{"name":"Sorcerer","overview":"[img:5626355|right|200|nolink]\r\nRed eyes flashing, a human\r\nstretches out her hand and unleashes\r\nthe bloodmagic that burns in her veins.\r\nAs an inferno rages around her foes,\r\nleathery wings spread from her back and\r\nshe takes to the air.\r\nLong hair whipped by a conjured wind,\r\nan elf spreads his arms wide and throws\r\nhis head back. Lifting him momentarily off\r\nthe ground, a wave of magic surges up in him,\r\nthrough him, and out from him in a mighty blast\r\nof lightning.\r\nCrouching behind a stalagmite, a khajiit points a\r\nfinger at a charging troll. A blast of fire springs\r\nfrom her finger to strike the creature. She ducks back\r\nbehind the rock formation with a grin, unaware that her\r\nwild magic has made her fur into a fuzzy ball of static.\r\nSorcerers carry a magical birthright conferred\r\nupon them by an exotic bloodline, some deadric\r\ninfluence, or exposure to unknown cosmic forces.\r\nOne can\u2019t study sorcery as one learns a language, any\r\nmore than one can learn to live a legendary life. No one\r\nchooses sorcery; the power chooses the sorcerer.","hit_dice":"1d6 per sorcerer level","hit_points_at_1st_level":"6 + your Constitution modifier","hit_points_at_higher_levels":"1d6 (or 4) + your Constitution modifier per sorcerer level after 1st","armor_proficiencies":"None","weapon_proficiencies":"All simple weapons","tools":"None","saving_throws":"Constitution, Charisma","skills":"Choose two from Arcana, Deception, Insight,\r\nIntimidation, Persuasion, and Religion","starting_equipment":"\u2022 (a) a light crossbow and 20 bolts or (b) any simple\r\nweapon\r\n\u2022 (a) [blocklink:1486398] or (b) [blocklink:1486484]\r\n\u2022 (a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack\r\n\u2022 Two iron daggers [anchor|Spellcasting]","spellcasting":"[img:5917392|right|300|nolink]\r\n[i]1st-level sorcerer feature[\/i]\r\n[br]\r\nAn event in your past, or in the life of a parent or\r\nancestor, left an indelible mark on you, infusing you with\r\narcane magic. This font of magic, whatever its origin,\r\nfuels your spells.\r\n\r\n\r\n[b]Cantrips[\/b]\r\n[br]\r\nAt 1st level, you know four cantrips of your choice from\r\nthe [blocklink:1454776]. You learn additional sorcerer\r\ncantrips of your choice at higher levels, as shown in the\r\nCantrips Known column of the [blocklink:1454871].\r\n\r\n[b]Spell Slots[\/b]\r\n[br]\r\nThe [blocklink:1454871] shows how many spell slots you\r\nhave to cast your spells of 1st level and higher. To cast\r\none of these sorcerer spells, you must expend a slot of\r\nthe spell\u2019s level or higher. You regain all expended spell\r\nslots when you finish a long rest.\r\nFor example, if you know the 1st-level spell burning\r\nhands and have a 1st-level and a 2nd-level spell slot\r\navailable, you can cast burning hands using either slot.\r\n\r\n[b]Spells Known of 1st Level and Higher[\/b]\r\n[br]\r\nYou know two 1st-level spells of your choice from the\r\n[blocklink:1454776].\r\nThe Spells Known column of the Sorcerer table\r\nshows when you learn more sorcerer spells of your\r\nchoice. Each of these spells must be of a level for which\r\nyou have spell slots. For instance, when you reach 3rd\r\nlevel in this class, you can learn one new spell of 1st\r\nor 2nd level.\r\nAdditionally, when you gain a level in this class,\r\nyou can choose one of the sorcerer spells you know\r\nand replace it with another spell from the sorcerer\r\nspell list, which also must be of a level for which you\r\nhave spell slots.\r\n\r\n[b]Spellcasting Ability[\/b]\r\n[br]\r\nCharisma is your spellcasting ability for your sorcerer\r\nspells, since the power of your magic relies on your\r\nability to project your will into the world. You use your\r\nCharisma whenever a spell refers to your spellcasting\r\nability. In addition, you use your Charisma modifier\r\nwhen setting the saving throw DC for a sorcerer spell\r\nyou cast and when making an attack roll with one.\r\n\r\n[center][b]Spell save DC =[\/b] 8 + your proficiency bonus +[\/center][center]your Charisma modifier[\/center]\r\n\r\n[center][b]Spell attack modifier[\/b] = your proficiency bonus +[\/center][center]your Charisma modifier[\/center]\r\n\r\n[b]Spellcasting Focus[\/b]\r\n[br]\r\nYou can use an arcane focus as a\r\nspellcasting focus for your sorcerer spells. [anchor|Class-Features]\r\n[br]\r\n[br]","class_features":"[b]Sorcerous Origin[\/b]\r\n[br]\r\n[i]1st-level sorcerer feature[\/i]\r\n[br]\r\nChoose a sorcerous origin, which describes the\r\nsource of your innate magical power: Vampiric\r\nBloodline, Wild Magic or Storm Sorcery, all detailed at the end of the\r\nclass description.\r\nYour choice grants you features when you choose it at\r\n1st level and again at 6th, 14th, and 18th level.\r\n\r\n[b]Font of Magic[\/b]\r\n[br]\r\n[i]2nd-level sorcerer feature[\/i]\r\n[br]\r\nYou tap into a deep wellspring of magic\r\nwithin yourself. This wellspring is represented by\r\nsorcery points, which allow you to create a variety of\r\nmagical effects.\r\n\r\n[b]Sorcery Points:[\/b] You have 2 sorcery points, and you gain more as you\r\nreach higher levels, as shown in the Sorcery Points\r\ncolumn of the Sorcerer table. You can never have\r\nmore sorcery points than shown on the table for your\r\nlevel. You regain all spent sorcery points when you\r\nfinish a long rest.\r\n\r\n[b]Flexible Casting:[\/b] You can use your sorcery points to gain additional spell\r\nslots, or sacrifice spell slots to gain additional sorcery\r\npoints. You learn other ways to use your sorcery points\r\nas you reach higher levels.\r\n\r\n[b]Creating Spell Slots.[\/b] You can transform unexpended\r\nsorcery points into one spell slot as a bonus action on\r\nyour turn. The Creating Spell Slots table shows the cost\r\nof creating a spell slot of a given level. You can create\r\nspell slots no higher in level than 5th.\r\n[table][tr][th]Spell Slot Level[\/th][th]Sorcery Point Cost[\/th][\/tr]\r\n[tr][td]1st[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr][td]4th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]7[\/td]\r\n[\/tr][\/table][b]Converting a Spell Slot to Sorcery Points.[\/b] As a\r\nbonus action on your turn, you can expend one spell\r\nslot and gain a number of sorcery points equal to the\r\nslot\u2019s level.\r\n\r\n[b]Metamagic.[\/b]\r\n[br]\r\n[i]3rd-level sorcerer feature[\/i]\r\n[br]\r\nYou gain the ability to twist your spells to suit your needs. You gain two of the Metamagic Options of your choice, listed below. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n\r\n[b]Ability Score Improvement[\/b]\r\n[br]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th,\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of\r\nyour choice by 1. As normal, you can\u2019t increase an ability\r\nscore above 20 using this feature.\r\n\r\n[b]Sorcerous Restoration[\/b]\r\n[br]\r\n[i]20th-level sorcerer feature[\/i]\r\n[br]\r\nYou regain 4 expended sorcery points\r\nwhenever you finish a short rest. [anchor|Metamagic]\r\n\r\n[img:5917404|left|300|nolink]\r\n[h1]Metamagic Options:[\/h1]\r\n3rd, 10th and 17th level feature.\r\n\r\n[b]Careful Spell[\/b]\r\nWhen you cast a spell that forces other creatures to make\r\na saving throw, you can protect some of those creatures\r\nfrom the spell\u2019s full force. To do so, you spend 1 sorcery\r\npoint and choose a number o f those creatures up to your\r\nCharisma modifier (minimum of one creature). A chosen\r\ncreature automatically succeeds on its saving throw\r\nagainst the spell.\r\n\r\n[b]Distant Spell[\/b]\r\nWhen you cast a spell that has a range of 5 feet or\r\ngreater, you can spend 1 sorcery point to double the\r\nrange of the spell.\r\nWhen you cast a spell that has a range of touch, you\r\ncan spend 1 sorcery point to make the range of the\r\nspell 30 feet.\r\n\r\n[b]Empowered Spell[\/b]\r\nWhen you roll damage for a spell, you can spend 1\r\nsorcery point to reroll a number of the damage dice up\r\nto your Charisma modifier (minimum of one). You must\r\nuse the new rolls.\r\nYou can use Empowered Spell even if you have\r\nalready used a different Metamagic option during the\r\ncasting of the spell.\r\n\r\n[b]Extended Spell[\/b]\r\nWhen you cast a spell that has a duration of 1 minute\r\nor longer, you can spend 1 sorcery point to double its\r\nduration, to a maximum duration of 24 hours.\r\n\r\n[b]Hightened Spell[\/b]\r\nWhen you cast a spell that forces a creature to make a\r\nsaving throw to resist its effects, you can spend 3 sorcery\r\npoints to give one target of the spell disadvantage on its\r\nfirst saving throw made against the spell.\r\n\r\n[b]Quickened Spell[\/b]\r\nWhen you cast a spell that has a casting time of 1 action,\r\nyou can spend 2 sorcery points to change the casting\r\ntime to 1 bonus action for this casting.\r\n\r\n[b]Subtle Spell[\/b]\r\nWhen you cast a spell, you can spend 1 sorcery point to\r\ncast it without any somatic or verbal components.\r\n\r\n[b]Twinned Spell[\/b]\r\nWhen you cast a spell that targets only one creature and\r\ndoesn\u2019t have a range of self, you can spend a number of\r\nsorcery points equal to the spell\u2019s level to target a second\r\ncreature in range with the same spell (1 sorcery point if\r\nthe spell is a cantrip). [anchor|Vampiric-Bloodline]\r\n","subclass_options":"[img:5917394|right|400|nolink]\r\n[h1]Vampiric Bloodline:[\/h1]\r\n[i]1st-level sorcerer feature[\/i]\r\n[br]\r\nYour innate magic comes from vamprism,\r\nmingled with your blood or that of your ancestors. Sometimes, sorcerers with this origin trace their descent\r\nback to a mighty sorcerer of ancient times who made a\r\nbargain with Molag Bal, the Deadric prince of vampirism. Some of these bloodlines are well\r\nestablished in the world, but most are obscure. Any\r\ngiven sorcerer could be the first of a new bloodline, as a\r\nresult of a pact or some other exceptional circumstance.\r\n\r\n[b]Vampirism[\/b]\r\n[br]\r\n[i]1st-level sorcerer feature[\/i]\r\n[br]\r\nAs a Vampire you will not age past maturity and cannot die of old age, you do not need to eat or drink or even breathe to continue living. You are also immune to disease (including lycanthropy, the Path of the Werewolf is locked to you) but must feed on the blood of sentient living beings to survive. You must continue to feed on humanoids blood every three days or else slowly succumb to feral vampirism, animal blood will suffice but nowhere near as effectively (1 day). As a vampire gain the [i]@[Minor Illusion](spell:25f3cb67-cfec-4646-bbfb-1c9b6150fa25)[\/i] cantrip if you don't already know it and also gain the following features:\r\n\r\n\u2022 [b]Partial Undeath.[\/b] For the purposes of spells and other effects that do not work on undead, such as most of the healing spells of the restoration school, you will not be able to be affected by them. Spells that can or only target undead will also work on you, such as the @[Necromantic Healing](spell:76d6e60f-0a11-4d1e-a11f-52f8d5a384df) spell. You are still alive in a sense though, spells such as @[Revivify](spell:19c11397-0bcb-48d7-ae99-9901e4cff3de) will work when cast on you, though only a @[True Resurrection](spell:447eba16-0e2e-4b3d-a83d-65ee96399a4b) spell can cure your vampirism.\r\n[br]\r\n\u2022 [b]Darkvision.[\/b] You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of gray. (120 feet if belonging to a race with Darkvision already).\r\n[br]\r\n\u2022 [b]Sunlight Sensitivity.[\/b] In direct sunlight, your Vampire blood boils. Causing a discomfort that exposes your vampric nature to all observers. This effect can be negated using the [i]@[Disguise Self](spell:8e6acf85-c7b7-4143-8179-ac488d6bcfca)[\/i] spell if you know it. While in direct sunlight, you also have disadvantage on attack rolls and ability checks. As a vampire, you also suffer Vulnerability to Radiance damage.\r\n\r\n[b]Vampires Bite[\/b]\r\n[br]\r\n[i]1st-level sorcerer feature[\/i]\r\n[br]\r\nAs a bonus action, any living creature within 5 feet that is grappled by you, incapacitated, or restrained, takes (1d4) piercing damage plus (1d6) necrotic damage. The target\u2019s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. At 7th Level becomes (2d4) piercing damage plus (2d6) necrotic damage. At 11th level becomes (2d4+2) piercing damage plus (3d6) necrotic damage. Hits with this attack count as feeding and have a chance to cause sanguinare vampiris. \r\n\r\n[b]Vampires Claws.[\/b]\r\n[br]\r\n[i]1st-level sorcerer feature[\/i]\r\n[br]\r\nYour unarmed strikes now deal (1d4) slashing damage and count as having light and finesse properties. At 3rd level becomes (1d4+1) slashing damage, at 7th level becomes (1d6+1) slashing damage and at 11th level becomes (1d6+2) slashing damage.\r\n\r\n[b]Undead Magics[\/b]\r\n[br]\r\n[i]5th-level sorcerer feature[\/i]\r\n[br]\r\nIf you know the spell @[Vampiric Touch](spell:4c6616ac-ba19-4f69-8d78-1197fe98b7ab), the spell is improved and becomes Vampiric Drain. Which gives the spell a range of 15ft, the range rising to 30ft at 15th level. Hits with this attack count as feeding and have a chance to cause sanguinare vampiris. Also gain @[Sapping Sting](spell:5d515deb-00ca-4c23-b577-d34528ff39df) successful attacks with this cantrip will also drain health equal to the necrotic damage. As an undead creature you will also gain the spells @[Vampire's Seduction](spell:79142dea-efc6-4045-9de3-326bf19cbc5b) and @[Animate Dead](spell:1b00e0a6-c225-4c08-9478-a15434fe622a), niether will count against the number of spells you can know as a Sorcerer. Additionally, whenever you deal necrotic damage, you can spend 1 sorcery point to gain Necrotic Resistance for 1 hour.\r\n\r\n[b]Bats Wings[\/b]\r\n[br]\r\n[i]14th-level sorcerer feature[\/i]\r\n[br]\r\nYou gain the ability to sprout a pair of\r\nbats wings from your back, gaining a flying speed\r\nequal to your current speed. You can create these wings\r\nas a bonus action on your turn. They last until you\r\ndismiss them as a bonus action on your turn.\r\nYou can\u2019t manifest your wings while wearing armor\r\nunless the armour is made to accommodate them, and\r\nclothing not made to accommodate your wings might\r\nbe destroyed when you manifest them.\r\n\r\nAdditionally whenever you use @[Misty Step](spell:030703e6-3509-4853-b9ee-424aa64e145c) if you know it. If you choose, you instead transform into a cloud of bats while teleporting who fly immediately in a direct line to the location you teleport to. While in this form, if your teleportation causes you to pass through the space occupied by another creature you immediately cast @[Sapping Sting](spell:5d515deb-00ca-4c23-b577-d34528ff39df) and heal by a number of hitpoints equal to the necrotic damage dealt. Instead of using a spell slot you can also immediately expend 2 sorcery points to cast misty step this way.\r\n\r\n[b]Vampiric Presence[\/b]\r\n[br]\r\n[i]18th-level sorcerer feature[\/i]\r\n[br]\r\nYou can channel the dread\r\npresence of your vampiric ancestry, causing those around\r\nyou to become charmed or frightened. As an action,\r\nyou can spend 5 sorcery points to draw on this power\r\nand exude an aura of seduction or fear (your choice) to a\r\ndistance of 60 feet. For 1 minute or until you lose your\r\nconcentration (as if you were casting a concentration\r\nspell), each hostile creature that starts its turn in this\r\naura must succeed on a Wisdom saving throw or be\r\ncharmed or frightened until the aura ends. A creature that succeeds on\r\nthis saving throw is immune to your aura for 24 hours. [anchor|Wild-Magic]\r\n\r\n[img:6587343|left|400|nolink]\r\n[h1]Wild Magic:[\/h1]\r\n[i]1st-level sorcerer feature[\/i]\r\n[br]\r\nYour innate magic comes from the wild forces of chaos\r\nthat underlie the order of creation. You might have\r\nendured exposure to some form of raw magic, perhaps you\r\nwere the victim of one of Sheogoraths practical jokes. Or your magic could be a fluke of your birth, with\r\nno apparent cause or reason. However it came to be, this\r\nchaotic magic churns within you, waiting for any outlet.\r\n\r\n[b]Wild Magic Surge[\/b]\r\n[br]\r\n[i]1st-level sorcerer feature[\/i]\r\n[br]\r\nYour spellcasting can unleash surges of untamed magic.\r\nImmediately after you cast a sorcerer spell of 1st level\r\nor higher, the DM can have you roll a d20. If you roll a\r\n1, roll on the [blocklink:1532829] table to create a random\r\nmagical effect.\r\n\r\n[b]Tides of Chaos[\/b]\r\n[br]\r\n[i]1st-level sorcerer feature[\/i]\r\n[br]\r\nYou can manipulate the forces of\r\nchance and chaos to gain advantage on one attack roll,\r\nability check, or saving throw. Once you do so, you must\r\nfinish a long rest before you can use this feature again.\r\nAny time before you regain the use of this feature, the\r\nDM can have you roll on the [blocklink:1532829] table\r\nimmediately after you cast a sorcerer spell of 1st level or\r\nhigher. You then regain the use of this feature.\r\n\r\n[b]Bend Luck[\/b]\r\n[br]\r\n[i]6th-level sorcerer feature[\/i]\r\n[br]\r\nYou have the ability to twist fate\r\nusing your wild magic. When another creature you can\r\nsee makes an attack roll, an ability check, or a saving\r\nthrow, you can use your reaction and spend 2 sorcery\r\npoints to roll 1d4 and apply the number rolled as a\r\nbonus or penalty (your choice) to the creature\u2019s roll. You can do so after the creature rolls but before any effects\r\nof the roll occur.\r\n\r\n[b]Double Trouble[\/b]\r\n[br]\r\n[i]9th-level sorcerer feature[\/i]\r\n[br]\r\nWhenever you roll on the [blocklink:1532829] table and experience the effect. You can choose to roll again for a second burst of wild magic.\r\n\r\n[b]Controlled Chaos[\/b]\r\n[br]\r\n[i]13th-level sorcerer feature[\/i]\r\n[br]\r\nYou gain a modicum of control over the\r\nsurges of your wild magic. Whenever you roll on the\r\n[blocklink:1532829] table, you can roll twice and use\r\neither number.\r\n\r\n[b]Spell Bombardment[\/b]\r\n[br]\r\n[i]18th-level sorcerer feature[\/i]\r\n[br]\r\nThe harmful energy of your spells intensifies. When you roll damage for a spell and\r\nroll the highest number possible on any of the dice,\r\nchoose one of those dice, roll it again and add that roll to\r\nthe damage. You can use the feature only once per turn.[anchor|Storm-Sorcery]\r\n\r\n[img:5917508|right|400|nolink]\r\n[h1]Storm Sorcery:[\/h1]\r\n[i]1st level sorcerer feature[\/i]\r\n[br]\r\nYour innate magic comes from the power of elemental air. Many with this power can trace their magic back to being born under the atronach sign, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent storm or air atronachs. Whatever the case, the magic of the storm permeates your being.\r\n\r\n[b]Wind Speaker[\/b]\r\n[br]\r\n[i]1st level sorcerer feature[\/i]\r\n[br]\r\nThe arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to be understood by all kinds of atronachs.\r\n\r\n[b]Tempestuous Magic[\/b]\r\n[br]\r\n[i]1st level sorcerer feature[\/i]\r\n[br]\r\nStarting when you choose this origin, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.\r\n\r\n[b]Heart of the Storm[\/b]\r\n[br]\r\n[i]6th level sorcerer feature[\/i]\r\n[br]\r\nYou gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.\r\n\r\n[b]Storm Guide[\/b]\r\n[br]\r\n[i]6th level sorcerer feature[\/i]\r\n[br]\r\nYou gain the ability to subtly control the weather around you.\r\n\r\nIf it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.\r\n\r\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.\r\n\r\n[b]Storm's Fury[\/b]\r\n[br]\r\n[i]14th level sorcerer feature[\/i]\r\n[br]\r\nWhen you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.\r\n\r\n[b]Wind Soul[\/b]\r\n[br]\r\n[i]18th level sorcerer feature[\/i]\r\n[br]\r\nYou gain immunity to lightning and thunder damage.\r\n\r\nYou also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.","table_data":"[left][b]Level | Proficency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | Spell Slots Per Level - 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th[\/b][\/left]\r\n1st | +2 | - | [url:https:\/\/www.worldanvil.com\/block\/1406781#Spellcasting]Spellcasting[\/url], [url:https:\/\/www.worldanvil.com\/block\/1406781#Vampiric-Bloodline]Vampirism, Vampires Bite[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406781#Wild-Magic]Wild Magic Surge, Tides of Chaos[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406781#Storm-Sorcery]Wind Speaker, Tempestuous Magic[\/url] | 4 | 2 | 2 | - | - | - | - | - | - | - | - |\r\n2nd | +2 | 2 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Class-Features]Font of Magic[\/url] | 4 | 3 | 3 | - | - | - | - | - | - | - | - |\r\n3rd | +2 | 3 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Metamagic]Metamagic[\/url] | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |\r\n4th | +2 | 4 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Class-Features]Ability Score Improvement[\/url] | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |\r\n5th | +3 | 5 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Vampiric-Bloodline]Undead Magics[\/url] | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |\r\n6th | +3 | 6 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Wild-Magic]Bend Luck[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406781#Storm-Sorcery]Heart of the Storm, Storm Guide[\/url] | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |\r\n7th | +3 | 7 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Vampiric-Bloodline]Vampires Bite[\/url] | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |\r\n8th | +3 | 8 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Class-Features]Ability Score Improvement[\/url] | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |\r\n9th | +4 | 9 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Wild-Magic]Double Trouble[\/url] | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |\r\n10th | +4 | 10 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Metamagic]Metamagic[\/url] | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |\r\n11th | +4 | 11 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Vampiric-Bloodline]Vampires Bite[\/url] | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |\r\n12th | +4 | 12 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Class-Features]Ability Score Improvement[\/url] | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |\r\n13th | +5 | 13 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Wild-Magic]Controlled Chaos[\/url] | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |\r\n14th | +5 | 14 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Vampiric-Bloodline]Bats Wings[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406781#Storm-Sorcery]Storm's Fury[\/url] | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |\r\n15th | +5 | 15 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Vampiric-Bloodline]Undead Magics[\/url] | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |\r\n16th | +5 | 16 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Class-Features]Ability Score Improvement[\/url] | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |\r\n17th | +6 | 17 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Metamagic]Metamagic[\/url] | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |\r\n18th | +6 | 18 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Vampiric-Bloodline]Vampiric Presence[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406781#Wild-Magic]Spell Bombardment[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1406781#Storm-Sorcery]Wind Soul[\/url] | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |\r\n19th | +6 | 19 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Class-Features]Ability Score Improvement[\/url] | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |\r\n20th | +6 | 20 | [url:https:\/\/www.worldanvil.com\/block\/1406781#Class-Features]Sorcerous Restoration[\/url] | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |","source":"","jsondata":"","tags":"D&D, Homebrew, Elder Scrolls, Skyrim","isShared":"on","templateId":"5460","blockId":"1406781","world":"f4f8efb5-511a-4465-a937-ff6eb7572bd9","folder":"26911"}