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Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.


The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.


Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.

Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.


Sorcerer Avatar.png
Sorcerer Transparent Symbol.png


  • Base Hit Points: 40

  • Hit Points per Advancement: 10

  • Actions: 1 Attack, 1 Bonus, 1 Reaction

  • Casting Attribute: Charisma

  • Starting Kit:

    • Dagger


  • Armor: None

  • Weapons: Simple weapons

  • Saving Throws: Consitution, Charisma

  • Skills: Arcana, Persuasion

  • Sorcery Points:

    • Level 8: 3​

    • Level 10: +1 (4)

    • Level 12: +2 (6)

  • Spell Bonus:​

    • Level 8: +2​

    • Level 10: +1 (3)

    • Level 12: +1 (4)

Careful Spell

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. By expending 1 Sorcery Point and tapping into your metamagic, you will allow select targets to negate damage within the spell's area of effect.

Quickened Spell

Requires Level 10

By tapping into your metamagic, you expend two sorcery points to make your last spell cast as a bonus action. Allows you to cast a cantrip, or take another action on this turn. You may not cast another leveled spell.

Subtle Spell

Requires Level 12

By tapping into your metamagic, you expend 2 Sorcery Points to remove the verbal and somatic components required to cast your next spell.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Choose your bloodline (subclass) from the four available: Aberrant Mind, Divine Soul, Draconic, and Shadow Magic. These will be unlocked at Level 10 and reach their full potential at Level 12.


An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Spell Slots

Level 8

  • 1st: +4

  • 2nd: +3

Level 10

  • 3rd: +3
  • 4th: +2

Level 12

  • 4th: +1

  • 5th: +2

Combat Spells

The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters.

Chill Touch

1 Action

V, S

You create a ghostly, skeletal hand in the space of a creature within range. On a hit the target cannot regain hit points until the start of your next turn.

2d8 Necrotic Damage
(1d20 + Spell Bonus vs AC)

Acquired at Level 10

Flavor Spells

The following spells are included in the sorcerer's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They are only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.



1 Action

V, S, M


One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.


The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.


When the spell ends, the target floats gently to the ground if it is still aloft.

Ritual Spells

Spells that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does. If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand.

Detect Magic

1 Action
V, S
, M

Class Required:

  • Artificer

  • Cleric

  • Bard

  • Druid

  • Paladin

  • Ranger

  • Sorcerer

  • Wizard

Components Required:

  • 1x Unstable Essence

  • 5x Arcane Residue

For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dirt.

This is an RPR Spell, and does not require a DM Ticket!

aberrant mind.png

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

Bonus Proficiencies

  • Skills: Insight

Revelation in Flesh

You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 class resource  to magically transform your body. Turns your eyes either black, or into writhing sensory tendrils and makes your skin glisten with mucus or shine with otherworldly light. You can see any invisible creature within' 6 tiles of you aslong as it is in line of sight, and you convert your movement speed to flying type for the duration of combat.

Psychic Defenses

You gain resistance to Psychic Damage.

Warping Implosion

Requires Level 12

You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 9 tiles of you. Immediately after you disappear, each creature within 4 tiles of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and pulls all whomst fail the save inwards, to the casters former location.

Aberrant Mind Spells

Dissonant Whispers


1 Action



You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom Saving throw (DC 8 + Spell Bonus). On a failed save it takes 3d6 psychic damage and must use its reaction to move up to 2 tiles from you. On a successful save it takes half as much damage and doesn’t have to move away.

divine soul.png

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.​​

Bonus Proficiencies

  • Skills: Medicine



Divine Affinity

Upon selecting Divine Soul you will be prompted to select the affinity of your divine powers, receiving an ability based on the affinity. Note: You do not have to roleplay your characters allignment as the same as the source of your divine power. Good - Heroism, Evil - Inflict Wounds, Law - Bless, Chaos - Bane.

Empowered Healing

Once per turn, whenever you or an ally within 1 tile of you casts a healing spell, you may spend 1 Sorcery Point to add 1d6 healing to one target that was healed by that spell.


Unearthly Recovery

Requires Level 12
As a bonus action when you have fewer than 50 of your hit points remaining, you may regain 20 hit points. Once you use this feature, you can’t use it again until you finish a long rest.

Divine Soul Spells

Word of Radiance


1 Action

V, S


You utter a divine word and burning radiance erupts from you.

2d6 Radiant Damage

(8 + Spell Bonus vs CON Save)

Ritual Spells


1 Minute
V, S, M

Class Required:

  • Cleric

  • Sorcerer: Divine Soul

Components Required:

  • 10x Daisy

  • 10x Briskleaf

  • 10x Mother'sleaf

  • 10x Giant's Root

  • 10x Valorbell

  • 10x Holy Water

  • 30x Arcane Residue

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.


Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Bonus Proficiencies

  • Skills: Intimidation

Draconic Ancestry | Resilience

You can speak, read, and write Draconic. You gain resistance to one of fire, cold, poison, or lightning damage. You also gain Hit Points equal to your level as follows:

  • Level 10: +10

  • Level 12: +2 (12)

Dragon Wings

Use a bonus action to sprout a pair of dragon wings from your back, allowing you take the dash action as a bonus action (if you do this, you cannot use dash with your normal action in the same round) and turning your movement speed into flying speed until the end of your turn.

Draconic Presence

Requires Level 12

You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you exude an aura of fear to a distance of 6 tiles. This lasts until the end of their next turn.

(8 + Spell Bonus vs WIS Save)

Draconic Bloodline Spells

Dragon's Breath


1 Bonus Action

V, S


You touch a willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the end of combat, the creature can use an action to exhale energy of the chosen type in a 2 tile cone.

shadow magic.png

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.

Bonus Proficiencies

  • Skills: Stealth


You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world.

Strength of the Grave

When you are reduced to 0 hit points, you can use this feature to instead drop to 1 hit point after the turn of whomstever attacked you ends. You cannot use this feature if you are reduced to 0 hit points by an attack with radiant damage.

Shadow Walk

When you are in dim light or darkness, as a bonus action you can teleport up to 3 tiles to an unoccupied space you can see that is also in the shadows.

Umbral Form

Requires Level 12

As a bonus action with a cost of 3 Sorcery Points, transform yourself into a shadowy form. In this form, you gain resistance to cold, psychic, physical, thunder, necrotic, acid and poison damage.

Shadow Magic Spells



1 Action

V, S


You create a 2 tile radius sphere of poisonous, yellow-green fog centered on a point you choose within range. A creature inside the fog must make a Constitution Saving Throw. Taking 5d8 poison damage on a failed save or half as much on a success. Creatures are affected even if they hold their breath or don’t breath.


(8 + Spell Bonus vs CON Save)


Acquired at Level 12

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