Sorcerer (D&D 5e)
Profession Template for Hero System 6e
by eepjr24
Sorcery is the innate ability to use magic, without requiring training or other methods to manifest it. Sometimes it runs in your family line, other times it is a circumstance of birth, exposure to raw magical power or bestowed by an otherworldly entity.
Cost Ability
3 +3 PRE
3 +3 CON
2 Choose at least 2 points of WF (ex: Staff, Crossbow)
6 Choose at least 6 points from: Acting, Bribery, Charm, High Society, Oratory, Persuasion, Streetwise, KS: Arcana, KS: Religion, Other KS related to Sorcery
10 Spellcraft: 7+PRE/3
10 Cantrips Multipower: 15 Point Reserve, Variable Limitations: Requires -1 worth of Limitations (-1/2)
4 Up to 4 known cantrips
15 Level 1 Spell Multipower: 30-point reserve; 6 Charges (-3/4), Variable Limitations: Requires -1 worth of Limitations (-1/2), Spontaneous Casting Discount (-1/2)
2 Up to 2 known spells
9 Origin: Pick one below (Costs are shown for breakdown only, all cost 9 points)
Draconic
4 Language: Draconic, Fluent w/accent, Literate
2 +5 PRE, only vs Dragons (-2)
1 +1 BodySorcerers do not gain spells by seeking out spell books, rather through an innate understanding of the spell. Every 15 XP the character gains allows them to switch an existing spell for one of the same level if they desire and also to start a new MP for next level spells. Each spell cast in an MP reduces the charges for the MP overall. Charges cannot exceed Spellcraft roll/2 and must be the same or lower than the MP next below it in power.
2 1 PD, 1 ED Resistant, does not stack with real armor (-1/4)
Wild
0 All your spells have a -0 Side Effect: Surge. Surge happens at GM discretion and can be any effect he desires.
4 +1 Overall Skill Level, 1 Charge (-2) Subject to Surge replenishing at GM discretion.
5 3d6 Luck, 1 Charge (-2)
Storm
5 Language: Primordial, Fluent w/accent, Literate
3 Flight: 8m, Only on the phase after casting a spell of 1st level or greater (-1/2), Only for half moves (-1), No noncombat movement (-1/4)
2 Gain Fog Cloud and Thunderwave as 1st level spells.
64 Total Cost of Abilities
Value Required Complications
0 None
64 Total Cost of Package
Cost Options
9+ Specilization in a school of Magic (see GM)
varies Additional powers related to Origin
3 Additional skills not selected above
2 +1 OCV with favorite spell or cantrip
5 +1 DCV
Cost Optional Complications
15 Psych Lim: Driven to succeed (Com, Strong)
5 Rivalry: Other Sorcerers (Prof, More Pow, Unaware)
10 Distinctive Features: Origins based. IE: Lightning burns, bluish nails and sclera, dragon scales, etc (Conc, Noticed)
Notes on Sorcerers
Sorcerers do not gain spells by seeking out spell books, rather through an innate understanding of the spell. Every 15 XP the character gains allows them to switch an existing spell for one of the same level if they desire and also to start a new MP for next level spells. Each spell cast in an MP reduces the charges for the MP overall. Charges cannot exceed Spellcraft roll/2 and must be the same or lower than the MP next below it in power.