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yoonmoonsik edited this page Aug 19, 2026 · 14 revisions

Subclasses

Your Subclass is chosen at Level 3 and defines the magical heritage that shaped your power.

Core Sorcerer Traits

TRAIT DETAIL
Primary Ability Charisma
Hit Point Die D6 D6 per Sorcerer level
Saving Throw Proficiencies Constitution and Charisma
Skill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies Simple weapons
Armor Training None

Class Features

Progression Overview

LEVEL FEATURE
1 Innate Sorcery, Spellcasting
2 Font of Magic, Metamagic
3 Subclass
7 Sorcery Incarnate

Level 1

Innate Sorcery As a Bonus Action, you can activate Innate Sorcery. For 1 minute, the spell save DC of your Sorcerer spells increases by 1, and you have Advantage on the attack rolls of Sorcerer spells you cast.

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Spellcasting You cast spells using Charisma as your spellcasting ability. You know a fixed number of Sorcerer spells and can cast them with spell slots that increase with your level.

Level 2

Font of Magic You have Sorcery Points equal to your Sorcerer level, and they come back on a Long Rest. You can spend Sorcery Points to create spell slots, or convert spell slots back into Sorcery Points.

Creating a spell slot costs: 2 Points (Lv1), 3 (Lv2), 5 (Lv3). Converting a spell slot gives: 1 Point (Lv1), 2 (Lv2), 3 (Lv3).

Metamagic You gain two Metamagic options. You gain additional options as you level.

METAMAGIC COST EFFECT
Careful 1 SP Allies automatically succeed on Saving Throws against your spells
Distant 1 SP Double a spell's range. Touch spells get a range of 9m instead
Empowered 1 SP Roll a damaging spell's damage with Advantage. Combines with another Metamagic option on the same cast
Extended 1 SP Double the duration of conditions, summons, and surfaces caused by spells
Heightened 2 SP Target has Disadvantage on saves against the spell (initial save and, for a set of covered spells, repeat saves to escape the effect)
Quickened 2 SP Cast a spell that normally uses an Action with a Bonus Action
Seeking 1 SP Reroll a missed spell attack roll
Subtle 1 SP Cast without Verbal or Somatic components
Twinned 1 SP Add one target to a spell that would gain a target from a higher-level spell slot

Careful, Empowered, and Extended keep the base game's versions rather than the 5.5 rules text. The 5.5 wording for those three — a cap of Charisma modifier creatures on Careful, rerolling up to Charisma modifier damage dice on Empowered, a 24-hour limit and Advantage on Concentration saves on Extended — cannot be expressed in the engine, so the mod leaves them at their vanilla behaviour instead of promising something the passive never delivers.

Twinned Spell targets

Twinned follows the 5.5 rule: it applies to spells that gain a target when cast with a higher-level slot, and it adds one target for a flat 1 Sorcery Point regardless of the spell's level. The spells it covers:

LEVEL SPELLS
1 Animal Friendship, Bane, Bless, Charm Person, Command (all five commands), Heroism, Hideous Laughter, Jump, Longstrider, Magic Missile, Spellfire Flare
2 Blindness, Darkbolt, Dazing Blast, Enhance Ability (all six), Hold Person, Invisibility, Mind Whip, Scorching Ray, Snowball Swarm
3 Fly
4 Banishment
5 Hold Monster

On Magic Missile, Scorching Ray, Snowball Swarm, and Darkbolt this adds a dart, ray, or bolt rather than a second creature, since that is how those spells scale with slot level. Summoning spells are excluded — Danse Macabre and Animate Dead gain creatures on upcast but are not valid Twinned targets.

Level 3

Subclass At Level 3, you choose a Subclass, which defines your bonus spell list and passive features. See Subclasses below.

Level 7

Sorcery Incarnate If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

Playstyle Notes

The Sorcerer's defining advantage is Metamagic — Quickened (Bonus Action cast), Twinned (an extra target), Heightened (Disadvantage on saves), Empowered (damage rolled with Advantage) — each reshaping a spell's output at Sorcery Point cost. Innate Sorcery's +1 DC and attack Advantage run for a full minute per activation; the key window is Heightened save-or-suck spells like Hold Person, where DC+1 plus Disadvantage compounds into near-guaranteed control. For a set of covered save-or-suck spells (Hold Person, Hold Monster, Sleep, Slow, Dominate Person/Beast, Confusion, Phantasmal Force, and others), the Disadvantage also carries over to the target's repeat saves to escape the effect on later turns, not just the initial save.

Sorcery Points only recover on a Long Rest in this mod — Sorcerous Restoration's Short Rest partial recovery from tabletop 5e isn't implemented, so plan Metamagic and slot conversion spending around a single daily pool rather than expecting a mid-day top-up.

Subclass defines the secondary identity:

  • Draconic — Natural armor without a shield; elemental affinity adds Cha mod to matching damage
  • Wild Magic — Controlled chaos; Tides of Chaos gives guaranteed Advantage once per rest
  • Clockwork — Balanced defensive/control; Restore Balance denies Advantage/Disadvantage
  • Aberrant — Psionic spells cast without Verbal/Somatic for zero-cost Sorcery Point cost
  • Shadow — Dark-themed spell list + death resistance + Hound of Ill Omen
  • Spellfire — Metamagic-triggered damage bonus; regain Sorcery Points from Counterspell
  • Frost — Cold-identity subclass; Cold damage bonus + Resistance + icy terrain control
  • Storm — Lightning/Thunder identity with mobility and reactive damage
  • Heroic — Martial-caster; Martial weapon/Medium Armor training, Charisma-based weapon attacks, War Magic cantrip-plus-attack combo
  • Divine Soul — Support-caster; Cleric spell picks at Levels 3/5/7/9, bonus healing, a 2d4 reroll safety net on a Short Rest

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