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SORCERER

S
orcerers are the purest manifestation of the The Sorcerer
influence of Vaala in life — mortals with an LEVEL PROFICIENCY SORCERY FEATURES
innate ability to manipulate and manifest BONUS POINTS
magic, and displaying their Vaala from birth. Spellcasting,
Valernian sorcerers are justly feared and admired for 1st +2 - sorcerous
origin
their power, often becoming military or political
leaders. Font of
2nd +2 2
magic
As a sorcerer, you gain the following class features: 3rd +2 3 Metamagic
Ability score
HIT POINTS 4th +2 4
increase
Hit Dice: 1d6 per sorcerer level 5th +3 5 -

Hit Points as 1st Level: 6 + your Constitution 6th +3 6 Origin feature


modifier 7th +3 7 -
Hit Points at Higher Levels: 3 (1d6) + your Ability score
8th +3 8
Constitution modifier per sorcerer level after 1st increase
9th +4 9 -
PROFICIENCIES 10th +4 10 Metamagic
Armor: None
11th +4 11 -
Weapons: Simple weapons Ability score
12th +4 12
increase
Tools: None
13th +5 13 -
Saving throws: Constitution, Charisma
Choose 2 skills from this list: 14th +5 14 Origin feature

Arcana 15th +5 15 -

Deception Ability score


16th +5 16
increase
Insight 17th +6 17 Metamagic
Intimidation 18th +6 18 Origin feature
Persuasion Ability score
19th +6 19
increase
Religion
Sorcerous
20th +6 20
restoration
EQUIPMENT
You start with the following equipment, in addition
to the equipment granted by your Background:
• A light crossbow or a simple weapon of your
choice
• A dagger or a simple weapon of your choice
• A mystery focus of your choice
• A dungeoneer’s pack or explorer’s pack

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Sorcerer Spellcasting
SPELL SLOTS PER LEVELW
LEVEL PROFICIENCY SPELLS 1ST 2nd 3rd 4th 5th 6th 7th 8th 9th
BONUS KNOWN
1st 4 2 2 - - - - - - - -

2nd 4 3 3 - - - - - - - -

3rd 4 4 4 2 - - - - - - -

4th 5 5 4 3 - - - - - - -

5th 5 6 4 3 2 - - - - - -

6th 5 7 4 3 3 - - - - - -

7th 5 8 4 3 3 1 - - - - -

8th 5 9 4 3 3 2 - - - - -

9th 5 10 4 3 3 3 1 - - - -

10th 6 11 4 3 3 3 2 - - - -

11th 6 12 4 3 3 3 2 1 - - -

12th 6 12 4 3 3 3 2 1 - - -

13th 6 13 4 3 3 3 2 1 1 - -

14th 6 13 4 3 3 3 2 1 1 - -

15th 6 14 4 3 3 3 2 1 1 1 -
16th 6 14 4 3 3 3 2 1 1 1 -

17th 6 15 4 3 3 3 2 1 1 1 1

18th 6 15 4 3 3 3 3 1 1 1 1

19th 6 15 4 3 3 3 3 2 1 1 1

20th 6 15 4 3 3 3 3 2 2 1 1

SPELLCASTING Cantrips
Vaala influenced your birth in such a way that you You know four cantrips of your choice from the
can wield innate sorcerous powers, which you did sorcerer spell list. You learn a new cantrip at 4th
not have to learn — they are in your nature. It may level, and another one at 10th level.
be the legacy of a magic ancestor, a Vaala surge or
a freak accident of birth, but you can cast spells as Known Spells
others can walk and breathe. Pick two 1st-level spells from the sorcerer spell
list. These are your starting magic powers. You
learn new spells as you advance in sorcerer level, as
indicated in the Sorcerer Spellcasting table. Each
time you learn a new spell, it must be from a level
for which you have available spell slots.

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Spell Slots Sorcery Points
The Sorcerer Spellcasting table shows how many At 2nd level, you gain 2 sorcery points. Your
spell slots you have at each level. To cast a sorcerer maximum sorcery points increase by 1 every
spell, you must expend a slot of the spell’s level or time you gain a level. Your sorcery points are
higher. You regain all expended spell slots when you replenished to their maximum amount when you
finish a long rest. finish a long rest.
Spellcasting Flexible Casting
Charisma is your spellcasting ability, as your As a bonus action, you can expend one spell slot to
sorcerer spells come from the core of your being. gain a number of sorcery points equal to the spell’s
Spell save DC = 8 + your Proficiency bonus + your level, up to your sorcery point maximum.
Charisma modifier Conversely, you may spend sorcery points to
Spell attack bonus = your Proficiency bonus + regain an expended spell slot. To do so, you must
your Charisma modifier spend sorcery points equal to the spell slot’s level +
1. You may not use this feature to create spell slots
Spellcasting Focus above 5th level.
You may use a mystery focus (see Dragonbond
equipment) as a spellcasting focus for your METAMAGIC
adept spells. Starting at 3rd level, you may use sorcery points to
enhance your spellcasting. Choose two metamagic
SORCEROUS ORIGIN abilities from the options below. You gain a new
metamagic ability at 10th level, and another at
The ways of Vaala are mysterious, and your powers
17th level.
may come from a variety of magical sources in your
bloodline. Your sorcerous origins defines your class You may only use one metamagic ability at a
features and available spells. time, unless specified otherwise.
Choose a sorcerous origin from Blood Careful Spell. When you cast a spell that allows a
Sorcery, to descend from vampire-like ancestors; saving throw against its effects, you may spend 1
Chimeric Bloodline, to be a product of alchemical sorcery point to choose a number of creatures up
engineering; Fell Bloodline, to have been sired to your Charisma modifier (minimum of 1). The
or switched at birth by the fey; or Heritage chosen creatures automatically succeed on their save.
Bloodline, to descend from a long line of mighty Chromatic Spell. When you cast a spell that deals
spellcasters. These sorcerous origins are described damage, you may spend 1 sorcery point to change
starting on page 123. the spell’s damage type. You may use this ability in
Your sorcerous origin grants you an Alignment conjunction with other metamagic abilities.
Affinity (see the Alignment section) and gives you Distant Spell. When you cast a spell with a range
specific powers and class features. You have some of of touch, you may spend 1 sorcery point to give it
these features from birth, and thus you already have a range of 30 feet. If the spell’s range was already 5
them at 1st level; you gain new powers at 6th, 14th feet or longer, you double the spell’s range.
and 18th level.
Empowered Spell. When you roll damage for a spell,
FONT OF MAGIC you may spend 1 sorcery point to reroll the damage,
abiding by the second result. You may use this ability
Starting at 2nd Level, you can channel your in combination with other metamagic abilities.
inner vaala like a magic supply, represented by
sorcery points. You may use these points for
various purposes.

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Extended Spell. When you cast a spell with a 1st-level spells Scorching Ray
duration of 1 minute or longer, you may spend 1 Burning Hands See Invisibility
sorcery point to double the spell’s duration. You
cannot make a spell last longer than 24 hours with Charm Person Shatter
this ability. Color Spray Spider Climb
Quickened Spell. When you cast a spell that Comprehend Languages Suggestion
requires you to use one action, you may spend 2
sorcery points to cast it as a bonus action. Detect Magic Web

Penetrating Spell. When a creature rolls a saving Disguise Self 3rd-level spells
throw against one of your spells, you may spend 3 Expeditious Retreat Blink
sorcery points to impose disadvantage on the die roll. False Life Clairvoyance
Subtle Spell. You may spend 1 sorcery point to cast Feather Fall
any one spell without somatic or verbal components, Daylight
Fog Cloud Dispel Magic
Twinned Spell. When you cast a spell that can only
target one creature, you may spend a number of Jump Fear
sorcery points equal to the spell’s level (cantrips cost Mage Armor Fireball
1 sorcery point for this purpose) to target a second
creature within range with the same spell. Magic Missile Fly
This ability can’t be used with spells that have a Shield Gaseous Form
range of ‘self ’. Silent Image Haste
Sleep Hypnotic Pattern
ABILITY SCORE INCREASE
Thunderwave Lightning Bolt
When you reach 4th level, and again at 8th, 12th,
16th and 19th level, you may increase one of your 2nd-level spells Major Image
ability scores by 2 points, or two ability scores by Alter Self Protection from Energy
1 point each. You may not increase an ability score
above 20 by using this feature. Blindness/Deafness Sleet Storm
Blur Slow
SORCEROUS RESTORATION
Darkness Stinking Cloud
Starting at 20th level, your magic supply
Darkvision Tongues
replenishes itself constantly. Upon finishing a
short rest, you regain sorcery points equal to your Detect Thoughts Water Breathing
Charisma modifier (minimum of 1 point). Enhance Ability Water Walk
Enlarge/Reduce 4th-level spells
SORCERER SPELLS Mending
Gust of Wind Banishment*
Cantrips Message
Hold Person Blight
Acid Splash Minor Illusion
Invisibility Confusion
Chill Touch Poison Spray
Knock Dimension Door
Dancing Lights Prestidigitation
Levitate Dominate Beast
Fire Bolt Ray of Frost
Mirror Image Greater Invisibility
Light Shocking Grasp
Misty Step Ice Storm
Mage Hand True Strike

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Polymorph 7th-level spells As a blood sorcerer, your bloodline was
Stoneskin Delayed Blast Fireball awakened by Id at some point in the past, and now
you may awaken blood through willpower.
Wall of Fire Etherealness*
Aspect
5th-level spells Finger of Death
When you choose this bloodline, you gain
Animate Objects Fire Storm
the Will aspect of your alignment (see the
Cloudkill Plane Shift Alignment section).
Cone of Cold Prismatic Spray Awakened Blood
Creation Reverse Gravity As a blood sorcerer, your first ability is to control
Dominate Person Teleport your own blood.

Hold Monster 8th-level spells When you are healed by magic or by spending
hit dice to heal yourself, you regain 1 additional hit
Insect Plague Dominate Monster point per die.
Seeming Earthquake Also, when an effect causes you to take damage
Telekinesis Incendiary Cloud on each of your turns, you may end the effect on
yourself as a bonus action.
Teleportation Circle Power Word Stun
Wall of Stone Sunburst Bloodcasting
You have the ability to awaken the blood of others.
6th-level spells 9th-level spells
You can use the wounds of a bloodied creature —
Chain Lightning Gate* a humanoid, beast, dragon, giant or monstrosity
Circle of Death Meteor Swarm that is not at its maximum hit points — within 30
feet of you to gain bloodcasting. This gives you the
Disintegrate Power Word Kill following benefits:
Eyebite Time Stop • You may change the damage type of any spell
Globe of Invulnerability Wish you cast to slashing damage.
Mass Suggestion • If the bloodied creature is friendly and willing,
you can use that creature as a spellcasting focus
Move Earth for any of your spells.
Sunbeam
Blood Slash
True Seeing
When you have bloodcasting, you can make a
BLOOD SORCERY blood slash attack.
Not only is Blood Sorcery the ultimate expression A blood slash is an unarmed strike with a 30
of a sorcerous bloodline — using literal blood to ft. reach, using your Charisma modifier instead of
fuel a sorcerer’s power — but it is also the most Strength to calculate attack and damage bonuses,
primal manifestation of Id Vaala, the Will Aspect and dealing slashing instead of bludgeoning damage.
of Magic.
Blood Sorcery appeared in the Tyverian Empire,
giving birth to the maghyr caste that rules the
realm, but a few other individuals have manifested
it, including descendants of the maghyri as well as
spontaneous freaks of Will magic.

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Blood Tendrils As a Chimeric sorcerer, you are born of a
Starting at 6th level, when you successfully hit a Kaimera bloodline — humanoids modified by
creature with your blood slash, you can choose one zoethurgy —, which shows in your unique physical
of the following effects: attributes and innate magical aptitude.

• The target takes 2d6 additional damage. Aspect


• The target becomes Incapacitated or Restrained When you choose this bloodline, you gain
until the end of your next turn. the Source aspect of your alignment (see the
Alignment section).
• The target falls Prone.
Chimeric Mutation
Blood Drain
You have acquired a mutation from magical
Also starting at 6th level, when your blood slash
experimentation, or inherited it from mutant
damage brings a humanoid, beast, dragon, giant or
ancestors. Choose a physical trait from the
monstrosity to 0 hit points, you regain 1 sorcery point.
following options:
You can also make a blood slash attack against
Adaptive Defenses. Choose one spell school, one
a willing, friendly bloodied creature to regain 1
condition or one damage type. You gain advantage
sorcery point. You cannot reduce the damage dealt,
on saving throws against spells and effects of the
but if the creature is reduced to 0 hit points you
chosen spell school, causing the chosen condition
can choose to knock it out instead of killing it.
or dealing the chosen damage type.
Once you benefit from this feature, you must
Adaptive Skills. Choose one of the possible uses of
finish a long or short rest before using it again.
a single skill, as approved by your GM. When you
Blood Tendrils use your skill in the chosen way, you gain advantage
on the skill check.
Starting at 14th level, you can make a blood slash
attack as a bonus action, and you can choose one of Bulky. You are unusually tall, thick or squat. If
the following effects on a successful hit: you’re Small, you may change your size to Medium.
Your Strength score increases by 1 point, and your
• The target takes 3d6 additional damage. Dexterity score decreases by 2 points.
• The target becomes Incapacitated or Enhanced Limbs. You gain one tool proficiency of
Restrained for 1 minute. At the start of each your choice, and you have body modifications that
of the creature’s turns, it may make a Strength allow you to use that proficiency without tools.
saving throw against your spell save DC,
ending the effect on itself on a success. Enhanced Movement. You gain your choice of a climb,
burrow or swim speed equal to your base speed.
Blood Flood
Enhanced Speed. +10 base speed.
Starting at 18th level, your blood slash can
Mutated Limb. Choose a single non-consumable
target a number of additional creatures equal
object, worth no more than 100 gp. You have
to your Charisma modifier (minimum of 1
a limb or organ that counts as the chosen item,
additional target).
which is part of your body. You may use that limb
as an action.
CHIMERIC BLOODLINE
Night Sight. You gain Darkvision out to 60 ft.
The magical experimentation known as zoethurgy, or
creature alchemy, has allowed the Sikarian blue elves Spindly. You are unusually thin, frail or petite. If
to control the North Sea through their advanced you’re Medium, you may change your size to Small.
science, and has also bred strange creatures, variously Your Dexterity score increases by 1 point, and your
mutated and enhanced through source magic. Strength and Constitution scores decrease by 1
point each.

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Sorcerous Mutation Magic Metabolism
In addition to your inborn traits, your magic Starting at 18th level, your body has adapted
power has manifested into a magical mutation that to long-term magic use. Choose a number of
enhances your already modified physique. Choose Transmutation spells that you know, whose total
an ability from the following list: spell levels are not higher than 3. You may cast any
• Your unarmed strikes deal 1d4 damage of a of the chosen spells on yourself without spending a
type of your choice. spell slot.

• Gain wings and a fly speed equal to your base FELL BLOODLINE
speed.
The Fell, the Dream Elves of the Fai Woods, often
• Become Large (see the ‘Large Characters’ kidnap mortals to steal their dreams and force them
sidebar). to be physical anchors of their imaginary existence.
• Gain Proficiency in one skill of your choice. Sometimes, the Fell breed with these humans, or
infuse their magic in mortal-born children. When
• Gain truesight or Blindsight out to 60 ft.
those children grow, they become sorcerers of the
• Increase one ability score by 1 point. Fell Bloodline.
• Increase your unarmored AC by 1. As a Fell Sorcerer, you are half-fey, your essence
• Gain resistance to one damage type. tethered to the Dream itself.
• You learn one additional cantrip of your choice Aspect
from any class’ spell list. When you choose this bloodline, you gain
Natural Adaptability the Dream aspect of your alignment (see the
Alignment section).
As your magic power grows, it awakens your
potential for mutation. Starting at 6th level, when Fey Nature
you are the target of a spell of the transmutation You were conceived by Fai, the magic of Dream
school, the effects last double for you, and you a part of your being. You have the Fey subtype,
may end the effect on yourself on your turn as a and are affected by any traits and abilities that
free action. specifically target Fey creatures.
If a Transmutation effect prevents you from
using this feature, that effect automatically ends on Awakening
you at the end of your next turn. The magic of Awakening, the Dream Elves’ power
to weave solid reality out of imagination, runs
Empowered Adaptation within you. You know the prestidigitation cantrip,
Starting at 14th level, you have learned to enhance and may cast it as a bonus action.
your natural attributes with magic.
Dreamsight
When you deal weapon damage, you can use
your reaction and spend 2 sorcery points to negate You can see through the Dream. You have
the target’s damage resistance. advantage on saving throws against Illusion effects,
and on all ability checks made to detect magically
When you take weapon damage, you can use hidden creatures, objects and locations.
your reaction and spend 3 sorcery points to gain
resistance to all damage. Dreamface
You have inherited the mercurial appearance of
your Fell forebears. Upon reaching 6th level, you
learn the disguise self spell if you didn’t already, and
you may cast it without spending a spell slot.

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Dreamstep Memory of Power
As you grow more powerful, the Dream calls at Your ancestors reveal more power to you as you
you, and you learn to navigate its paths. Upon become more experienced. Upon reaching 6th
reaching 14th level, you learn the misty step spell level, your sorcery point maximum increases by 1
if you didn’t already, and you may cast it at will in addition to the increase from your sorcerer level.
without spending a spell slot.
Secrets of the Ancients
Dreamself You remember part of your ancestors’ arcane
Starting at 18th level, you are so attuned to the knowledge. Starting at 14th level, you learn an
Dream that you become half-real yourself, gaining additional metamagic ability.
the following traits:
Birthmark Revealed
• You gain resistance to bludgeoning, piercing
and slashing damage from attacks that are not Upon reaching 18th level, a birthmark — a tattoo
magical or deadsteel. once used by one of your mighty forebears —
appears in your skin, confirming your ancestry;
• You cannot be Grappled. you can use this birthmark to power your magic.
• You can see invisible creatures, and your spells You no longer need material components or a
and attacks may affect incorporeal creatures spellcasting focus to cast spells.
normally.

HERITAGE BLOODLINE
Many sorcerer bloodlines come from dragons,
supernatural creatures or the direct intervention
of magic itself. Sorcerers of the Heritage Bloodline
inherited their powers from other sorcerers, which
in turn began when the first Altanesi Scions learned
their ancestral magic.
Every now and then, a long-removed descendant of
those early scions will display innate powers, born
not out of supernatural intervention, but out of the
power of their mortal ancestors.
Aspect
When you choose this bloodline, you gain an
Aspect of your choice from Dream, Source or Will
(see the Alignment section).
Magic Lineage
You descend from the mightiest sorcerers in the world.
You know one additional 1st-level sorcerer spell.
Mighty Bloodline
Your mind and body are enhanced by your
ancestors’ power. You may increase one of your
ability scores by 2 points, or two of your ability
scores by 1 point each.

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