Uncontrolled, primal power.
A human woman licks her lips as her fellow gang members take a few steps back. The nomads should have just taken their offer but she’s glad they didn’t. Because now the fun part begins. Twisting her arms she effortlessly summons a ball of pure sun fire in front of her and as she does, something makes click. She laughs maniacally as a torrent of magical energy flows through her and into the ball of plasma. It flies with a screech and explodes with a bright yellow-red flash that sears the flesh off the nomads bones and destroys most of the caravan. Her compatriots give her an angry look as the loot they were about to plunder goes up in smoke.
A winter fairy, covered in a cloak made from tiny white feathers summons glittering white mist around his tiny hand and glares at the human women a few paces. Instead of a torrent of flame, only a few wafts of hot air escape her hand and the fairies dire wolf friend remains unharmed as he jumps at the invader to tear her apart.
The elf pulls her hand back, charging a bolt of lightning. She wants to blast the human that is about to slam a sledgehammer onto her friend, as she loses focus for no more than a moment. The chaotic energy slips out of her grasp. She tries to regain hold of it, but it’s too late. With a thunderous crack the spell explodes in her hand and sends her flying backwards.
Magic is everywhere. Just like gravity it suffuses the world and everyone has what it takes to use it. Some people have something special about them though. A certain spark. While other magic users train for months to gain the skill need to perform a spell in combat, these folks can summon the elemental energies that make up our universe with ease and with unparalleled potency.
During the Fog, some received these innate abilities from their patrons. They will learn to use these powers to survive the horrors of this wonderful new world. They will learn new ways to harness their innate magic and they will learn new and staggering ways to unleash that power. Until they lose control for even the blink of an eye and their own spell blows their hand off.
Sorcerers are rare in the world, and most were treated as children of prophecy in their communities in the other world. A sorcerer’s magic wants to be wielded and their great, raw power made them excellent leaders by default in societies not well versed in the ways of magic. In other societies like the empire they were considered dangerous anomalies that could be controlled if discovered early, or had to be killed if they were too old to brainwash.
In this new world sorcerers are pillars of their communities. Their awesome powers are an important resource in a plethora of ways and with great power comes not only great responsibility, but great enemies as well.
Some lucky few appear in the void and are conscious enough to choose their patron. Perhaps you are one of those. When choosing the sorcerer who’s body you will receive, consider: What is the spark that gives them their power? Were they a devout follower of the gods and after a harrowing pilgrimage they finally gave them their blessing? Or perhaps some extraordinary event left them blessed with inherent magic? Whatever the answer may be, your choice will define the rest of your life.
Most people are not given a choice who their patron is and like most you most likely just woke up and soon realized just what power you have access to. How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its nature? Is it a blessing or a curse? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want. To take what you want from those who lack such power. Either way you will leave a mark on this new world. Whether that mark is a crater of despair, or a pillar of hope is up to you.
|Level||Proficiency Bonus||Features||Spell Level|
|1st||+2||Spellcasting, Torrent of Magic, Sorcerous Spark||Novice (1)|
|2nd||+2||Arcane Capacitator||Novice (1)|
|4th||+2||Ability Score Improvement||Apprentice (2)|
|6th||+3||Sorcerous Spark Feature||Adept (3)|
|8th||+3||Ability Score Improvement||Expert (4)|
|10th||+4||Sorcerous Spark Feature||Master (5)|
As a sorcerer, you gain the following class features.
Hit Dice: 1d6 per sorcerer level
Hit Points: 1d6 (or 4) + your Constitution modifier per sorcerer level.
Vitality Dice: 1d10 per sorcerer level
Vitality: 1d10 (or 6) + your Spellcasting modifier (determined by your lore) per sorcerer level.
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
You were born with innate magical potential, drawing on a nearly endless font of vitality. This natural gift allows you cast spells.
When you cast a spell, you channel vitality and turn it into energy of some kind.
When you gain your first level, you choose a lore of magic you are a natural conduit for. Your lore determines what spells you have access to. During a long rest, you prepare the list of spells that are available for you to cast, choosing from the lore’s spell list. When you do so, choose a number of spells equal to your Spellcasting modifier + your sorcerer level (minimum of one spell). The spells must be of a level you can cast.
The table below shows when you gain access to higher spell levels:
|Spell Level||Character Level|
Magical energy flows through all souls, but through your body flows a torrent.
As a wild spark sorcerer, you cast your spark spells at half cost, effectively doubling your vitality. (All other spells are cast at a normal cost, meaning that if you double your vitality, all spells and spell like abilities (Maneuvers, Metamagic, etc.) that are not part of the lore you are a spark for are cast at twice their normal cost.)
Normally, only initiates that still lack the skill to properly control magic need to worry about fizzles and misfires, but the highly volatile magic you wield is everything but controllable.
As a wild spark sorcerer, whenever you cast a spell, roll a d20 and add your spellcasting modifier (Proficiency Bonus + Ability Score modifier your lore uses) and sorcerer level to the roll. If the rolled number is under the amount of vitality the spell uses, the spell fizzles. On a natural 1 the spell always misfires, dealing an amount of damage equal to the vitality spent on the spell (see table below for the damage type). On a natural 20 the spell always succeeds and power surges. If the spell deals damage, the amount of damage dice thrown is doubled. If it offers a saving throw to resist crowd control, the first throw a target makes is made at disadvantage.
|Elemental Lore||Damage Type|
|Lore of Force||Force Damage|
|Lore of Lightning||Lightning Damage|
|Lore of Frost||Cold Damage|
|Lore of Light||Radiant Damage|
|Lore of Fire||Fire Damage|
|Lore of Life||Necrotic Damage|
At 1st level, choose a sorcerous spark, which describes the source of your innate magical power: Wild Spark, Divine Spark. Your choice grants you features when you choose it at 1st level, and again at 6th and 10th.
Starting at 2nd level, you have the ability to absorb magical energy from energy fluctuations caused by harmful spells. Sorcerer’s are unique to any other magic users. Their powerful magical affinity means they can use fluctuations in the veil to draw more power.
Whenever you are affected by a spell that allows you to make a saving throw, you have a chance to increase your ability to draw power and spend less strength on future spells. On a successful saving throw, you may recover Vitality equal to the level of the spell cast. You cannot increase your Vitality beyond your maximum Vitality total through this feature. On a failed save, you do not absorb any Vitality and are affected by the spell as normal.
When you reach 4th level, and again at 8th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can’t increase an attribute score above 20 using this feature. Alternatively, you may choose a feat from the Feat list.