Extended Sorcerer Levels (5e Class)

Extended Sorcerer Levels

These are additional levels for the Sorcerer class. See Level 40 Expansion (5e Variant Rule) for more info.

Class Features

As a Sorcerer you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: None
Skills: None

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) None or (b) {{{item1b}}}

Table: The Sorcerer

LevelProficiency
Bonus
FeaturesSorcery Points
1st+2Demigod21
2nd+2Sorcerous Origin feature22
3rd+2Improved Ability Score Improvement23
4th+2Ability Score Improvement, Metamgic24
5th+325
6th+3Sorcerous Origin feature26
7th+3Sorcerous Rejuvenation27
8th+3Ability Score Improvement, Improved Ability Score Improvement28
9th+429
10th+4Sorcerous Origin feature30
11th+4Metamagic31
12th+4Ability Score Improvement, Fountain of Mana32
13th+5Metamagic Options33
14th+5Improved Ability Score Improvement34
15th+5Sorcerous Origin feature35
16th+5Ability Score Improvement, Sorcerous Regeneration36
17th+6Spontaneous Power37
18th+6Metamagic38
19th+6Ability Score Improvement, [[#|]]39
20th+6Spellslinger of the Gods40

Demigod

At 21st level, you begin to surpass the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a sorcerer and transforming you into a minor deity in your own right. You’re creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.

From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow blue whenever you cast a spell, your skin might change colors at will, or your hair might do eccentric things. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Finally, you cannot gain levels in any other class.

Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC also increases by 1.

Improved Ability Score Improvement

When you reach 23rd level, and again at 28th and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.

Sorcerous Rejuvenation

Starting at 27th level, when you roll for initiative and have less than half your sorcery points remaining, you regain 2 sorcery points.

Fountain of Mana

Starting at 32nd level, you can create higher-level spell slots with your Flexible Casting, using 9 points for a 6th-level slot, 12 points for a 7th-level slot, and 16 points for an 8th-level slot. You can create only one each of 6th, 7th, or 8th level spell slot in this way until you finish a long rest.

Metamagic Options

Starting at 33rd level, you can choose from the following metamagic options whenever you gain a new metamagic. You can also immediately change one of your metamagic options for a new one, from this list or the previous one.

Agonizing Spell When you roll a damage die for a spell, you can spend 3 sorcery points to add your Charisma modifier (minimum of one) to the die. You can do this a number of times up to your Charisma modifier (minimum of one) per spell.

You can use Agonizing Spell even if you have already used a different Metamagic option during the casting of the spell. Agonizing Spell cannot be used in conjunction with Empowered Spell or Heightened Spell.

Double Spell When you cast a spell with a casting time of 1 action as the first thing you do on your turn, you can also use your bonus action to spend sorcery points equal to twice its level to copy the spell’s effect. You can select new targets and/or points within the spell’s range. You are then stunned until the end of your turn.

Instant Spell When you cast a spell with a casting time of 1 action or 1 bonus action, you can spend 5 sorcery points to cast the spell as a free action.

Invisible Spell When you cast a spell that produces a visible effect, such as prismatic spray or meteor swarm, you can spend 10 sorcery points to have the spell produce no such visible phenomenon while still dealing damage or having its desired effect.

You can use Invisible Spell even if you have already used the Quiet Spell Metamagic option.

Morphic Spell When you deal damage with a spell that deals acid, cold, fire, lightning, poison, or thunder damage as its main effect, you can spend 1 sorcery point to change that type of damage to another type of damage from that list. If a spell calls for a saving throw to resist some or all of the damage done by the spell, acid, fire, and lightning will call for a Dexterity save while cold, poison, and thunder will call for a Constitution save. Damage from additional effects like that of witch bolt don’t retain the change in damage type.

Sorcerous Regeneration

Starting at 36th level, whenever you roll initiative, you regain 2 sorcery points.

Spontaneous Power

At 37th level, your connection to raw forces of magic strengthens, granting you unmatched capabilities with warping the weave. Your Constitution, Intelligence, and Charisma each increase by 2, to a maximum of 26; your spells deal additional force damage equal to their level (0 for cantrips); and each time you cast a spell of 3rd level or higher, you regain a lower-leveled spell slot of at most ⅓ of the level of spell cast, rounded down.

Spellslinger of the Gods

At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, you can use up to two different Metamagic options per spell. You also gain sufficient power to grant divine powers to one creature, beginning your ascent to true godhood.

Draconic Bloodline

Draconic Immunity

At 22nd level, the patches of scales on your skin harden and spread, and your skin itself gets tougher, just like a true dragon. Your armor class cannot be lower than 15 + your Dexterity modifier, regardless of the type of armor you are wearing. Additionally, your hit points increase by 2, and by an additional 1 each time you gain a level in this class. You also gain one use of a dragon’s Legendary Resistance, which you can’t use again until you finish a long rest.

Elemental Mastery

Starting at 26th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can spend 2 sorcery points to roll all of the damage dice twice and use the higher total. In addition, you now have permanent resistance to the damage type associated with your draconic ancestry, and you can spend 1 sorcery point at the time you cast that spell to gain immunity to that damage for 1 hour.

Dragon Aspect

At 30th level, your ability to manifest wings encompasses nearly the entire dragon form. Whenever you manifest your wings, you also manifest the tail and claws of a dragon, gaining two different attack actions. You also grow to the size of a large creature as your body changes shape to gain the appearance of a small adult dragon. While your dragon aspect is manifested, you have a fly speed of twice your speed, and you can make the Claw, Tail, and multiattack attack actions, which replace your unarmed strikes and are melee weapon attacks. Your Claw deals 2d6 slashing damage, and your Tail deals 2d8 bludgeoning damage. Your multiattack allows you to make two Claw attacks, and you can use your Tail attack whenever you get to make an opportunity attack.

Clothing and armor not made to accommodate your dragon form will most likely be destroyed when you manifest it.

Draconic Existence

Beginning at 35th level, your ties to your draconic ancestry not only allow you to take on the mantle of a dragon and even exude the aura of one, but also allow you to use the breath weapon of a dragon. You gain the breath weapon options of the dragon associated with your draconic ancestry. You can use your breath weapon once and cannot do so again until you finish a long rest. You can spend 5 sorcery points to use your breath weapon again, and cannot do so again until you finish a short rest. Additionally, the radius of your Draconic Presence increases to 120 feet and it’s not concentration. An affected creature can remake the save at the end of each of its turns and each time you deal damage to it, ending the effect on itself on a success. Charmed creatures have advantage on the save when they make it after taking damage.


Wild Magic

Oceans of Chaos

Starting at 22nd level, you can use your Tides of Chaos feature twice between each long rest. Additionally, the DM no longer chooses if a wild magic surge happens after you cast a sorcerer spell of 1st level or higher to cause you to regain one use of your Tides of Chaos feature: you roll a d6. On odds, a wild magic surge happens and you regain one use of your Tides of Chaos feature. On evens, nothing happens.

Alternatively, you can choose to have the DM still decide if a surge happens or not.

Control Fate

Starting at 26th level, you can spend an additional 2 sorcery points when you use your Bend Luck feature to roll 2d4 as a bonus or penalty instead of 1d4.

Mastered Chaos

Starting at 30th level, whenever you roll on the Wild Magic Surge Table, you can increase or decrease (your choice) the result of each roll by 1. You can do so before choosing which roll to use.

Magical Obliteration

Starting at 35th level, you can use your Spell Bombardment feature a number of times per turn equal to your Charisma modifier (minimum of two) instead of once per turn.


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