Sorcerer
Player's Handbook S. 99 (alternativ Spielerhandbuch S. 115)
Zauberer haben nicht gelernt Magie zu wirken, es ist ihnen in die Wiege gelegt worden. Sie haben gelernt diese ihnen innewohnende Macht zu kontrollieren, meistens zumindest.
Inhaltsverzeichnis
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Draconic Bloodline
Player's Handbook S. 102 (alternativ Spielerhandbuch S. 118)
Diese Zauberer haben in ihrer Ahnenreihe irgendwo einen Drachen und dieses Erbe zeigt sich. Sie sind widerständiger und können später sogar Flügel aus ihrem Rücken wachsen lassen.
Wild Magic
Player's Handbook S. 103 (alternativ Spielerhandbuch S. 119)
Diese Zauberer haben eine chaotische Magiequelle in sich. Ihre Zauber haben damit ab und zu unvorgesehene Nebenwirkungen, sie können dadurch aber das Chaos auch zu ihrem Vorteil beeinflussen.
Divine Soul
Xanathar's Guide to Everything S. 51
Diese Zauberer …
Shadow Magic
Xanathar's Guide to Everything S. 51
Diese Zauberer …
Storm Sorcery
Xanathar's Guide to Everything S. 52
Diese Zauberer …
Fey Magic
Xanathar's Lost Notes to Everything Else S. 33
Diese Zauberer …
Runechild
Tal'Dorei Campaign Setting S. 103
Diese Zauberer …
Phoenix Sorcery
Codex - Unearthed Arcana S. 63
Diese Zauberer …
Sea Sorcery
Codex - Unearthed Arcana S. 64
Diese Zauberer …
Stone Sorcery
Codex - Unearthed Arcana S. 56
Diese Zauberer …
Arcane Chromat
From the moment you were born, people always knew there was something special about you. Born with heterochromia, two different coloured eyes of vibrant hues, it was a certainty that magic was in your blood. Perhaps an ancestor was a powerful sorcerer who specialised in prismatic magic, or your blood is muddled with so many different Draconic bloodlines of different colours the magic has evolved in it’s own way.
Whatever the strange circumstance, you see magic in a different way to anyone else. You see the beautiful colours and light that escape each spell and the hues of the constant flow of magical energy that enshrouds everything. But perhaps most importantly you know how you can warp that light to your advantage, empowering your spells with additional energy to strike back at your enemies.
1st Level - Dichromancy
At 1st level, you determine the colours of your eyes. This affects the types of magic you can draw chromatic power from to enhance your spellcasting.
Roll a d8 twice and note the results on the following table. If you roll the same result on the second roll, you may choose a colour of your choice.
- Red (Fire)
- Orange (Acid)
- Yellow (Lightning)
- Green (Poison)
- Blue (Cold)
- Indigo (Thunder)
- Violet (Force)
- Choose One.
When you cast a spell of 1st level or higher that deals the type of damage associated with either of your eye colours, you can draw magical power from those particular colours within your line of sight to enhance your magic. This ability does not function if you cannot see colour, for example whilst using Darkvision or whilst blinded.
When you cast a spell that deals a damage type associated with either of your eye colours, you may add your charisma modifier to the damage roll.
In addition to the cantrips listed on the Sorcerer spell list, you may also select one bonus cantrip from the following list; Fire Bolt, Acid Splash, Shocking Grasp, Poison Spray, Ray of Frost, Thunderclap (Elemental Evil Player Companion), or Eldritch Blast. This Cantrip is a Sorcerer spell for you and uses your Charisma modifier as your spellcasting ability.
Finally at every odd numbered level when you learn a new spell or swap one you already know for a new one, you may choose any spell of a level you can cast from the Bard, Cleric, Druid, or Wizard spell lists that deals a damage type associated with one of your Dichromancy results. For example, a 3rd-level Sorcerer who has Red and Blue Dichromancy could choose to learn the 2nd level Druid spell Flame Blade, which deals fire damage, as a new spell, or swap out one of their first level spell choices for the Warlock spell Armour of Agathys, which deals cold damage.
1st Level - Prismatic Defense
When you are hit by an attack that deals damage that matches a type with one of your Dichromancy results you may spend your reaction to gain resistance to that damage type until the end of your next turn. In addition, if that damage was caused by a spell you regain a number of Sorcery Points equal to half the level of the spell that hit you, to a minimum of 1. Once you use this feature, you cannot use it again until you finish a short rest.
6th Level - Enhanced Vision
From 6th level, you are able to channel your Sorcerous energies to enhance your vision to varying degrees. As a bonus action, and by spending 1 Sorcery Point, you gain an advantage to Perception checks that rely on sight for 1 hour. If you choose to spend 3 Sorcery Points instead you can also see invisible creatures and objects, as per the See Invisibility spell.
14th Level - Prismatic Control
At this level you gain the ability to warp magical energy into a type that matches one of your Dichromancy results. Whenever you, or a creature you can see within 60ft, cast a spell or make an attack that deals a damage type different to one of your Dichromancy results you can change that damage to one of your results instead. For example, if an ally casts a Lightning Bolt spell, and your Dichromancy results were red and blue, you could change the spell’s damage type to Fire or Cold instead. Once you use this feature you cannot use it again until you have completed a short rest.
18th Level - Prismatic Mastery
You have attained mastery of the magical spectrum. Your eyes become prisms of all the colours and you can draw magical energy from nearly any coloured surface. You can can use any of the Dichromancy results when casting or spell, using your Chromatic Defense or Prismatic Control features. You can also use your Chromatic Defense and Prismatic Control abilities twice before needing to complete a short rest to regain use of them. Finally, when you use your Enhanced Vision feature, you can spend 5 Sorcery Points instead to also see in the Ultraviolet, Infrared and Magical Spectrum. You gain Truesight to a range of 120ft, and can see through solid objects up to 6 inches thick, for 1 hour. This effect cannot be dispelled.