Classes

Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice them. A sorcerer’s abilities can range from the elemental to the illusionary and beyond, and many practitioners band together into collectives based on their talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to cultivate and control the power one already possesses. The magic of a misguided or undisciplined sorcerer is a dangerous force indeed.

Evasion:
10
Hit Points:
6
Domains
Arcana & Midnight
Class items (choose one)
A whispering orb
A family heirloom

Hope Features

Volatile Magic: Spend 3 Hope to reroll any number of your damage dice on an attack that deals magic damage.

Class Features

Arcane Sense: You can sense the presence of magical people and objects within Close range.

Minor Illusion: Make a Spellcast Roll (10). On a success, you create a minor visual illusion no larger than yourself within Close range. This illusion is convincing to anyone at Close range or farther.

Channel Raw Power: Once per long rest, you can place a domain card from your loadout into your vault and choose to either: • Gain Hope equal to the level of the card. • Enhance a spell that deals damage, gaining a bonus to your damage roll equal to twice the level of the card.

Subclasses

Play the Primal Origin if you want to extend the versatility of your spells in powerful ways.

Spellcast: Instinct

Foundation Features

Manipulate Magic: Your primal origin allows you to modify the essence of magic itself. After you cast a spell or make an attack using a weapon that deals magic damage, you can mark a Stress to do one of the following: • Extend the spell or attack’s reach by one range • Gain a +2 bonus to the action roll’s result • Double a damage die of your choice • Hit an additional target within range

Specialization Features

Enchanted Aid: You can enhance the magic of others with your essence. When you Help an Ally with a Spellcast Roll, you can roll a d8 as your advantage die. Once per long rest, after an ally has made a Spellcast Roll with your help, you can swap the results of their Duality Dice.

Mastery Features

Arcane Charge: You can gather magical energy to enhance your capabilities. When you take magic damage, you become Charged. Alternatively, you can spend 2 Hope to become Charged. When you successfully make an attack that deals magic damage while Charged, you can clear your Charge to either gain a +10 bonus to the damage roll or gain a +3 bonus to the Difficulty of a reaction roll the spell causes the target to make. You stop being Charged at your next long rest.