DEG - Sorcerer Class.v11
DEG - Sorcerer Class.v11
GAMES
Sorcerer’s
Cordex
5e Reforged
Sourcebook
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DARKEAGLEGAMES.COM
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Foreword Intent of This Guide
Thank you for joining the Dark Eagle Games The primary aim of this guide is to enrich your
community! Your support and participation are experience with 5e gameplay rather than
invaluable as we strive to bring innovation and overhaul the system entirely. While you'll find
excitement to the tabletop gaming world. new abilities, spells, and mechanics herein, it is
We're elated to introduce the inaugural edition important to note that these have been designed
of ‘Reforge,’ our series of sourcebooks designed to integrate seamlessly with existing rules.
to offer transformative tweaks and fresh Our carefully crafted abilities and spells are not
perspectives to your favorite classes and meant to replace the foundational 5e mechanics
mechanics. But this is just the start of this but to offer additional balanced options
ambitious undertaking; we have grand plans to consistent with the game's spirit. Whether you're
continually expand and refine the Reforge series. looking to add a unique flair to your campaign or
The content we're sharing with you today is still bring an unexplored character concept to life, this
in its playtesting phase. We invite you to delve guide provides creative tools that align with the
into our reimagined class and share your established rules framework.
thoughts, criticisms, and suggestions. Your By following the core mechanics, we aim to make
feedback is not just welcome—it's essential for it as simple as possible to incorporate the
the ongoing development of this series. Please exciting new elements in this guide into your
feel free to share your experiences directly with existing or future campaigns. We hope you find
us at Hello@darkeaglegames.com. these additions entertaining and balanced,
Rest assured, this is only the beginning. We have enriching your gaming experience.
big plans for the Reforge series, and your insights
will be a cornerstone in our quest to innovate
and elevate the tabletop gaming experience.
Thank you again for being an integral part of this
exciting journey. Together, we will create
something truly magical.
John - Dark Eagle Games
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The Sorcerer
Kaelira was always interested in astrology and Lysandra was always fascinated by the
the movement of celestial bodies. She had always elements. During an expedition to a volcanic
felt a strange resonance when studying the stars island, she found a rare crystal formed from the
as if a dormant power within her was reaching conflux of elemental energies—fire from the
out to the heavens. During a rare comet sighting, volcano, air from the sky, earth from the ground,
she performed a simple observation ritual. As she and water from the sea. Upon touching the
peered through her telescope, a pulse of cosmic crystal, the elemental powers surged into her,
energy shot from the comet, traveled through merging with her innate magic. Now, whenever
the telescope, and then surged into her. The Lysandra casts a spell, tiny elemental motes—
experience was overwhelming, filling her with flames, water droplets, gusts of wind, and
visions of distant galaxies and nebulae. It was as pebbles—circle her.
if the comet had awakened a latent power she
had always suspected she possessed but had Ezekiel was born during a solar eclipse, an
never been able to tap into. Now, whenever event considered ominous by his superstitious
Kaelira casts a spell, her eyes seem to become community. Shunned for being a harbinger of
miniature galaxies, swirling with stardust and bad luck, he was surprised when his latent
cosmic light. magical abilities began manifesting. During an
accidental summoning, a shadow detached from
Growing up in a family known for their him and whispered secrets of shadow magic into
prowess in battle, Sera was the black sheep, his ear. Now, whenever he casts a spell, his
lacking any martial skills. That was until she shadow acts independently briefly, mimicking his
discovered an old family heirloom, a rusty actions or stretching unnaturally.
spearhead that her grandfather had wielded in an
ancient war. When she touched the hilt, ancestral Soraya was a humble assistant to the
memories flooded her senses, and she felt a alchemists in the Royal Laboratory. She
surge of magical power. Now, whenever she casts accidentally knocked over a mysterious vial into
a spell, phantom warriors seem to flicker in and the cauldron during a routine experiment with
out of existence around her, as if her ancestors fire-retardant materials. The substance
are watching over her. interacted explosively with the flames, turning
them an ethereal shade of blue. As Soraya
In an ancient library, Jareth discovered an instinctively reached out her hand to control the
hourglass said to contain sands from the River of eruption, the flame leapt toward her, enveloping
Time. He flipped the hourglass and felt time slow her in an incandescent aura. When the fire
and then accelerate uncontrollably. He realized cleared, she was unharmed but profoundly
he could manipulate time in minor ways when changed. Soraya discovered that the flame had
things returned to normal. Whenever he casts a ignited a mystical spark within her that had
spell, an echo of the spell occurs a second later, always been dormant. When she casts spells, a
and the air smells faintly like old parchment. ghostly blue flame flickers around her, and her
voice echoes with an otherworldly resonance.
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Untamed Essence existence. A few might even desire to be free of it
or to unlock its full scope.
Magic courses through the veins of sorcerers,
granting them a wellspring of hidden potential. In terms of utility within an adventuring group,
Whether born from an ancient lineage pulsing sorcerers are as invaluable as wizards. Though
with draconic magic or from an untamed force of they may not possess the same wide array of
chaos within, a sorcerer's abilities are as varied as magical spells, their flexibility in manipulating the
they are unpredictable. ones they do know often makes up for it.
The manifestation of these arcane talents isn't
uniform. In some lineages, only one member of Crafting a Sorcerer
each generation shows the signs of this arcane When shaping your sorcerer, the key element to
gift, while in others, every family member focus on is the wellspring of your magical ability.
possesses these extraordinary abilities. Often, As a novice, you might be tied to a draconic
these gifts emerge seemingly by chance, their heritage or unpredictable wild magic, but the
origins a mystery even to the sorcerer. A chance true story behind your power is yours to create.
encounter with a mythical creature, a sip from a Is it a generational curse that you've inherited?
hidden well of enchanted water, or a revelation Or perhaps you bear the mark of a magical event
during a mysterious event can all be the catalyst that not only bestowed upon you arcane gifts
for unlocking these inherent powers. So can the but left its scars as well?
divine intervention of a magical deity, exposure to Your relationship with this innate magic is
the raw elements of mystical realms, or insight another crucial aspect. Do you relish it, aim to
into the fabric of reality itself. control it, or find joy in its chaotic essence? Do
Unburdened by the need for spellbooks or you see it as a gift or a burden? Was it your
ancient texts that wizards rely on, and not choice to accept this power, and if given a chance,
beholden to an external force like warlocks, would you renounce it? What goals drive you to
sorcerers derive their magic from their own wield it? You may believe that you are chosen for
essence. By mastering this innate gift, they a higher calling or perhaps you see this magical
unlock astounding abilities, limited only by their strength as a means to impose your will on those
imagination and control. less gifted. Your source of power might also
tether you to a formidable figure in your world—
Mysterious Catalysts be it a fey entity who granted you their favor, a
dragon that mingled its blood with yours, a lich
Sorcerers are a rarity, often finding themselves who regards you as an intriguing experiment, or a
pulled toward the path of adventure. Their innate god who has selected you as their arcane vessel.
magic is restless, yearning to be harnessed;
otherwise, it manifests in unexpected and
uncontrollable ways. Driven by motivations that
are as diverse as they are mysterious, sorcerers
seek various ends—some yearn for a deeper
comprehension of the arcane energy within
them, while others quest for the root of its
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Sorcerer Inception
As a sorcerer, your arcane power emanates from
within, shaped by a diverse array of influences
such as ancestral heritage, celestial events, and
ancient pacts. How did you forge this deep
connection to the arcane?
As an option, to delve into the multifaceted
origins of your mystical abilities, consult the
Sorcerer Inception table.
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Class Features Spellcasting
A significant occurrence in your own history or
that of a family member has bestowed you with
As a sorcerer, you gain the following features. a wellspring of arcane power. This reservoir of
magical energy, regardless of its roots, serves as
Hit Points the source for your spellcasting abilities.
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your CON modifier Cantrips
Hit Points at Higher Levels: 1d6 (or 4) + your At 1st level, you have mastery over four basic
Constitution modifier per sorcerer level after 1st spells, known as cantrips, from the sorcerer's
spell repertoire. As you advance in levels, you'll
Proficiencies gain access to more cantrips, as indicated in the
Armor: None Cantrips Known section of the Sorcerer's
progression table.
Weapons: Simple weapons
Tools: None Spell Slots
Saving Throws: Constitution, Charisma The Sorcerer table outlines the number of spell
Skills: Choose two from Arcana, Deception, Insight, slots you have for casting spells of 1st level or
Intimidation, Persuasion, and Religion higher. To use a spell, you'll need to expend a slot
that matches or exceeds the spell's level. All used
Equipment slots are refreshed after a long rest.
You start with the following equipment, in addition For instance, if you're familiar with the 1st-level
to the equipment granted by your background: spell 'burning hands' and have both a 1st-level
(a) a family heirloom or (b) any simple weapon and a 2nd-level slot open, you can use either to
(a) a dungeoneer’s pack or (b) an explorer’s pack cast the spell.
Two daggers
Spells Known of 1st Level and Higher
You start with knowledge of two spells from the
Your spell save DC is calculated as follows: sorcerer's collection of spells, at 1st level. A table
8 + your proficiency bonus + your Charisma modifier. will indicate the points in your progression where
you'll be able to learn new spells from the
sorcerer's spell options. These new spells should
be within the levels that correspond to the spell
slots you have. For example, upon reaching level
3 in this class, you can opt to learn a new spell,
either at 1st or 2nd level.
Every time you advance a level within this class,
you have the opportunity to swap out one of
your current spells for a different one from the
sorcerer's list, as long as the new spell is of a
level you can currently cast.
Spellcasting Ability
Your spells are powered by your Charisma, which
acts as your spellcasting ability. This attribute
comes into play whenever a spell references your
casting ability, when calculating the difficulty
class for saving throws against your spells, and
when making attack rolls with them.
Material Components
Sorcerers bypass the need for material
components, channeling magic from within. If a
spell does have a material component gp cost, an
arcane orb of equivalent value can be used
instead. Available in major cities, these orbs vary
in shape, size, and cost and are popular among
arcane spellcasters for focusing spells.
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Table: The Sorcerer
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Sorcerous Origin Metamagic
1st-level sorcerer feature 2nd-level sorcerer feature
Pick a origin event that outlines the root of your You tap into a hidden wellspring of magic within
inborn arcane abilities. you, represented by your sorcery points. These
This selection bestows upon you specific abilities, points allow you to shape and unleash magical
which you'll gain at 1st level, and then later at effects in various ways.
levels 6, 14, and 18. You get the following Metamagics:
• Duration Surge
Font of Magic • Extended Reach
Sorcery Points When you reach 3rd level, you can select two
additional Metamagic options. You gain one more
You possess 2 sorcery points, acquiring more as choice at both the 10th and 17th levels.
you progress to higher levels, as depicted in the
Sorcery Points column of the Sorcerer table. The It is important to note that you can apply only
maximum number of sorcery points you can have one Metamagic option to a spell when you cast it
at any time is indicated on the table for your unless otherwise specified.
current level. You regain all expended sorcery
points when you complete a long rest. Ability Score Improvement
4th-level sorcerer feature
Flexible Casting
Upon reaching the 4th level, and then again at
You have the capacity to employ your sorcery the 8th, 12th, 16th, and 19th levels, you have
points to acquire additional spell slots or to the choice to either boost a single ability score
forfeit spell slots to gain extra sorcery points. As by 2 points or to raise two different ability scores
you attain higher levels, you discover more ways by 1 point each. As usual, you cannnot push an
to use your sorcery points. ability score past 20 using this trait.
Creating Spell Slots Sorcerous Adaptability
You can use your unexpended sorcery points to 4th-level sorcerer feature
create a spell slot as a bonus action on your turn.
The Creating Spell Slots table illustrates the cost When you reach a level that offers an Ability
of forming a spell slot of a given level. You Score Improvement, your magical essence also
cannnot create spell slots higher than 5th level. adapts, allowing you to:
Any spell slot that you create with this feature • Swap out one Metamagic option you've chosen
disappears when you finish a long rest. for another available Metamagic choice.
• Exchange one cantrip you gained from this
class's spellcasting trait for a different cantrip on
Creating Spell Slots the sorcerer spell list.
Spell Slot Level Sorcery Point Cost
1st 2 Inner Resilience
2nd 3 5th-level sorcerer feature
3rd 5 You can harness your inherent magical reservoir
4th 6 to salvage a failed effort. If you fail an ability
5th 7 check, you can expend 1 sorcery point to reroll
the d20. You must go with the new roll, possibly
Converting a Spell Slot to Sorcery Points: converting the failure into a successful outcome.
During your turn, you can opt to expend a spell
slot as a bonus action and gain a number of Sorcerous Restoration
sorcery points equal to the slot's level. 20th-level sorcerer feature
You recover 4 used sorcery points each time you
complete a short rest.
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Meta Magics
Standard Meta Magic Meta Magic Options
Upon reaching 2nd level, your mastery of magic When you reach 3rd level, you can select two
allows you to refine your spells to better suit additional Metamagic options. You gain one more
your needs. choice at both the 10th and 17th levels.
At this level, you gain access to two Metamagic Below are the options provided:
options: Duration Surge and Extended Reach.
Cerebral Arcana
Duration Surge For the cost of 2 sorcery points, you can modify
When invoking a spell with a duration of at least any spell that requires a target to make a saving
one minute, you may opt to prolong its throw, changing that saving throw to an
effectiveness. By expending 1 sorcery point, you Intelligence saving throw instead.
double the spell's duration, though it cannot
exceed a maximum length of 24 hours. Elemental Shift
When you channel a spell that inflicts a specific
Extended Reach type of elemental harm, your innate mastery over
When you cast a spell with a specified range, the the magical elements allows you more flexibility.
arcane energies within you allow for greater By expending 1 sorcery point, you can change
flexibility in how far your magic can reach. By the spell's damage type to another form from
spending 1 sorcery point, you can accomplish the following list: acid, cold, fire, lightning, poison,
one of the following: or thunder.
• For spells with a range of touch, you can
extend the range to 30 feet. Fourth Eye
• For spells with a range of 5 feet or greater, When you successfully cast a spell that targets a
you can double the range. creature, you may expend 1 sorcery point to
• For spells that normally have an area of effect instinctively gain knowledge of the creature's
emanating from you (like a cone or an aura with damage resistances and immunities.
a range of "Self"), you can extend the area of
effect by an additional 5 feet. Fortified Casting
By expending 2 sorcery points when you cast a
spell, you make it more resilient to being negated
For a spell is considered a success the spell or undone by other magic-users. Any creature
attack roll must hits the target or the target attempting to counter or dispel your spell is
fails its saving throw against the spell. subjected to a disadvantage on that check.
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Frightful Mark Mighty Blast
When you successfully cast a spell that targets a When determining the damage output of a spell,
single creature, you can channel additional arcane you have the option to channel additional arcane
energy to instill fear into the target. Spend 2 energy into it. To do so, spend 1 sorcery point to
sorcery point to make the target frightened of reroll as many of the damage dice as equal to
you until the end of your next turn. your Charisma modifier (at least one die must be
rerolled). The new rolls replace the previous ones.
Forked Casting This can be used even if you've already applied
When you unleash a spell that aims at just a another metamagic option to the spell.
single entity and isn't self-centered, you can
expend sorcery points equal to the spell's level to Overpowering Arcana
simultaneously aim at another entity within the When you cast a spell on a target that is
spell's range (or 1 sorcery point if it's a cantrip). resistant or immune to the spell's damage or
The spell you choose must be limited to a single effects, you can expend 5 sorcery points to
target at its current level of casting. Spells like temporarily negate both resistances and
magic missile or scorching ray won't qualify, but immunities for this particular casting. The target
single-target spells like ray of frost or chromatic is affected as if it had neither resistance nor
orb will. immunity, and must undertake any saving throws
the spell normally requires.
Guided Casting
When you cast a spell designed to deal damage Precision Meta
to a single entity, you can spend 1 sorcery points When you find that your magical attack is off the
to target a creature you cannot see but are aware mark, your innate magical ability allows you a
of and that is within the spell's range. This second chance to strike true. By expending 2
adaptation negates any benefits the target may sorcery points, you can reroll the d20 for a spell
gain from cover. The usual rules for saving attack. This can be used even if you've already
throws or spell attacks still apply for the spell to applied another metamagic option to the spell.
take effect.
Precise Casting
Intensified Magic When you cast a spell that calls for creatures to
When you use a spell that compels a creature to make saving throws, you can skillfully channel its
undertake a saving throw to evade its impact, impact to minimize harm to allies. By spending 1
you may allocate 3 sorcery points to make the sorcery point, you can designate a number of
spell more potent against a single target. This creatures up to your Charisma modifier (with a
increases the difficulty for that target, causing it minimum of one). These chosen creatures not
to have disadvantage on its initial saving throw only automatically succeed on their saving
against your spell. throws against the spell, but also take no damage
if the spell normally deals half damage on a
successful save.
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Ravenous Casting Veiled Casting
When you cast a spell that inflicts damage on When you cast a spell with a duration extending
just one creature, you can use 1 sorcery point to beyond a single moment, you can spend 1
enhance the damage roll by adding 1d6 damage. sorcery point to shroud its magical essence,
If the targeted creature's hit points are reduced rendering it both undetectable and untraceable.
to zero as a result of this spell, you gain Spells concealed in this manner are immune to
temporary hit points equal to your Charisma magical detection methods and cannot be traced
modifier, which last until your next rest. back to you for their entire duration. This option
can be used in conjunction with other metamagic
Unified Zeal options you've applied to the spell.
When you cast a spell that benefits an ally, you
can spend 2 sorcery points to bolster their Vital Burst
combat prowess. The ally's next weapon attack When you cast a spell of 1st level or higher that
roll gains advantage, and if successful, both you deals damage, you can spend 2 sorcery point to
and the ally recover hit points equal to your add an additional 3d6 damage to the spell's total
Charisma modifier (minimum of 1). damage output.
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8. Vial of Blessed Water: Kept in a small glass
vial sealed with wax, your parents told you it was
given to them by a dying man.
9. Locket of Hair: Enclosed in a tiny ornate box,
the hair supposedly belongs to a famous hero
from your village.
10. Quill and Ink Set: It belonged to your great-
aunt, who was known to be a learned woman,
and it’s said to have written letters to kings and
wizards.
Heirloom Table
The heirlooms listed in the d20 Heirloom Table 11. Worry Stone: A smooth, flat stone with an
are items with a nominal value of 25 gold pieces indentation for your thumb. Rubbing it is said to
or less. These are not meant to confer significant grant clarity and calm nerves.
mechanical advantages to characters but are 12. Carved Animal Totem: A small wooden totem
designed to add layers of backstory, flavor, and representing your family's spirit animal, said to
depth to your role-playing experience. offer protection in times of need.
While some heirlooms might seem magical or
special due to their lore or history, any "magical" 13. Glass Eye: This belonged to a long-lost
effects mentioned are minor and more thematic relative who was a sailor. It’s said to have seen
than mechanically impactful. the world.
For example, the moonstone pendant that glows 14. Small Dagger: Blunt and weathered, this
on full moon nights might not provide the dagger is said to have belonged to a great rogue.
mechanical benefits of a magical light source, Good for cutting apples, if not much else.
but it can add an intriguing detail to your
character's story or even come into play in role- 15. String of Pearls: These once belonged to a
playing scenarios. grandmother who claimed they were a gift from
a water nymph for a kindness done.
d20 Heirloom Table 16. Broken Compass: Said to have been used in
1. Moonstone Pendant: A pale blue gem set in many adventures, it always seems to point
simple silver. Said to have been blessed by a towards something interesting, though not
cleric of Selûne, it glows faintly on full moon necessarily north.
nights. 17. Miniature Painting: A thumb-sized portrait
2. Rabbit Foot: An actual rabbit is foot on a of a family member, painted by an unknown
leather strap. Your grandfather swore it saved his artist, its eyes seem to follow you.
life more than once. 18. Hand Mirror: A simple silver hand mirror
3. Engraved Tankard: A copper tankard that once belonged to a vain ancestor. It’s said
engraved with your family crest. It was your that they never grew old.
mother's, who got it from her mother, and so on. 19. Sealed Scroll: Contains a prayer or mantra
4. Old Key: A mysterious rusted key that that has been passed down through generations.
supposedly opens a hidden chamber in an Opening it is considered bad luck.
abandoned castle your family once owned. 20. Feather Quill: A single, beautifully iridescent
5. Rosewood Flute: Crafted by an elven artisan, feather that was said to have come from a
it’s said to play notes so pure that they can calm phoenix. It was kept as a symbol of rebirth and
wild animals. new beginnings in your family.
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Dark Eagle Games
Created By: John Walts
October, 2023
DARKEAGLEGAMES.COM
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