🎲 D&D Companion

Sorcerer

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Secondary class β€” requires 5 Fighter levels and 5 Wizard levels.

Requires 5 Fighter levels and 5 Wizard levels. Sorcerers draw their power from an innate usage of magic, as well as physical training to bolster their combat. In contrast with pure Wizards, Sorcerers prefer to hone a few particular spells and maximize their use in battle. They also have access to powerful enchantments that are denied to their Arcane brethren. Arcana and Enchantments are still top priorities for Sorcerers, but in close second are Defenses and Attack skills, as it is in their nature to best their enemies.

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Sorcerygenerated name

cols A-E Β· levels 11-21 Β· 30 abilities
LvlCellAbilityCostRules
11C11Wild Magic6 act6 actions. You enchant a target within 10 spaces with wild magic for the rest of the day. Every time that target casts a spell, they must roll 1d6. On a 4 or lower, that spell is replaced by an entirely random spell. The effects of this new spell are not limited to the target's ability. Consult a Wild Surge Generator for options. Arcana vs Will.
Upgrades:
  1. Wild Magic + (L12) β€” This can take effect anytime the target casts a spell or makes any attacks.
  2. Wild Magic ++ (L13) β€” The effect is now automatic; no d6 roll needed.
  3. Wild Magic +++ (L14) β€” You may choose which Wild Surge effect is placed upon the target.
12A12Acid Splash5 act5 Actions. You throw a bubble of acid at an target in sight. On a hit, it reduces their Armor by 3, as well as the Armor of 1 target next to them. Arcana vs Reflex.
Upgrades:
  1. Acid Splash + (L13) β€” Armor reduced by 6.
12B12Fire Breath6 act6 Actions. You blast fire from your mouth, dealing 2d12 damage to targets up to 3 spaces from you in a line with a 2/3 ignition chance. You may keep this going for multiple turns, but can only cast once per battle. Arcana vs Reflex.
Upgrades:
  1. Fire Breath + (L13) β€” 3d12 damage, guaranteed ignition.
12C12Frost Chains3 act3 Actions. Blasts an adjacent enemy with frost, dealing 2d4 damage and trapping them in chains of ice for 2 turns. Arcana vs Fortitude.
Upgrades:
  1. Frost Chains + (L13) β€” 3d4 damage, affects all adjacent enemies.
12D12Thunderwave6 act6 Actions. You unleash a storm of lightning that hits all targets within 6 spaces of you for 2d10 damage (doubled if Armor is 7+). If there are other targets within 5 spaces of those affected, the lightning jumps to them and so on until there are no unaffected targets within 5 spaces. Arcana vs Reflex.
Upgrades:
  1. Thunderwave + (L13) β€” 3d10 lightning damage.
12E12Power Word5 act5 Actions. You command a target to follow a simple instruction. This instruction cannot cause harm to itself or its allies. If the target resists the command, they take 3d4 sonic damage, bypassing armor. Lasts 5 turns or until the instruction has been carried out. Arcana vs Will.
Upgrades:
  1. Power Word + (L13) β€” Target can be commanded to harm its allies, but not itself. Resistance causes 5d4 sonic damage.
13A13Blink6 act6 actions. You vanish into the Arcane realm. On your next turn, you reappear in an unoccupied spot somewhere in the physical realm. You can only take 1 adjacent target with you. Must roll 18+ Arcana.
13B13Flash4 act4 actions. You unleash arcane energy, blinding all targets within 2 spaces. Lasts 1 turn. Must roll 18+ Arcana.
13C13Mage Armor6 act6 actions. You surround yourself with a magic force. While this force is held up, you are unable to use any of your Defenses against attacks. However, attacks against you will not damage you, but instead use up one of your uncast spells (of your choosing) that battle. Other effects of the attack will still apply. You can dismiss this force free of actions. Lasts until all spells are used up or until dismissed. Must roll 18+ Arcana.
13D13Mage Speed4 act4 actions. You enchant yourself or a target within 5 spaces for 5 turns. During this time, that target has +3 Move Actions, and can Climb/Swim up to 1/2 their Acrobatics roll. Must roll 18+ Arcana.
13E13Arcane Explosion3 act3 Actions. You release Arcane energy from yourself like a bomb, dealing 3d6 Arcane damage (bypassing armor) to everyone within 2 spaces. Anyone who successfully defends is instead pushed back 3 spaces. Arcana vs Fortitude.
14A14Aberrant Pull4 act4 actions. Arcane tentacles that only you can see lash out from underground, gripping all targets within 5 spaces and pulling them next to you. Upon success, the target suffers -2 actions on their next turn. Arcana vs Will.
14B14Bear And Bull4 act4 actions. You or a target within 5 spaces is imbued with the Bear and the Bull powers. That target has +20 Temp HP and +5 to all Strength rolls. Lasts 4 turns. Arcana vs Will.
14C14Dragon Pact8 act8 actions. You shift your skin to resemble dragon scales. The color of the scales determines your defense against elemental attacks, which will only have an extra effect on a 1d10 roll of 8-10. You may shift your scales (and their effect) for 8 actions. Lasts until shifted or called off. Must roll 22+ Arcana. Black: Acid attacks Crimson: Fire attacks Sapphire: Frost attacks Golden: Lightning attacks Emerald: Poison attacks Diamond: Sonic Attacks
14D14Inherent Enchantment9 act9 actions. Choose any enchantment. You temporarily place that enchantment on a weapon you wield or armor you wear. The enchantment cannot surpass the item’s EC. Lasts 5 turns. Must make the required Enchantments roll.
14E14Plague6 act6 actions. You infect an adjacent target with a magical disease, taking 2d4 damage (bypassing armor) every turn until dispelled or they die. If there is anyone next to them on their turn, they also catch the disease. Lasts until all affected have been dispelled or killed. Arcana vs Will.
15A15Careful Spell5 act5 Actions. Your next 3 spells cannot harm allies, even with a critical failure or Area of Effect. Must roll 26+ Arcana.
Upgrades:
  1. Careful Spell + (L16) β€” This affects your next 6 spells.
  2. Careful Spell ++ (L17) β€” This is a permanent effect for all spells you cast.
15B15Distant Spell5 act5 Actions. The range of your next 3 spells is doubled. Must roll 26+ Arcana.
Upgrades:
  1. Distant Spell + (L16) β€” This affects your next 6 spells.
  2. Distant Spell ++ (L17) β€” This is a permanent effect for all spells you cast.
15C15Extended Spell5 act5 Actions. The lasting effects of your next 3 spells are extended up to 24 hours. Must roll 26+ Arcana.
Upgrades:
  1. Extended Spell + (L16) β€” This affects your next 6 spells.
  2. Extended Spell ++ (L17) β€” This is a permanent effect for all spells you cast.
15D15Subtle Spell5 act5 Actions. Your next 3 spells do not require you to speak or make any gestures. Must roll 26+ Arcana.
Upgrades:
  1. Subtle Spell + (L16) β€” This affects your next 6 spells.
  2. Subtle Spell ++ (L17) β€” This is a permanent effect for all spells you cast.
15E15Transmuted Spell5 act5 Actions. If your next 3 spells have any special magical effects (Acid, Arcane, Fire, Frost, Holy, Lightning, Psychic, Sonic), you may switch it to another type. Must roll 26+ Arcana.
Upgrades:
  1. Transmuted Spell + (L16) β€” This affects your next 6 spells.
  2. Transmuted Spell ++ (L17) β€” This is a permanent effect for all spells you cast.
16A16Explosive Spell5 act5 Actions. If successful, your next 3 spells affect everyone next to your target as well. Must roll 26+ Arcana.
Upgrades:
  1. Explosive Spell + (L17) β€” This affects your next 6 spells.
  2. Explosive Spell ++ (L18) β€” This is a permanent effect for all spells you cast.
16B16Heightened Spell5 act5 Actions. You add 2d6 Arcane damage to your next 3 damaging spells. Must roll 26+ Arcana.
Upgrades:
  1. Heightened Spell + (L17) β€” This affects your next 6 spells.
  2. Heightened Spell ++ (L18) β€” This is a permanent effect for all spells you cast.
16C16Quickened Spell5 act5 Actions. Your next 3 spells only require half their Action cost, rounded up. Must roll 26+ Arcana.
Upgrades:
  1. Quickened Spell + (L17) β€” This affects your next 6 spells.
  2. Quickened Spell ++ (L18) β€” This is a permanent effect for all spells you cast.
16D16Seeking Spell5 act5 Actions. Your next 3 spells, if they go against Reflex, may take the higher of 2d20 Arcana rolls. Must roll 26+ Arcana.
Upgrades:
  1. Seeking Spell + (L17) β€” This affects your next 6 spells.
  2. Seeking Spell ++ (L18) β€” This is a permanent effect for all spells you cast.
16E16Twinning Spell5 act5 Actions. If successful, your next 3 spells are cast again from your target’s location. You do not need to make an Arcana roll for the second cast. Must roll 26+ Arcana.
Upgrades:
  1. Twinning Spell + (L17) β€” This affects your next 6 spells.
  2. Twinning Spell ++ (L18) β€” This is a permanent effect for all spells you cast.
17B17Bend LuckReactiveReaction. Use when a target within 2 spaces makes an attack roll. You may roll 1d4, then either add or subtract your result from the target’s attack roll. This can be done after a hit is confirmed, but before damage is dealt. This spell is unavoidable.
17C17Clockwork Soul600 act600 actions. You conjure a spirit that takes the form of tiny floating clockwork. As a Reaction, you may use the spirit to Rewind the last 3 seconds, or round of combat. Afterwards, the spirit will disappear. Only you will know that time was rewound. This spell is unavoidable. Must roll 30+ to summon.
17D17Disintegrate6 act6 actions. You turn an object to dust. You must be holding or adjacent to the object. If it is a weapon, the one wielding it is Disarmed. If it is a piece of armor, the one wearing it loses its benefits. Must roll 30+ Arcana.
21C21Freeze Time1 act1 action. You stop time around you, giving yourself an extra (1d4+1)x6 actions instantly. You cannot transfer actions to an ally, and spells that you cast during this time will be spent normally. Though damage can be dealt, no one can die while time is frozen. Must roll 36+ Arcana.