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DnD Classes Sorcerer

Dungeons and Dragons – Mystara

Classes – Sorcerer

This is an series of articles on which 5th Edition classes are available in my campaign and where you will find a teacher. It starts out with Humans and Dwarves being the source of all classes, due to the other races still being in development so this will be updated as that expands as well. Expect to see additions due to those races over the next year or two. This is a long term project so I am not rushing to complete it, doing one sub race at a time.

Classes Available: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock and Wizard.

5e-wiz-ph DnD Players Handbook
5e-wiz-ph – D&D 5E Players Handbook

Sorcerer Overview

Hit Dice: 1d6 per sorcerer level

Proficiencies:

  • Armour: none.
  • Weapons: Dagger, darts, slings, quarterstaffs, light crossbow. (or discuss with GM for replacing one or more)
  • Tools: None.
  • Saving Throws: Constitution, Charisma.
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Starting Gear:

  • a light crossbow and 20 bolts or any simple weapon
  • a component pouch or an arcane focus
  • a dungeoneers pack or an explorers pack
  • two daggers

Class Features

  • (1st) Sorcerous Origin
  • (1st) Spellcasting
  • (2nd) Font of Magic
  • (4th) Ability Score Improvement
  • (20th) Sorcerous Restoration


The Sorcerer class includes a ritual book as part of its starting option with two sorcerer rituals that the character has also learnt of the players choice.

Characters can choose one Secret Craft associated with their Sorcerous Origin.

(1st) Spellcasting (House Rule)

A character has access to these spells, plus those of a secret craft they have gained access to.

Spell ListClass ListSorcerer Available Spells

  • Cantrips – Acid Splash (ph212), Blade Ward (ph219), Chill Touch (ph222), Dancing Lights (ph231), Fire Bolt (ph243), Friends (ph245), Light (ph256), Mage Hand (ph257), Mending (ph260), Message (ph260), Minor Illusion (ph261), Poison Spray (ph267), Prestidigitation (ph247), Ray of Frost (ph272), Shocking Grasp (ph276), True Strike (ph285)
  • 1st Level – Burning Hands (ph221), Charm Person (ph222), Chromatic Orb (ph222), Colour Spray (ph223), Comprehend Languages – R (ph225), Detect Magic – R (ph232), Disguise Self (ph234), Expeditious Retreat (ph239), False Life (ph240), Feather Fall (ph240), Fog Cloud (ph244), Grease (ph/tce), Jump (ph255), Mage Armour (ph257), Magic Missile (ph258), Ray of Sickness (ph272), Shield (ph276), Silent Image (ph277), Sleep (ph277), Thunderwave (ph283), Witch Bolt (ph290)
  • 2nd Level – Alter Self (ph212), Blindness/Deafness (ph220), Blur (ph220), Cloud of Daggers (ph223), Crown of Madness (ph230), Darkness (ph231), Darkvision (ph231), Detect Thoughts (ph232), Enhance Ability (ph238), Enlarge/Reduce (ph238), Flame Blade (ph/tce), Flaming Sphere (ph/tce), Gust of Wind (ph249), Hold Person (ph252), Invisibility (ph255), Knock (ph255), Levitate (ph256), Magic Weapon (ph/tce), Mirror Image (ph261), Misty Step (ph261), Phantasmal Force (ph265), Scorching Ray (ph274), See Invisibility (ph275), Shatter (ph276), Spider Climb (ph278), Suggestion (ph280), Web (ph288)
  • 3rd Level – Blink (ph220), Clairvoyance (ph223), Counterspell (ph229), Daylight (ph231), Dispel Magic (ph235), Fear (ph240), Fireball (ph242), Fly (ph244), Gaseous Form (ph245), Haste (ph251), Hypnotic Pattern (ph243), Lightning Bolt (ph256), Major Image (ph259), Protection from Energy (ph271), Sleet Storm (ph277), Slow (ph278), Stinking Cloud (ph279), Tongues (ph284), Water Breathing – R (ph288), Water Walk – R (ph288), Vampiric Touch (ph/tce)
  • 4th Level – Banishment (ph218), Blight (ph220), Confusion (ph225), Dimension Door (ph234), Dominate Beast (ph235), Fire Shield (ph/tce), Greater Invisibility (ph247), Ice Storm (ph253), Polymorph (ph267), Stoneskin (ph279), Wall of Fire (ph286)
  • 5th Level – Animate Objects (ph), Bigby’s Hand (ph/tce), Cloudkill (ph), Cone of Cold (ph), Creation (ph), Dominate Person (ph), Hold Monster (ph), Insect Plague (ph), Seeming (ph), Telekinesis (ph), Teleportation Circle (ph), Wall of Stone (ph)
  • 6th Level -Arcane Gate (ph), Chain Lightning (ph), Circle of Death (ph), Disintegrate (ph), Eyebite (ph), Flesh to Stone (ph/tce), Globe of Invulnerability (ph), Mass Suggestion (ph), Move Earth (ph), Otiluke’s Freezing Sphere (ph/tce), Sunbeam (ph), True Seeing (ph)
  • 7th Level – Delayed Blast Fireball (ph), Etherealness (ph), Finger of Death (ph), Fire Storm (ph), Plane Shift (ph), Prismatic Spray (ph), Reverse Gravity (ph), Teleport (ph)
  • 8th Level – Demiplane (ph/tce), Dominate Monster (ph), Earthquake (ph), Incendiary Cloud (ph), Power Word Stun (ph), Sunburst (ph)
  • 9th Level Gate (ph), Meteor Swarm (ph), Power Word Kill (ph), Time Stop (ph), Wish (ph)

* details to come. R – Ritual Spells.

  • Metamagic Options
    • Careful (ph)
    • Distant (ph)
    • Empowered (ph)
    • Extended (ph)
    • Heightened (ph)
    • Quickened (ph)
    • Seeking Spell (Tashias)
    • Subtle (ph)
    • Transmuted Spell (Tashias)
    • Twinned Spell (ph)

Background Elements

Arcane Origin

Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause. Does your character know the source of your magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn’t know where their power arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign.

d6. Origin

  1. Your power arises from your family’s bloodline. You are related to some powerful creature, or you inherited a blessing or a curse.
  2. You are the reincarnation of a being from another plane of existence.
  3. A powerful entity entered the world. Its magic changed you.
  4. Your birth was prophesied in an ancient text, and you are foretold to use your power for terrible ends.
  5. You are the product of generations of careful, selective breeding.
  6. You were made in a vat by an alchemist.
Reaction

When a new sorcerer enters the world, either at birth or later when one’s power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen. When your sorcerer’s powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between?


d6 – Reaction

  1. Your powers are seen as a great blessing by those around you, and you are expected to use them in service to your community.
  2. Your powers caused destruction and even a death when they became evident, and you were treated as a criminal.
  3. Your neighbors hate and fear your power, causing them to shun you.
  4. You came to the attention of a sinister cult that plans on exploiting your abilities.
  5. People around you believe that your powers are a curse levied on your family for a past transgression.
  6. Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in a bloody revolt over a century ago.
Supernatural Mark

A sorcerer at rest is almost indistinguishable from a normal person; it’s only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk. If your sorcerer has a supernatural mark, it might be one that’s easily concealed, or it could be a source of pride that you keep on constant display.

d6 – Mark

  1. Your eyes are an unusual color, such as red.
  2. You have an extra toe on one foot.
  3. One of your ears is noticeably larger than the other.
  4. Your hair grows at a prodigious rate.
  5. You wrinkle your nose repeatedly while you are chewing.
  6. A red splotch appears on your neck once a day, then vanishes after an hour.
Sign of Sorcery

As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one’s magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from. When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon?

d6 – Sign

  1. You deliver the verbal components of your spells in the booming voice of a titan.
  2. For a moment after you cast a spell, the area around you grows dark and gloomy.
  3. You sweat profusely while casting a spell and for a few seconds thereafter.
  4. Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell.
  5. If you are standing when you cast a spell, you rise six inches into the air and gently float back down.
  6. Illusory blue flames wreathe your head as you begin your casting, then abruptly disappear.

Sorcerous Origins

* (and bold) Contains rules changes from those found in the sourcebooks.
Sorcerer Overview (2020-07-27)

  • Divine Inspiration (br200)
  • Divine Soul (xge50)
  • * Draconic Bloodline (ph102) – 2020-09-12
  • Dryad Bloodline (fkcc13)
  • * Elemental Essence (dm14) – 2020-09-13
  • Lycanthropic Bloodline (sh12)
  • Mazeborn Bloodline (mhh71)
  • Nerid Bloodline (fkcc14)
  • Norn Bloodline (fkcc14)
  • Nymph Bloodline (fkcc15)
  • Pyromancer (psk)
  • Runechild (tcs103)
  • Satyr Blooodline (fkcc16)
  • Serophage Bloodline (mw404)
  • Shadow Bloodline (mhh72)
  • Shadow Magic (xge50)
  • Storm Sorcery (xge51) – 2020-09-11
  • Wild Magic (ph103)
Divine Inspiration

Source: The Book of the Righteous (br200)

When you discovered sorcery, it was not through an awakening in your blood, but rather through a blossoming in your mind. The hand of the divine reached down to touch you, and in that instant the inner workings of magic exploded in your mind like a thousand doors being thrown open all at once. When you recovered from the shock, you found that you could bend the laws of reality with a few words and gestures. Faster than thought, you could transform your instincts and inspirations into spells. You were changed by your fleeting contact with a god, and though you might not know why that deity bestowed the gift of understanding upon you (or, indeed, which deity did so), the result is that your mind has opened to the currents of magical power that flow through the world in a way that no amount of studying could ever recreate.

Locations: Darokin, Ethengar, Rockhome, Ylaruam
Races: Dwarf (Stonebound), Human (Alasiyan)

Divine Soul

Source: Xanathar’s Guide to Everything (xge50)

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Locations: Alphatia, Darokin, Ylaruam
Races: Human (Alasiyan, Nithian, Thothian)

Dryad Bloodline

Source: Forest Kingdom Campaign Compendium (fkcc13)

In your blood runs the magic of the dryads, whether through direct descent or through family entanglement in the affairs of the fey. You have a special influence over plants and the forests that other sorcerers cannot hope to match. You are less capricious than many other sorcerers with ties to the fey, the dryad influence lending itself more to shyness and subtlety.

Secret Craft: Elvenologist
Locations: Darokin, Glantri, Karameikos
Races: Human (Traladaran)

Lycanthropic Bloodline

Source: Southland Heroes (sh12)

You have the ability to change into your totem spirit animal granting you abilities of that animal.

Secret Craft: Devourologist, Spiritologist
Locations: Atruaghin, Darokin, Ethengar, Glantri, Karameikos
Races: Human (Atruaghin, Ethengarian, Traladaran)

Mazeborn Bloodline

Source: Midgard Heroes Handbook (mhh71)

Your magic comes from a blood connection to a minotaur in your ancestral past. Most sorcerers with this origin are taller and bulkier than other representatives of their race because of the tinge of the maze in their blood. While those that embrace their blood start manifesting the bestial aspects of a minotaur, eventually the madness of the maze bleeds through them into the world.

Except as noted below, mazeborn function as sorcerers and use the sorcerer spell list.

Secret Crafts: Cryptologist

Nereid Bloodline

Source: Forest Kingdom Campaign Compendium (fkcc14)

Your ancestry bears traces of the fey of the waters. An ancestor may have survived a nereid’s kiss or been her unwilling guest. Love of water is second nature to you, and those not of the sea often find you cold and distant.

Secret Crafts: Waterologist, Elvenologist
Locations: Ierendi, Minrothad
Races: Human (Makai)

Norn Bloodline

Source: Forest Kingdom Campaign Compendium (fkcc14)

As the norns reweave a mortal’s fate, traces of their manipulation may alter the destiny of that mortal’s descendants. Though few mortals claim actual descent from the norn, these manipulations can give rise a fey bloodline. Norn influence often shows itself in fair hair and skin hues, growing ever paler as the bloodline asserts its power. You glimpsed visions of possible futures from an early age, making you seem cryptic and odd to those not similarly afflicted.

Secret Crafts: Elvenologist

Nymph Bloodline

Source: Forest Kingdom Campaign Compendium (fkcc15)

Your family bears a trace of the grace and charm of a nymph, perhaps the legacy of seduction, perhaps lingering effects from a nymph that acted as a muse. Even if not outwardly beautiful, you retain a touch of the unearthly about you, and your presence carries weight with others. You tend to be flighty and capricious though not cruel.

Secret Crafts: Elvenologist

Pyromancer

Source: Plane Shift – Kalash (psk)

Your innate magic manifests in fire. You are your fire, and your fire is you.

Secret Craft: Fireologist
Locations: Alphatia, Darokin, Glantri, Karameikos, Ylaruam
Races: Human (Nithian, Thothian, Traladaran)

(1st) Heart of Fire – At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

(6th) Fire in the Veins – At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

(14th) Pyromancer’s Fury – Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level and ignores resistance to fire damage.

(18th) Fiery Soul – At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

Runechild

Source: Tal’dori Campaign Setting (tcs103)

The weave and flow of magic is mysterious and feared by many across Exandria. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren.

The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation all throughout the Age of Arcanum has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

Secret Crafts: Cryptologist
Locations: Alphatia, Northern Reaches, Rockhome, Ylaruam
Races: Dwarf (Craftbound), Human (Nithian, Thothian)

Satyr Bloodline

Source: Forest Kingdom Campaign Compendium (fkcc16)

The blood of satyrs runs through your veins. For you, the natural world resounds with countless melodies few can hear, often moving you to song or dance. Your instincts move you to surrender to your passions, restraint requires discipline you often lack.

Secret Crafts: Elvenologist

Serophage Bloodline

Source: Midgard Worldbook (mw404)

You have always been preoccupied with blood, both your own and that of others. At some point, you learned that you could exercise some control over your blood, and you’ve harnessed that power to awaken the magic that flows through your veins. The dark possibilities of this new magic revealed themselves when you discovered that you could control the blood flowing in the veins of other creatures too.

Secret Craft: Bloodologist
Locations: Darokin, Glantri, Ierendi, Karameikos, Minrothad
Races: Human (Makai, Traladaran)

Shadow Bloodline

Source: Midgard Heroes Handbook (mhh72)

Your magic comes from a place drained of colour, where light fights a losing battle against the relentless encroachment of darkness. In the distant past, your ancestors were touched by the Shadow Realm, and this contact left its mark on your family bloodline.

Except as noted below, shadow bloodline sorcerers function as sorcerers and use the sorcerer spell list.

Secret Crafts: Darkologist, Shadeologist
Locations: Thyatis
Races: Human (Nuari)

Shadow Magic

Source: Xanathar’s Guide to Everything (xge50)

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Secret Crafts: Darkologist, Shadeologist
Locations: Thyatis
Races: Human (Nuari)

Wild Magic

Source: Players Handbook (ph103)

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it carne to be, this chaotic magic churns within you, waiting for any outlet.

Secret Craft: Chaosologist
Locations: Ierendi, Minrothad
Races: Human (Makai)

  • Attributes – Sorcerer – Wild Magic – Level 01
    • Tides of Chaos (ph103) Once per long rest you can gain advantage on one attack roll, ability check, or saving throw. If you roll for a wild magic surge you also recover this ability as if you had a long rest.
    • Wild Magic Surge (ph103) When you cast a sorcerer spell of 1st level or higher, ask the DM if you should check for wild surge and roll a d20. If a 1 is rolled check the table for Wild Magic Surge.
  • Attributes – Sorcerer – Wild Magic – Level 06
    • Bend Luck (ph103) When another creature you can see makes an attack roll, ability check or saving throw, you can spend your reaction, 2 sorcery points and roll 1d4 to apply that as a bonus or penalty to the roll. This needs to be done before the outcome of the roll is determined.

Character Build Shortcuts

Class BuildSorcerer – Level 01 (Starting)

  • Starting Hit Points : 6 HP + Con Mod
    • Hit Points: 4 (1d6) + Con Mod (multiclass)
  • Starting Proficiencies:
    • Armour: None
    • Saving Throws: Constitution, Charisma
    • Skills: Arcana plus choose two from Deception, Insight, Intimidation Persuasion, and Religion.
      • Multiclass characters gain Arcana as proficiency not already with it.
    • Tools: None
    • Weapons Mastery: Gains proficiency with five simple weapons of your choice. (Standard: Daggers, Darts, Slings, quarterstaffs and light crossbow.)
  • Starting Equipment:
    • light crossbow with 20 bolts or simple weapon
    • Component pouch or arcane focus
    • Dungeoneers pack or explorers pack
    • Two daggers
  • Spellcasting (ph101 – Sorcerer) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half of level then add ability modifier spells known from their spellbook)
    • Spell Save DC = 8+prof+ability
    • Spell Attack = prof+ability
    • Spells Known = 4 Cantrips plus 2 other spells
    • Spell Slots = 1st (2)
  • Arcane Ritual book (Sorcerer) The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as five times its level. Spells have a DC of 8 + 2x Spell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Arcana skill to cast rituals.
  • Sorcerous Origin: Choose a Sorcerer Origin
  • Attributes – Sorcerer – Level 02
    • 4 HP + Con Mod
    • Font of Magic: (ph101) 2 Sorcery Points
      • Flexibly Casting: (ph101) You can spend sorcery points to gain spell slots
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (3)
  • Attributes – Sorcerer – Level 03
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Metamagic: Gain a choice of two of the available MetaMagic options.
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (2)
  • Attributes – Sorcerer – Level 04
    • 4 HP + Con Mod
    • Ability Score Improvement (gain both) Abilities and Feat
    • Font of Magic upgrade: Gain 1 sorcery point
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3)
  • Attributes – Sorcerer – Level 05
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Magical Guidance (Tashias) You can tap into your magical wellspring of magic to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and must use the new roll, potentially turning the failure into a success.
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (2)
  • Attributes – Sorcerer – Level 06
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Metamagic: Gain an additional MetaMagic option from the available options.
    • Sorcerer Origin Feature: Add the new feature.
    • Spellcasting Increase:
      • Gain 1 Additional Cantrip:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3)
  • Attributes – Sorcerer – Level 07
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3), 4th (1)
  • Attributes – Sorcerer – Level 08
    • 4 HP + Con Mod
    • Ability Score Improvement (gain both)
      • Abilities –
      • Feat –
    • Font of Magic upgrade: Gain 1 sorcery point
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3), 4th (2)
  • Attributes – Sorcerer – Level 09
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (1)
  • Attributes – Sorcerer – Level 10
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (2)
  • Attributes – Sorcerer – Level 11
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Metamagic: Gain an additional MetaMagic option from the available options.
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Gain 1 additional Cantrip
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (2), 6th (1)
  • Attributes – Sorcerer – Level 16
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Metamagic: Gain an additional MetaMagic option from the available options.
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Gain 1 additional Cantrip
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (2), 6th (1), 7th (1), 8th (1)

Design Details

These where options that were considered then dropped for alterations to the character levels.

(1st) Renown (House Rule)

Starting at 1st level, a character gains renown of their choice in the nation they train in when they gain a level equal to the class level gained. They also gain renown in their secret craft, and as a weapons master when they advance either weapons mastery or a secret craft using a class feature.

(1st) Secret Craft (House Rule)

Starting at 1st level, you gain a secret craft based on the associated Secret Crafts listed with your selected Domain. At 4th/8th/12th/16th/20th you can increase one existing Secret Craft (linked to your known domains) one step or learn a new one. If you learn a new one, you select it from your crafts based on your known domains.

Each time you gain this class feature the maximum you can increase the secret craft too increases by one. These are at 4th (1st Circle), 8th (2nd Circle), 12th (3rd Circle), 16th (4th Circle) and 20th (5th Circle). This is part of your class level and more Secret Crafts can be learnt with Downtime activities.

(3rd) Weapons Mastery (House Rule)

Starting at 3rd level, you can increase your proficiency in one weapon every 3 class levels (6th, 9th, 12th, 15th and 18th). You still need to meet the level requirements to advance the weapons as normal. Learning these weapon proficiencies are part of gaining the class level, and further weapon proficiencies can be learned with downtime activities.

The advanced versions of weapon proficiencies and the required tiers: Skilled (Tier 1), Expert (Tier 2), Master (Tier 3), and Grand Master (Tier 4).

(6th) Tier Upgrade

At 6th/11th/16th your sorcerer gains a Tier Upgrade. tba

Content Updates

  • 2021-10-29 – Added in Tashia’s Cauldron of Everything class options.
  • 2021-10-04 – Adding Character Build Shortcuts
  • 2021-08-15 – Update to layout and menu.
  • 2021-01-22 – Added in Sorcerer Spell list limitations.
Mystara 5E Classes

Overview, Downtime for Gaining Level

Barbarian: Ancestors, Ancestral Guardian, Battlerager, Berserker, Harrier, Juggernaut, Storm Herald, Totem Warrior, Zealot

Bard: Entropy, Fey Magic, Glamour, Greenleaf, the Jester, Lore, Swords, Valour, Virtue, Whispers

Cleric: Air, Ambition, Apocalypse, Arcana, Balance, Beauty, Beer, Blood, Cats, Clockwork, Corruption, Creation, Darkness, Death, Dragon, Earth, Fire, Forge, Grave, Hunger, Hunt, Hunting, Justice, Knowledge, Labyrinth, Life, Light, Lust, Madness, Moon, Mountain, Nature, Oceans, Order, Prophecy, Repose, Solidarity, Speed, Strength, Tempest, Time, Travel, Trickery, Tyranny, Void, War, Water, Zeal

Druid: Dreams, Feyfriend, the Forest Kingdom, the Land, the Moon, the Shapeless and Prime Terror, the Shepherd, the Stones, the Tree of Life

Fighter: Arcane Archer, Banneret, Battle Master, Cavalier, Champion, Clacking Mercenary, Edjet, Eldritch Knight, Ghost Knight, Griffon Knight, Hospitaller, Knight Surgeon, Samurai, Shield Bearer, Sword Dancer, Weapons Master, Woodlands Cavalier

Monk: the Cobalt Soul, the Drunken Master, the Elements, Iron, the Kensai, the Long Death, the Open Hand, Shadow, the Sun Soul

Paladin: the Ancients, the Ascetic, Battle, Conquest, the Crown, Devotion, the Eagle, the Giving Grave, Mercy, Perfection, the Radiance, Redepmtion, Thunder, Vengeance. Special – Oathbreaker

Ranger: Beast Master, Explorer, Fey Hunter, Gloom Stalker, Hidden Guardian, Horizon Walker, Hunter, Monster Slayer, Unicorn Charger, Vampire Slayer, Zobecker Scout

Rogue: Arcane Trickster, Assassin, Duelist, Fixer, Inquisitive, Mastermind, Scout, Swashbuckler, Thief, Whisper

Sorcerer: Bloodlines (Draconic, Dryad, Lycanthrope, Mazeborn, Nerid, Norn, Nymph, Satyr, Serophage, Shadow), Divine Inspiration, Divine Soul, Elemental Essence, Pyromancer, Runechild, Shadow Magic, Storm Sorcery, Wild Magic

Warlock: Archfey, Black Woods, Celestial, Fiend, Genie Lord, Great Machine, Great Old One, Hexblade, Light Eater, Oracle, Undying

Wizard: Angelic Scribe, Bladesinger, Doom Croaker, Dragon Masks, Elementalist, Geomancy, Necrophagy, Ring Warden, Schools (Abjuration, Artifice, Blood Magic, Clockwork, Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation, Illumination, Illusion, Necromancy, Transmutation, Void Magic), Timekeeper, War Mage

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

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This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

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Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information

Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems

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Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.

By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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