]<br>
 +
[[Spells#Bestow_Curse|Bestow Curse]]<br>
 +
[[Spells#Charm_Monster|Charm Monster]]<br>
 +
[[Spells#Confusion|Confusion]]<br>
 +
[[Spells#Contagion|Contagion]]<br>
 +
[[Spells#Dispel_Magic|Dispel Magic]]<br>
 +
[[Spells#Displacement|Displacement]]<br>
 +
[[Spells#Fear|Fear]]<br>
 +
[[Spells#Fireball|Fireball]]<br>
 +
[[Spells#Flame_Arrow|Flame Arrow]]<br>
 +
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br>
 +
[[Spells#Gust_of_Wind|Gust of Wind]]<br>
 +
[[Spells#Haste|Haste]]<br>
 +
[[Spells#Invisibility_Sphere|Invisibility Sphere]]<br>
 +
[[Spells#Lightning_Bolt|Lightning Bolt]]<br>
 +
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]<br>
 +
[[Spells#Protection_from_Elements|Protection From Elements]]<br>
 +
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]<br>
 +
[[Spells#Remove_Curse|Remove Curse]]<br>
 +
[[Spells#Scintillating_Sphere|Scintillating Sphere]]<br>
 +
[[Spells#Slow|Slow]]<br>
 +
[[Spells#Stinking_Cloud|Stinking Cloud]]<br>
 +
[[Spells#Summon_Creature_III|Summon Creature III]]<br>
 +
[[Spells#Vampiric_Touch|Vampiric Touch]]<br>
 +
|
 +
[[Spells#Evards_Black_Tentacles|Black Tentacles]]<br>
 +
[[Spells#Dismissal|Dismissal]]<br>
 +
[[Spells#Dominate_Person|Dominate Person]]<br>
 +
[[Spells#Elemental_Shield|Elemental Shield]]<br>
 +
[[Spells#Enervation|Enervation]]<br>
 +
[[Spells#Hold_Monster|Hold Monster]]<br>
 +
[[Spells#Ice_Storm|Ice Storm]]<br>
 +
[[Spells#Improved_Invisibility|Improved Invisibility]]<br>
 +
[[Spells#Isaacs_Lesser_Missile_Storm|Lesser Missile Storm]]<br>
 +
[[Spells#Minor_Globe_of_Invulnerability|Minor Globe of Invulnerability]]<br>
 +
[[Spells#Phantasmal_Killer|Phantasmal Killer]]<br>
 +
[[Spells#Stoneskin|Stoneskin]]<br>
 +
[[Spells#Summon_Creature_IV|Summon Creature IV]]<br>
 +
[[Spells#Wall_of_Fire|Wall of Fire]]<br>
 +
|
 +
[[Spells#Mestils_Acid_Sheath|Acid Sheath]]<br>
 +
[[Spells#Ball_Lightning|Ball Lightning]]<br>
 +
[[Spells#Cloudkill|Cloudkill]]<br>
 +
[[Spells#Cone_of_Cold|Cone of Cold]]<br>
 +
[[Spells#Energy_Buffer|Energy Buffer]]<br>
 +
[[Spells#Ethereal Visage|Ethereal Visage]]<br>
 +
[[Spells#Feeblemind|Feeblemind]]<br>
 +
[[Spells#Firebrand|Firebrand]]<br>
 +
[[Spells#Lesser_Mind_Blank|Lesser Mind Blank]]<br>
 +
[[Spells#Lesser_Spell_Mantle|Lesser Spell Mantle]]<br>
 +
[[Spells#Mind_Fog|Mind Fog]]<br>
 +
[[Spells#Summon_Creature_V|Summon Creature V]]<br>
 +
|}
  
 
== Archetypes ==
 
== Archetypes ==
Sorcerers currently have no archetypes.
+
Sorcerers currently have no archetypes. These are expected to be implemented by the end of the Early Access period.

Latest revision as of 01:49, 4 January 2021

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

The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. While active, this feat converts 1 Metamagic into 3 temporary hit points per Sorcerer level, per second. Using this feat again halts the conversion, as does consuming the full Metamagic supply. Each instance of Ablation lasts for 3 rounds, and these stack with one another.

Escalation

When a spell slot is expended, the Sorcerer regain a spell slot of one level lower than that which was spent. If the Sorcerer is at maximum capacity for that spell level, they regain Metamagic equal to that spell level instead. First level spells regain 1 Metamagic. In addition, every third spell cast restores one of the Sorcerer's highest level spell slots.

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 +1 Metamagic Regained on Kill

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 Shield
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.