![]() 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 sorcerer 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 The SorcererĪbility Score Improvement, Sorcerous Versatility (Optional)Īs a sorcerer, you gain the following class features. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class. No one chooses sorcery the power chooses the sorcerer. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces.
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