Variant Human Feat
Fey Touched
+1 in Cha., you learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.(Sleep)
Sorcerer
Innate Sorcery
An event in your past left an indelible mark on you, infusing you with a simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
The spell save DC of your Sorcerer spells increases by 1
You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the āMetamagic Optionsā later in this classās description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
1. Quickened Spell
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You canāt modify a spell in this way if youāve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
2. Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Wildmagic
Wild Magic Surge
Your spellcasting can unleash surges of untamed magic. No more than once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect (see the Playerās Handbook for that table). If the magical effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires Concentration, it doesnāt require Concentration in this case; the spell lasts for its full duration.
Tides of Chaos
You can manipulate the forces of chance and chaos to gain Advantage on one d20 Test. Once you do so, you must finish a Long Rest before you can use this feature again.
Immediately after you cast a Sorcerer spell with a spell slot before you regain the use of this feature, you automatically roll on the Wild Magic Surge table and regain the use of this feature.
Perks
Heritage of Fire
Tier 1
Heritage of Fire:
You are born with an usual connection to the weave of magic. Whenever you roll on your wildmagic dice, if your wildmagic would happen. If you roll a 1 on the dice, consult the "other" wild magic table. If you cast a spell, which involves fire, the intervall increases to 1-5.
Tier 2
Durable Caster:
You have come to terms with the magic within you and it is bolstering your body. When you take a short or a long rest you gain temporary hit points equal to 2*sorcerer level.
The Fire Within
When you're reduced to 0 hit points but not killed outright, you can choose to erupt in a fiery burst of chaotic energy. Each creature within 5 feet of you must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save, or half as much on a success. If this explosion reduces at least one creature to 0 hit points, you regain 1 hit point instead of falling unconscious. Once you use this feature, you can't use it again until you finish a long rest.
Features & Traits