Classes

Sorcerer

Sorcerer

Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders is passed down through families, though not all families are aware of, much less choose to practice, their unique skills. A sorcerer’s abilities can range from the elemental, to the illusionary, and beyond, and many members of this class will 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 control and hone the power one already possesses. The magic within a misguided or uneducated sorcerer is a dangerous force indeed.

Class Features

Sorcerer's Hope

Spend three Hope after a Spellcast Roll to double the result of your Hope die.

Arcane Sense

You can sense the presence of magical people and objects when you’re close to them.

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 in Far range or further.

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 damage-dealing spell by dealing extra magic damage equal to twice the level of the card.

During your next short rest, you can return this card to your hand without paying its recall cost.

Subclasses

Elemental Origin

Play the Elemental Origin if you want to use raw elemental magic in creative ways.

Elemental Origin

Foundation

Spellcast: Instinct

Your elemental origin lets you manipulate and shape a certain kind of element.

Choose one:

Water · Fire · Air · Lightning · Earth

You can channel this element into unique, harmless effects. Additionally, you can spend a Hope and describe how your control over this element helps an action roll you’re about to make, then add either +2 to the roll or +3 to the damage.

Sorcerer

Elemental Origin

Specialization

You can call forth your chosen element to protect you from harm. When an attack roll against you succeeds, you can spend a Stress and describe how you channel your element to defend you, then add 1d6 to your Evasion against the attack. If the new Evasion is high enough to avoid the attack, it does.

Sorcerer

Elemental Origin

Mastery

Once per long rest, you can transform into an elemental form of your chosen element. When you do, describe your transformation and choose two of the following benefits to gain until your next short rest:

  • +4 to your Severe Threshold
  • +1 to a Character Trait of your choice
  • +1 Proficiency
  • +2 to your Armor Score
  • +2 Evasion

Sorcerer

Primal Origin

Play the Primal Origin if you want to modify your spells in powerful ways.

Primal Origin

Foundation

Spellcast: Instinct

Your primal origin allows you to modify the essence of magic itself. When you cast a spell or use a weapon that deals magic damage, you can mark a Stress to do one of the following:

  • Extend its reach by one range.
  • Add +2 to the action roll result.
  • Reroll any number of Damage Dice.
  • Hit an additional target within range.

Sorcerer

Primal Origin

Specialization

You can enhance the magical practices of others with your essence. When you Help an Ally on a Spellcast Roll, the advantage die you roll is a d8 instead of a d6. After you help them make their Spellcast Roll, once per long rest, you can swap the values of their Duality dice.

Sorcerer

Primal Origin

Mastery

You can gather magical energy to enhance your capability. You may become charge after taking magic damage, or when you spend 2 Hope to become charged. When you successfully cast a spell while charged, you can spend your charge to temporarily increase either that spell’s Damage Proficiency by +1 or its Reaction Roll Difficulty by +3.

You stop being charged when you finish a long rest.

Sorcerer

Class Items

A Whispering Orb OR A Family Heirloom

Background Questions

Answer the following background questions or make your own.

  • What did you do that made the people in your community wary of you?

  • What mentor taught you to control your untamed magic, and why are they no longer able to guide you?

  • You have a deep fear you hide from everyone. What is it, and why does it scare you?

Connections

  • Why do you trust me so deeply?

  • What did I do that makes you cautious around me?

  • Why do we keep our shared past a secret?

Level Up Options

Levels 2-4 | Tier 2

At level 2, take an additional Experience and increase your Proficiency by +1.

Choose two available options from the list below and mark them.

Then increase your Severe Damage Threshold by +2 and choose new Domain Deck card at your Level or lower.

Levels 5-7 | Tier 3

At Level 5, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1

Choose two from the list below or any unmarked from the previous tier and mark them.

  • Increase two unmarked Character Traits by +1 and mark them.
  • Permanently add one Hit Point Slot.
  • Permanently add one Stress Slot.
  • Increase two Experiences by +1.
  • Choose and additional domain card at your level or lower (up to Level 7).
  • Permanently add two Armor Slots or add +1 to your Evasion.
  • Increase your Major Damage Threshold by +1.
  • Increase your Severe Damage Threshold by +2.
  • Take an upgraded subclass card. Then cross out the multiclass option for this tier.
  • Increase your Proficiency by +1.
  • Multiclass: Choose an additional class for your character, then cross out an unused “Take an upgraded subclass card” and the other multiclass option on this sheet.

Increase your Damage Thresholds: Major by +1 and Severe by +3. Then choose a new Domain Deck card at your Level or lower.

Level 8-10 | Tier 4

At Level 8, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1

Choose two from the list below or any unmarked from the previous tier and mark them.

Increase your Damage Thresholds: Major by +1 and Severe by +3. Then choose a new Domain Deck card at your Level or lower.