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Sorcery points to spell slots12/11/2023 ![]() ![]() When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. A chosen creature automatically succeeds on its saving throw against the spell. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. You gain another one at 10th and 17th level. You gain two of the following Metamagic options of your choice. MetamagicĪt 3rd level, you gain the ability to twist your spells to suit your needs. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. Creating Spell Slots Spell Slot LevelĬonverting a Spell Slot to Sorcery Points. You can create spell slots no higher in level than 5th.Īny spell slot you create with this feature vanishes when you finish a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You learn other ways to use your sorcery points as you reach higher levels.Ĭreating Spell Slots. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You regain all spent sorcery points when you finish a long rest. You can never have more sorcery points than shown on the table for your level. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. ![]() This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Font of MagicĪt 2nd level, you tap into a deep wellspring of magic within yourself. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Sorcerous OriginĬhoose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. You can use an arcane focus as a spellcasting focus for your sorcerer spells. Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus Spell save DC = 8 + your proficiency bonus + your Charisma modifier In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. You use your Charisma whenever a spell refers to your spellcasting ability. Spellcasting AbilityĬharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.Īdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Each of these spells must be of a level for which you have spell slots. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. You know two 1st-level spells of your choice from the sorcerer spell list. You regain all expended spell slots when you finish a long rest.įor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd -level spell slot available, you can cast burning hands using either slot. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. CantripsĪt 1st level, you know four cantrips of your choice from the sorcerer spell list. This font of magic, whatever its origin, fuels your spells. ( a) a dungeoneer’s pack or ( b) an explorer’s packĪn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic.( a) a component pouch or ( b) an arcane focus.( a) a light crossbow and 20 bolts or ( b) any simple weapon.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Hit Points at 1st Level: 6 + your Constitution modifier As a sorcerer, you gain the following class features.
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