The Sorcerer (Core Revised v0.3)

Channeling torrents of raw energies, the sorcerer is able to call upon an empowered lineage to wield magics of untold power. While some can learn to cast spells through dedicated study or through powers granted by another being, the sorcerer is able to do so instinctually. Using their very force of will, the sorcerer can twist and bend the very fabrics of these magics in ways that no other spellcaster can.

Pointless Revision The reason for a revision of this class was simple: while mechanically viable, the general consensus is that sorcerer feels underwhelming to play largely due to its limited number of spells known, limited ability to contribute in utility, and a rather sparse class feature list. The class became less about being a font of raw power, and more about recyling your sorcery points into spells and vice-versa. The goal of this class was to give it back some of the feelings of raw power by expanding the sorcerer's ability to cast spells with increased lower-level spell slots and increased spells known, as well as giving them more opportunities to exercise metamagic options- all without the sorcerery point mechanic. This should make it a viable alternative at lower levels to a wizard or other spellcaster option, and let the sorcerer find its niche as a spellcaster that excels at action-based spellcasting as opposed to ritual utility.

Quick Build

You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

Class Features

As a Sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per sorcerer level

1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

Armor: None

None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

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

Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background:

Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a component pouch or (b) an arcane focus

(a) a dungeoneer's pack or (b) an explorer's pack

Two daggers

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 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 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 an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells.