SORCEROUS BURST

  • casting time1 Action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Sorcerer Evocation cantrip

THAUMATURGY

  • casting time1 action
  • range30 feet

  • componentsV
  • durationUp to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Sorcerer Transmutation cantrip

INNATE SORCERY

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

An event in your past left an indelible mark on you, infusing you with 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.

Sorcerer 1st

SPELLCASTING

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

Drawing from your innate magic, you can cast spells. Charisma is your spellcasting ability for your Druid spells (Spell DC 12, Spell Attack +4). You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

Sorcerer 1st

FONT OF MAGIC

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

You can tap into the wellspring of magic within yourself, which is represented by Sorcery Points (SP). You have 2 SP and regain all expended points when you finish a Long Rest. In addition to fueling effects such as Metamagic, you can use your SP to fuel the options below:
You can expend a spell slot to gain a number of SP equal to the slots level.
As a Bonus Action, you can transform unexpended SP into one spell slot, creating a spell slot no higher than level 5. Any spell slot you create with this feature vanishes when you finish a Long Rest. The conversion is as follows:
2 SP -> Spell Slot Level 1
3 SP -> Spell Slot Level 2
5 SP -> Spell Slot Level 3

Sorcerer 2nd

METAMAGIC

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in your class’s 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. You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

Sorcerer 2nd

SUBTLE SPELL

  • casting timeMetamagic Ability
  • rangeSelf

  • components1 Sorcery Point
  • durationInstantaneous

When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Sorcerer 2nd

SEEKING SPELL

  • casting timeMetamagic Ability
  • rangeSelf

  • components1 Sorcery Point
  • durationInstantaneous

If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.

Sorcerer 2nd

Title

  • casting timeTime
  • rangeRange

  • componentsComponent
  • durationDuration

Description

Class cantrip
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