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Rogue

Core Rogue Traits

Primary Ability Dexterity

Saving Throw Proficiencies

Dexterity and Intelligence

Hit Point Die D8 per Rogue level

Skill Proficiencies Choose 4: Acrobatics, Ath-

letics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth

Weapon Proficiencies Simple weapons and Martialweapons that have the Finesse or Light property

Tool Proficiencies Thieves’ Tools

Armor Training Light armor

Starting Equipment Choose A or B: (A) Leather Ar-

mor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP

As a Level 1 Character

  • Gain all the traits in the Core Rogue Traits table.
  • Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.As a Multiclass Character
  • Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue’s skill list, pro- ficiency with Thieves’ Tools, and training with Light armor.
  • Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.Rogue   Class    Features       As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.Level 1: ExpertiseYou gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are rec- ommended if you have proficiency in them.At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.Level 1: Sneak AttackYou know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attackRogue FeaturesProficiencyLevelBonusClass FeaturesSneak Attack1+2Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery1d62+2Cunning Action1d63+2Rogue Subclass, Steady Aim2d64+2Ability Score Improvement2d65+3Cunning Strike, Uncanny Dodge3d66+3Expertise3d67+3Evasion, Reliable Talent4d68+3Ability Score Improvement4d69+4Subclass feature5d610+4Ability Score Improvement5d611+4Improved Cunning Strike6d612+4Ability Score Improvement6d613+5Subclass feature7d614+5Devious Strikes7d615+5Slippery Mind8d616+5Ability Score Improvement8d617+6Subclass feature9d618+6Elusive9d619+6Epic Boon10d620+6Stroke of Luck10d6roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra dam- age’s type is the same as the weapon’s type.You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.Level 1: Thieves’ CantYou picked up various languages in the commu- nities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the language tables in “Character Creation.”Level 1: Weapon MasteryYour training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.Level 2: Cunning ActionYour quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Dis- engage, or Hide.Level 3: Rogue SubclassYou gain a Rogue subclass of your choice. The Thief subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.Level 3: Steady AimAs a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.Level 4: Ability Score ImprovementYou gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.Level 5: Cunning StrikeYou’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.To use this effect, you must have a Poisoner’s Kit on your person.Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without pro- voking Opportunity Attacks.Level 5: Uncanny DodgeWhen an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the at- tack’s damage against you (round down).Level 7: EvasionYou can nimbly dodge out of the way of certain dan- gers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.Level 7: Reliable TalentWhenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.Level 11: Improved Cunning StrikeYou can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.Level 14: Devious StrikesYou’ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Uncon- scious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded con- dition until the end of its next turn.Level 15: Slippery MindYour cunning mind is exceptionally difficult to con- trol. You gain proficiency in Wisdom and Charisma saving throws.Level 18: ElusiveYou’re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapac- itated condition.Level 19: Epic BoonYou gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.Level 20: Stroke of LuckYou have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.Once you use this feature, you can’t use it again until you finish a Short or Long Rest.‌Rogue   Subclass:   Thief       ‌Hunt for Treasure as a Classic AdventurerA mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to im- proving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.Level 3: Fast HandsAs a Bonus Action, you can do one of the following.Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.Level 3: Second-Story WorkYou’ve trained to get into especially hard-to-reach places, granting you these benefits.Climber. You gain a Climb Speed equal to your Speed.Jumper. You can determine your jump distance using your Dexterity rather than your Strength.Level 9: Supreme SneakYou gain the following Cunning Strike option.Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.Level 13: Use Magic DeviceYou’ve learned how to maximize use of magic items, granting you the following benefits.Attunement. You can attune to up to four magic items at once.Charges. Whenever you use a magic item prop- erty that expends charges, roll 1d6. On a roll of6, you use the property without expending the charges.Scrolls. You can use any Spell Scroll, using Intelli- gence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it re- liably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.Level 17: Thief’s ReflexesYou are adept at laying ambushes and quickly es- caping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.SorcererCore Sorcerer TraitsPrimary Ability Charisma

Saving Throw Proficiencies

Constitution and Charisma

Hit Point Die D6 per Sorcerer level

Skill Proficiencies Choose 2: Arcana, Deception,

Insight, Intimidation, Persua- sion, or Religion

Weapon Proficiencies Simple weapons

Armor Training None

Starting Equipment Choose A or B: (A) Spear,2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP

As a Level 1 Character

  • Gain all the traits in the Core Sorcerer Traits table.
  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.As a Multiclass Character
  • Gain the Hit Point Die from the Core Sorcerer Traits table.
  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the mul- ticlassing rules in “Character Creation” to deter- mine your available spell slots.Sorcerer   Class   Features      As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.Level 1: SpellcastingDrawing from your innate magic, you can cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description.Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Fea- tures table.Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+Sorcerer FeaturesProficiencySorceryPrepared——Spell Slots per Spell Level——LevelBonusClass FeaturesPointsCantripsSpells1234567891+2Spellcasting, Innate Sorcery—422————————2+2Font of Magic, Metamagic2443————————3+2Sorcerer Subclass34642———————4+2Ability Score Improvement45743———————5+3Sorcerous Restoration559432——————6+3Subclass feature6510433——————7+3Sorcery Incarnate75114331—————8+3Ability Score Improvement85124332—————9+4—951443331————10+4Metamagic1061543332————11+4—11616433321———12+4Ability Score Improvement12616433321———13+5—136174333211——14+5Subclass feature146174333211——15+5—1561843332111—16+5Ability Score Improvement1661843332111—17+6Metamagic1761943332111118+6Subclass feature1862043333111119+6Epic Boon1962143333211120+6Arcane Apotheosis20622433332211spells. You regain all expended slots when you fin- ish a Long Rest.Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sor- cerer spells. Burning Hands and Detect Magic are recommended.The number of spells on your list increases as you gain Sorcerer levels, as shown in the PreparedSpells column of the Sorcerer Features table. When- ever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.If another Sorcerer feature gives you spells that you always have prepared, those spells don’t countagainst the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.Spellcasting Ability. Charisma is your spellcast- ing ability for your Sorcerer spells.Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.Level 1: Innate SorceryAn 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.

Level 2: Font of Magic

You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magi- cal effects.

You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all ex- pended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the op- tions below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost

of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature van- ishes when you finish a Long Rest.

Creating Spell Slots

Spell Slot LevelSorcery Point CostMin. Sorcerer Level
122
233
355
467
579

Level 2: Metamagic

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 this 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 re- place 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.

Level 3: Sorcerer Subclass

You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Sorcerer lev- els 8, 12, and 16.

Level 5: Sorcerous Restoration

When you finish a Short Rest, you can regain ex- pended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 7: Sorcery Incarnate

If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic op- tions on each spell you cast.

Level 19: Epic Boon

You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Di- mensional Travel is recommended.

Level 20: Arcane Apotheosis

While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.

The following options are available to your Meta- magic feature. The options are presented in alpha- betical order.

Careful Spell

Cost: 1 Sorcery Point

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so,

spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and

‌it takes no damage if it would normally take half damage on a successful save.

Distant Spell

Cost: 1 Sorcery Point

When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.

Empowered Spell

Cost: 1 Sorcery Point

When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.

You can use Empowered Spell even if you’ve al- ready used a different Metamagic option during the casting of the spell.

Extended Spell

Cost: 1 Sorcery Point

When you cast a spell that has a duration of 1 min- ute or longer, you can spend 1 Sorcery Point to dou- ble its duration to a maximum duration of 24 hours.

If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

Heightened Spell

Cost: 2 Sorcery Points

When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.

Quickened Spell

Cost: 2 Sorcery Points

When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Seeking Spell

Cost: 1 Sorcery Point

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 cast- ing of the spell.

Subtle Spell

Cost: 1 Sorcery Point

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

Transmuted Spell

Cost: 1 Sorcery Point

When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poi- son, Thunder.

Twinned Spell

Cost: 1 Sorcery Point

When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.

Sorcerer Spell List

This section presents the Sorcerer spell list. The spells are organized by spell level and then alpha- betized, and each spell’s school of magic is listed. In the Special column, C means the spell requires

Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0 Sorcerer Spells)

SpellSchoolSpecial
Acid SplashEvocation
Chill TouchNecromancy
Dancing LightsIllusionC
ElementalismTransmutation
Fire BoltEvocation
LightEvocation
Mage HandConjuration
MendingTransmutation
MessageTransmutation
Minor IllusionIllusion
Poison SprayNecromancy
PrestidigitationTransmutation
Ray of FrostEvocation
Shocking GraspEvocation
Sorcerous BurstEvocation
True StrikeDivination

Level 1 Sorcerer Spells

Spell School Special

Burning Hands Evocation —

Charm Person Enchantment —

Chromatic Orb Evocation M

Color Spray Illusion —

Comprehend Languages Divination R

Detect Magic Divination C, R

Disguise Self Illusion —

Expeditious Retreat Transmutation C

False Life Necromancy –

Feather Fall Transmutation —

Fog Cloud Conjuration C

Grease Conjuration —

Ice Knife Conjuration —

Jump Transmutation —

Mage Armor Abjuration —

Magic Missile Evocation —

Ray of Sickness Necromancy —

Shield Abjuration —

Silent Image Illusion C

Sleep Enchantment C

Thunderwave Evocation —

Level 2 Sorcerer Spells

Spell School Special

Alter Self Transmutation C

Blindness/Deafness Transmutation —

Blur Illusion C

Darkness Evocation C

Darkvision Transmutation —

Detect Thoughts Divination C

Dragon’s Breath Transmutation C

Enhance Ability Transmutation C

Enlarge/Reduce Transmutation C

Flame Blade Evocation C

Flaming Sphere Evocation C

Gust of Wind Evocation C

Spell School Special

Hold Person Enchantment C

Invisibility Illusion C

Knock Transmutation —

Levitate Transmutation C

Magic Weapon Transmutation —

Mirror Image Illusion —

Misty Step Conjuration —

Scorching Ray Evocation —

See Invisibility Divination —

Shatter Evocation —

Spider Climb Transmutation C

Suggestion Enchantment C

Web Conjuration C

Level 3 Sorcerer Spells

Spell School Special

Blink Transmutation —

Clairvoyance Divination C, M

Counterspell Abjuration —

Daylight Evocation —

Dispel Magic Abjuration —

Fear Illusion C

Fireball Evocation —

Fly Transmutation C

Gaseous Form Transmutation C

Haste Transmutation C

Hypnotic Pattern Illusion C

Stinking Cloud Conjuration C

Sleet Storm Conjuration C

Major Image Illusion C

Lightning Bolt Evocation — Protection from Energy Abjuration C Slow Transmutation C

Tongues Divination —

Vampiric Touch Necromancy C

Water Walk Transmutation R

Water Breathing Transmutation R

Level 4 Sorcerer Spells

Spell School Special

Level 7 Sorcerer Spells

Spell School Special

Banishment Abjuration C

Delayed Blast Fireball Evocation C

Blight Necromancy — Etherealness Conjuration —

Charm Monster Enchantment —

Finger of Death Necromancy —

Confusion Enchantment C Fire Storm Evocation —

Dimension Door Conjuration —

Plane Shift Conjuration M

Dominate Beast Enchantment C Prismatic Spray Evocation —

‌Fire Shield Evocation —‌

Reverse Gravity Transmutation C

Ice Storm Evocation —

Greater Invisibility Illusion C

Stoneskin Transmutation C, M

Polymorph Transmutation C

Wall of Fire Evocation C

Vitriolic Sphere Evocation —

Teleport Conjuration —

Level 8 Sorcerer Spells

Spell School Special

Demiplane Conjuration —

Dominate Monster Enchantment C

Earthquake Transmutation C

Level 5 Sorcerer Spells

Spell School Special

Animate Objects Transmutation C

Arcane Hand Evocation C

Cloudkill Conjuration C

Cone of Cold Evocation —

Creation Illusion —

Dominate Person Enchantment C

Hold Monster Enchantment C

Insect Plague Conjuration C

Incendiary Cloud Conjuration C

Power Word Stun Enchantment —

Sunburst Evocation —

Level 9 Sorcerer Spells

Spell School Special

Gate Conjuration C, M

Meteor Swarm Evocation —

Power Word Kill Enchantment —

Wish Conjuration —

Time Stop Transmutation —

Seeming Illusion —

Telekinesis Transmutation C

Teleportation Circle Conjuration M

Wall of Stone Evocation C

Level 6 Sorcerer Spells

Spell School Special

Chain Lightning Evocation —

Circle of Death Necromancy M

Disintegrate Transmutation —

Eyebite Necromancy C

Flesh to Stone Transmutation C

Freezing Sphere Evocation —

Globe of Invulnerability Abjuration C

Mass Suggestion Enchantment —

Move Earth Transmutation C

Sunbeam Evocation C

True Seeing Divination M

Sorcerer Subclass: Draconic Sorcery

Breathe the Magic of Dragons

Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.

Level 3: Draconic Resilience

The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum in- creases by 3, and it increases by 1 whenever you gain another Sorcerer level.

Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Cha- risma modifiers.

Level 3: Draconic Spells

When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.

Draconic Spells

Sorcerer

3

Alter Self, Chromatic Orb, Command, Dragon’s Breath

Level Spells

5 Fear, Fly

7 Arcane Eye, Charm Monster

9 Legend Lore, Summon Dragon

Level 6: Elemental Affinity

Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

Level 14: Dragon Wings

As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sor- cery Points (no action required) to restore your use of it.

Level 18: Dragon Companion

You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

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