Sorcerer

Sorcerer #

A Sorcerer is an anomaly and a fluke. They’ve got magic, not from study or by being granted it by an outside power, but from chance or lineage.

Many Sorcerers find themselves torn from normal, mundane lives when their powers manifest themselves, and seek out their heritage for answers or more understanding. Sometimes their powers manifest early, and they’re raised as gods by a cult. Sometimes they’re sent to a Wizard to be apprentices (often with disastrous results). Often, though, they’re hunted as active dangers to everyone around them, and can fall in with unsavory elements easily.

Examples of Sorcerer Skills: Dragon Heritage, Celestial Heritage, Demonic Heritage, Cult Leader, Magical Savant, Magic Outlaw.

A typical Sorcerer Skill should cover at least some of these:

  • Fast-talk someone.
  • Get a crowd’s attention.
  • Gather information in a city.
  • Inspect flora or fauna.
  • Inspect traces of the divine.
  • Inspect traces of the arcane.
  • Intimidate others.
  • Recall a historical fact.
  • Remember laws for a region.
  • Search an area closely.
  • Trick someone into believing something.

Sorcerer Skill uses are augmented by Wild Talent.

Uncommon Terms in Sorcerer Abilities #

Manifestations: Methods by which a Sorcerer’s magical nature manifests. Sorcerers may prepare a certain number of these in a day.

Empowered: Spells cast the turn after Gathering Power are Empowered.

Base Attributes #

Attribute Value
Volition 2
Vitality 3
Initiative Medium
Rolled
Recovery
(1d6 x Level) + (Vitality x Tier)
Average
Recovery
(3 x Level) + (Vitality x Tier)
HP/Level 5 + Vitality*
Other +1 Vitality and PD
OR
+1 AC and Fast Initiative
Recoveries 8
Save Bonus 0

*See level chart.

Base Defenses by Armor #

Type AC PD MD
None/Light 13 14 14

Melee Stances #

No miss damage

  • Swift: d6 damage
  • Aggressive: d8 damage, -1 AC

Ranged/Other Stances #

No miss damage

  • Rapid/Close (N): d4 damage
  • Aimed (F): d6 damage
Level HP Guile and
Relationships
Total Perks Talents Manifestations Tier Multiplier
1 (5 + Vitality) x 3 3 1 Adventurer 3 2 1x
2 (5 + Vitality) x 4 3 2 Adventurer 3 2 1x
3 (5 + Vitality) x 5 3 3 Adventurer 3 2 1x
4 (5 + Vitality) x 6 3 4 Adventurer 3 2 1x
5 (5 + Vitality) x 8 4 4 Adventurer
1 Champion
4 3 2x
6 (5 + Vitality) x 10 4 4 Adventurer
2 Champion
4 3 2x
7 (5 + Vitality) x 12 4 4 Adventurer
3 Champion
4 3 2x
8 (5 + Vitality) x 16 4 4 Adventurer
3 Champion
1 Epic
4 4 3x
9 (5 + Vitality) x 20 4 4 Adventurer
3 Champion
2 Epic
4 4 3x
10 (5 + Vitality) x 24 4 4 Adventurer
3 Champion
3 Epic
4 4 3x

Focus #

Sorcerers use Focus to power many of their abilities. Every Sorcerer has 3 Focus in Adventurer Tier, 4 Focus in Champion Tier, and 5 Focus in Epic Tier. It’s restored during a Quick Rest.

Once per turn, you can spend 1 Focus as a free action on or outside your turn to give 1 Disadvantage to an attack against your MD.

  • Champion Perk: If the attack against your MD hits, make a 13+ save. If it succeeds, you Gather Power immediately as a free action.
  • Epic Perk: You have one extra maximum Focus.

Resounding Manifestation #

Once per day, after you use a Manifestation, you may declare that the Manifestation is Resounding. At the start of each of your subsequent turns, you may attempt an 11+ save as a free action. On a success, it Resounds, which means you may re-use the spell this turn (including any Metasorcery use and choice of damage type, but not including bonuses from being Empowered or Focus). If no Metasorcery was used on the Resounding Manifestation, the Manifestation in question can be used as a Quick action when it Resounds.
  • Adventurer Perk: You can now change the damage type to any other valid damage type when the spell Resounds.
  • Champion Perk: This ability now has a 13+ Recharge instead of being once per day.
  • Epic Perk: Saves for Resounding add half of the Escalation Die.

Gather Power #

On any non-surprise round in combat, you can spend a Standard Action to Gather Power. The first Manifestation you use on the turn after is Empowered, which means you gain 2 Advantage to any attack rolls with that spell in addition to any other effects added when a spell is Empowered. You also deal triple damage on your first Crit with an Empowered spell. Empowered spells that affect allies add two targets of your choice.

When you spend the initial Standard Action, roll 1d6:

1-3: You gain +1 to one Defense per Tier until the start of your next turn.

4-6: Deal Force damage equal to Level + Volition x Tier (multiplied by Tier as usual) to one nearby enemy.

  • Adventurer Perk: You can spend 1 Focus when Gathering Power to gain both results instead of one.
  • Champion Perk: You may choose to forgo the extra Advantage when using an attack spell to instead increase damage die size by 1.
  • Epic Perk: Once per day, when you Gather Power, double any damage from the Empowered Manifestation. If the Empowered Manifestation only affects allies, all affected allies may roll saves against any condition or ongoing damage affecting them (if it’s a one-round effect, roll an 11+ save).

Metasorceries #

Many Sorcerer talents grant you Metasorceries. These are free-action abilities that can only be used to modify the casting of a Manifestation. For the purposes of various abilities, the Manifestation in question is altered to count as a Daily/Recharge spell when a Metasorcery is used.

You can only use one Metasorcery on a Manifestation at a time.

Wild Talent #

You can use your Sorcerer Skill for small magical outbursts to try to will some result into being. When you’re using your Skill in this way, describe your intention instead of the method by which you’re accomplishing it, then roll your Skill as usual. The GM will determine in what way your wild talent manifests.

As with all general Skill uses, you can choose to Push your Limits and Embrace your Flaws with this. On the latter, failures will usually result in unintended magical consequences.

  • Adventurer Perk: If you spend 1 Recovery (or 1 extra Recovery) when you do this, you may specify the general method by which your Wild Talent manifests.

You can embrace your Wild Talent in combat as well. When you use a Spell, you may roll 1d6 on the below chart and apply the result to your attack.

1d6 result Effect
1 You and every enemy you miss or hit takes additional damage equal to your level.
2 One enemy you hit takes additional damage equal to 2d6 x Tier. You take half of the extra damage dealt.
3 Increase the number of targets on this spell by one. If there aren’t any valid enemies left, a random ally takes damage equal to your level.
4 If you or an ally are engaged with targets of this spell, they can attempt to Disengage as a free action.
5 Increase your damage dice on this attack by one size.
6 Increase your natural attack result for one of the spell’s attacks by 1d4.
  • Epic Perk: When you use Wild Talent, you may spend 1 Focus to roll 2d6 and take your preference of the two.

Talents #

A Sorcerer selects three Talents in Adventurer Tier. They select a fourth talent once they reach Champion Tier.

Arcane Mentor #

You have some explicit magical training. Pick two Cantrips from the Wizard class (from the base 3 or any talent). You can use these Cantrips with your class skill.

You can change the damage types of your Manifestations to acid, cold, fire, lightning, or necrotic if they target PD or necrotic, psychic, radiant, or thunder if they target MD.

When you’re close to a strongly magical relic or location, you can sense it. You start every encounter Empowered when this is the case, but any offensive spells cast in this manner only gain 1 Advantage instead of 2.

  • Adventurer Perk: You can pick a third Cantrip.
  • Champion Perk: You can pick a fourth Cantrip. When you change the damage type of an Empowered Spell using this talent, you can roll 1d6 as if you’d Gathered Power this turn and gain the effect.
  • Epic Perk: You can pick a fifth Cantrip. When you’re close to a strongly magical relic or location and you Gather Power at Escalation 3+, roll a 13+ save. On a success, you may spend a move action instead of a standard action to do so.

Blood Ties #

Your heritage forces the powers that be to take notice. You gain a relationship die (positive or negative) with an Icon associated with your lineage.
  • Adventurer Perk: When you use your Blood Ties icon relationship dice, the roll you’re using it on gains 1 Advantage or 1 Disadvantage.
  • Champion Perk: Pick one type of damage associated with the chosen Icon (not Force). You ignore any Resistance to that damage type and any attacks with it increase their damage dice by one size.
  • Epic Perk: You gain a second relationship die with that Icon.

Burning Sorcery #

You can twist your sorcerous manifestations to inflict more lasting wounds. You gain the following ability:

Burning Sorcery
Metasorcery, Daily

Use this when you cast an offensive Manifestation. If it would attack vs MD, it now attacks vs PD. If it would already attack vs PD, add your Volition x Tier to any Hit damage. It deals acid, fire, or necrotic damage and in addition to any existing damage and effects, add half of the damage dealt again on a hit or miss as ongoing damage (so if a Manifestation would deal 10 damage, it instead deals 10 damage and 5 ongoing damage).

  • Adventurer Perk: If the Manifestation this was used with already attacked vs PD, add your Volition to any miss damage as well.
  • Champion Perk: This ability now has a 13+ Recharge instead of Daily.
  • Epic Perk: The ongoing damage is now 13+ save ends.

Chain Sorcery #

You can twist your sorcerous manifestations to take on a life of their own and spread to more enemies or allies. You gain the following ability:

Chain Sorcery
Metasorcery, Daily

Use this when you cast any Manifestation.

If it’s an offensive Manifestation, every time you roll a Natural Odd Hit or Miss with that Manifestation, add another target to the Manifestation. You can’t add the same target twice. If this spell attacks vs PD, it now deals lightning or cold damage. If this spell attacks vs MD, it now deals psychic or thunder damage.

If it’s not an offensive Manifestation, roll an 11+ save. If it succeeds, add another target to the Manifestation.

Any Focus expenditure on the Manifestation only counts on the initial Manifestation by default, but you can spend more Focus to apply the effects to further targets/attacks.

  • Adventurer Perk: You may spend 1 Focus when using this to lower the natural value of a Natural Even Hit or Miss by 1 or to make a save succeed.
  • Champion Perk: This ability now has a 13+ Recharge instead of Daily.
  • Epic Perk: Your first Natural 14, 16, or 18 hit or 9+ save when using this ability adds a target as if it were a Natural Odd Hit or an 11+ save, respectively.

Combat Sorcerer #

You’re more experienced with the rigors of combat than most sorcerers. You gain +1 to AC. All of your Spells lose Provokes. Your melee stances (and Imbued Strike if you have it) now have miss damage equal to your level.

You can treat your Focus as if it were also Prowess (so you can spend 1 Focus to give disadvantage to attacks vs AC as well as MD).

You gain the following ability:

Raise Wards
Spell, Daily, Quick

Until the end of the encounter, nearby or engaged enemies who miss you with an attack vs AC or PD take force damage equal to your level.

  • Adventurer Perk: When you miss with a spell against an enemy you’re engaged with, increase the miss damage by your Volition x Tier. Raise Wards deals half the enemy’s hit damage instead of damage equal to your level if they’re engaged and miss you with an attack vs AC.
  • Champion Perk: You can spend 1 Focus to either add an engaged enemy as a target of a Spell that targets at least one nearby enemy or make a basic melee attack as a free action against an engaged enemy after casting a Spell.
  • Epic Perk: Once per day, when you cast an Empowered Spell, you can add every engaged enemy as a target of the spell if they’re not already targeted.

Confounding Sorcery #

You can twist your sorcerous manifestations to befuddle and give pause to your enemies. You gain the following ability.

Confounding Sorcery
Metasorcery, Daily

Use this when you cast an offensive Manifestation. If it would attack vs PD, it now attacks vs MD. If it would already attack vs MD, add your Volition x Tier to any Hit damage. It deals psychic, radiant, or thunder damage, and in addition to any existing damage and effects, every target, hit or miss, is Dazed until the end of your next turn.

Special: If the Manifestation would already Daze the target, the Dazed effect is 11+ save ends

  • Adventurer Perk: If the Manifestation this was used with already attacked against MD, the Dazed effect is 11+ save ends (or 13+ save ends if it was already 11+ save ends).
  • Champion Perk: This ability now has a 13+ Recharge instead of Daily.
  • Epic Perk: If you spend 1 Focus, every target Dazed by this ability is also Enervated while they’re Dazed.

Debilitating Sorcery #

You can twist your sorcerous manifestations to bring your enemies low. You gain the following ability:

Debilitating Sorcery
Metasorcery, Daily

Use this when you cast an offensive Manifestation. In addition to any other effects, it Weakens any targets it hits. If this spell attacks vs PD, it now deals acid or cold damage. If this spell attacks vs MD, it now deals radiant or psychic damage.

  • Adventurer Perk: You can spend 1 Focus to make the Weakened effect 11+ save ends instead.
  • Champion Perk: This ability now has a 13+ Recharge instead of Daily.
  • Epic Perk: You can spend 1 Focus to make any hit targets Stunned instead of Weakened.

Fortifying Sorcery #

You can twist your sorcerous manifestations to protect yourself and your allies. Outside of combat, you count as having passive resistance to any damage type you can deal with a Metasorcery or Manifestation. (This doesn’t count types you can switch spells to with Arcane Mentor.)

You gain the following ability:

Fortifying Sorcery
Metasorcery, Daily

Use this when you cast a Manifestation that affects allies. Every ally affected by it gains Resist Damage 14+ against one non-Weapon damage type that you specify until the end of the encounter. This Resistance goes down by 1 every time it reduces damage.

Special: It’s clear to enemies when you, an ally, or a location is Fortified in this manner - it’s a visible manifestation.

  • Adventurer Perk: You can choose weapon as a damage type, but the base Resistance is 12+ instead of 14+.
  • Champion Perk: This ability is now 13+ Recharge instead of Daily.
  • Epic Perk: If Fortifying Sorcery doesn’t reduce any damage when used, its next Recharge roll before your next long rest automatically succeeds.

Warding Sorcery #

You can twist your sorcerous manifestations to provide preventative measures for attacks against allies and trespasses on locations. You gain the following ability.

Warding Sorcery
Metasorcery, Daily

Use this when you cast an offensive Manifestation. If used in combat (see Special), choose a nearby ally, yourself, or a nearby location you can see (with a diameter of about 2 yards/meters). This is the Warded target or location.

The Manifestation doesn’t trigger immediately; instead, until the end of the encounter (or 5 minutes have passed), whenever a nearby or engaged enemy attacks the Warded target (before the attack roll is made) or enters the Warded location, you may attempt an 11+ save. On a success, the Manifestation is cast on the target (and any additional targets, if it targets more than one enemy, but the offending attacker has to be a target). It maintains its Empowered status throughout its duration if it’s Empowered.

If this spell attacks vs PD, it now deals fire or lightning damage. If this spell attacks vs MD, it now deals radiant or necrotic damage.

Special: It’s clear to enemies when you, an ally, or a location is Warded in this manner - it’s a visible manifestation, be it an explicit aura or wall of energy or a glyph of some sort. You can cast this outside of combat: It can’t be Empowered if cast in this manner, can only be cast on a location, and takes a couple of minutes to cast, but it lasts 20 x Tier minutes instead of up to 5 minutes. If used out of combat, you can attempt to use your Wild Talent to double the diameter or duration, with a failure meaning the spell is still cast but some kind of Twist is generated.

  • Adventurer Perk: You can spend 1 Focus to Ward a second target with this.
  • Champion Perk: This ability now has a 13+ Recharge instead of Daily.
  • Epic Perk: The first save triggered by this automatically succeeds.

Manifestations #

Sorcerers can express their arcane blood in a number of ways. A Sorcerer has 2 Manifestations in Adventurer Tier, 3 in Champion, and 4 in Epic. You can choose different Manifestations at a full rest.
  • Adventurer Perk: You can change them at any quick rest.
Brain Fog
Spell, At-Will, Standard
Provokes

Make an attack vs MD on a nearby enemy.

Hit: 1d4 x Level psychic damage and the enemy is Dazed until the end of your next turn.

Natural 13+ Hit: As a Hit, and the target is Stunned as well as Dazed.

Miss: Psychic damage equal to your level.

Special: You can spend 1 Focus to target 1d3+1 enemies instead of one, but Brain Fog only deals damage equal to your level if you do so.

Charged Epithet
Spell, At-Will, Standard
Provokes

Make an attack vs MD on a nearby enemy.

Hit: 1d6 x Level psychic damage and the enemy is Softened until the end of your next turn.

Miss: Damage equal to your level.

Special: You can spend 1 Focus to make Softened effect 11+ save ends.

Directed Fury
Spell, At-Will, Standard
Provokes

Make an attack vs PD on a nearby enemy (or a far enemy, but you gain 1 disadvantage on the attack roll).

Natural Odd Hit: 2d4 x Level force damage.

Natural Even Hit: 2d6 x Level force damage.

Miss: Damage equal to your level.

Special: You can spend 1 Focus to use d8s for your damage dice and deal half damage on a miss instead. This can be used after rolling the attack and finding out if it hits, but before rolling damage.

Empathic Display
Spell, At-Will, Standard
Provokes

Choose one nearby ally and choose one ally at random (including yourself). One of the two gains 1 advantage on every attack they make during their turn, while the other gains temporary HP equal to 1d4 x Level.

Special: You can spend 1 Focus to use this as a quick action (or if this is Resounded as a quick action, to use this as a free action). You may only use Empathic Display once per turn. When Empowered, pick the extra two targets at random and give one the first effect and one the second.

Imbued Strike
Spell, At-Will, Standard

Make an attack vs PD on an engaged enemy.

Hit: 2d6 x Level force damage and you may have the target pop off.

Special: You can spend 1 Focus to use d8’s for your damage dice. When you do this, if the attack is a Natural 13+ Hit, the target is Stunned until the start of your next turn as well. This can be used after rolling the attack and finding out if it hits, but before rolling damage.

Impatient Exhortation
Spell, At-Will, Standard

Choose a nearby ally or yourself. Until the end of your next turn, the target can Move or Disengage as a quick action. During that time, the first time that the target attacks an engaged enemy that it wasn’t engaged with at the start of their turn, it gains 1 Advantage on the attack. Any enemy that the target engages, disengages from, pops off of, or moves away from before the start of your next turn takes force damage equal to your level.

Special: You can spend 1 Focus to use this as a quick action (or if this is Resounded as a quick action, to use this as a free action). You may only use Impatient Exhortation once per turn.

Outburst
Spell, At-Will, Standard

Make an attack vs PD on up to 1d4 nearby enemies. Any engaged enemies have to be targeted first.

Hit: 1d4 x Level force damage.

Miss: Force damage equal to half your level (minimum 1).

Special: You can spend 1 Focus to target an additional enemy. This can only be used once per turn, but can be used after rolling the number of targets. All crits on an Empowered Outburst deal triple damage, not just the first.

Projected Turmoil
Spell, At-Will, Standard
Provokes

Make an attack vs MD on a nearby enemy.

Hit: 1d8 x Level psychic damage.

Natural 13+ Hit: As a Hit and the target is Confused until the end of your next turn.

Miss: Psychic damage equal to your level.

Special: You can spend 1 Focus to make any condition inflicted from this attack 11+ save ends or upgrade the save to 13+ save ends if it’s already 11+.

Sample Sorcerers #

Two sample Sorcerers in Adventurer, Champion, and Epic tier are provided below.

Dragon-Blooded

A descendant of dragons, this sorcerer embodies their ancestor’s directness and forthrightness.

Class Attribute Choice: +1 AC and Fast Initiative
Background Ability: Volatile

Talents

  • Burning Sorcery
  • Chain Sorcery
  • Combat Sorcerer

1st Level

  • Adventurer Perk: Combat Sorcerer
  • Manifestations: Outburst, Imbued Strike

5th Level

  • Extra Talent: Blood Ties
  • Adventurer Perks: Burning Sorcery, Chain Sorcery, Combat Sorcerer, Gather Power
  • Champion Perk: Gather Power
  • Manifestations: Directed Fury, Outburst, Imbued Strike

8th Level

  • Adventurer Perks: Burning Sorcery, Chain Sorcery, Combat Sorcerer, Gather Power
  • Champion Perks: Burning Sorcery, Combat Sorcerer, Gather Power
  • Epic Perk: Combat Sorcerer
  • Manifestations: Directed Fury, Outburst, Imbued Strike, Impatient Exhortation

Feychild

A being born of fey magics, this sorcerer harnesses their ancestor’s enchanting ways.

Class Attribute Choice: +1 PD and Vitality
Background Ability: Confounding

Talents

  • Warding Sorcery
  • Confounding Sorcery
  • Debilitating Sorcery

1st Level

  • Adventurer Perk: Confounding Sorcery
  • Manifestations: Empathic Display, Brain Fog

5th Level

  • Extra Talent: Fortifying Sorcery
  • Adventurer Perks: Warding Sorcery, Confounding Sorcery, Debilitating Sorcery, Fortifying Sorcery
  • Champion Perk: Confounding Sorcery
  • Manifestations: Empathic Display, Brain Fog, Projected Turmoil

8th Level

  • Adventurer Perks: Warding Sorcery, Confounding Sorcery, Debilitating Sorcery, Fortifying Sorcery
  • Champion Perks: Warding Sorcery, Confounding Sorcery, Debilitating Sorcery
  • Epic Perk: Confounding Sorcery
  • Manifestations: Empathic Display, Brain Fog, Projected Turmoil, Charged Epithet