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Level 5 Goliath Sorcerer, Giant Soul 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


B’Ang’r’Ang
Sailor Chaotic Neutral Tempus
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Stone's Endurance (1/Short Rest). When you take damage,


STRENGTH Mariner’s Studded Leather 14 you can use your reaction to roll a d12+2 and reduce the
damage by that total.
PROFICIENCY BONUS +3
16
SHIELD
AC Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
N
CIE C
push, drag, or lift.
+3 Strength
Y
PROFI

+3 Mountain Born. You're acclimated to high altitude,


+2 Dexterity including elevations above 20,000 feet. You're also
✘ +5 Constitution ARMOR CLASS naturally adapted to cold climates.
DEXTERITY
+0 Intelligence Spell Sniper. When you cast a spell that requires you to
MAXIMUM HIT DICE TEMPORARY make an attack roll, the spell’s range is doubled.Your
14 ✘
+2 Wisdom

+7 Charisma
37 5d6 ranged spell attacks ignore half cover and three-quarters
cover.
CONDITIONAL
Sorcerous Origin.
+2 Giant Soul. Your power comes from the gifts imparted by
the giants.
CURRENT HIT POINTS
Font of Magic. You have 5 Sorcery Points.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Metamagic.
15 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
30ft.
Distant Spell. When you cast a spell that has a range of 5
feet or greater, you can spend 1 sorcery point to double the
Y
PROFI

range of the spell. When you cast a spell that has a range of
RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION touch, you can spend 1 sorcery point to make the range of
+2 +0 Arcana (Int)
the spell 30 feet.
Quickened Spell. When you cast a spell that has a casting
time of 1 action, you can spend 2 sorcery points to change
✘ +6 Athletics (Str)
the casting time to 1 bonus action for this casting.
INTELLIGENCE ✘ +7 Deception (Cha)
Jotun Resilience. Your hit point maximum increases by 1,

10 +0 History (Int)
+2 Insight (Wis)
and it increases by 1 again whenever you gain a level in this
class.

✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Mark of the Ordning.


+0 +0 Investigation (Int)
Storm Giant.

+2 Medicine (Wis) 1 Mariner’s Studded Leather


WISDOM 1 Quarterstaff of Warning
+0 Nature (Int)
1 Bag of Beans

15 ✘ +5 Perception (Wis)
+4 Performance (Cha)
1
1
Bead of Refreshment
Tankard of Sobriety
+4 Persuasion (Cha) 1 Universal Solvent (1)
+2 +0 Religion (Int) 5 Potion of Healing (5)
1 Potion of Supreme Healing (1)
+2 Sleight of Hand (Dex)
2 Potion of Superior Healing (2)
CHARISMA +2 Stealth (Dex)
1 Potion of Fire Giant Strength (1)

18 +2 Survival (Wis)
SKILLS
1 Potion of Flying (1)

+4 15 PASSIVE PERCEPTION

CP SP EP GP PP WEIGHT
ADVANTAGE

0 0 0 0 0 8.0 lb.
INITIATIVE +2 1 Attack / Attack Action EQUIPMENT

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff of Warning 5 ft +6 vs AC 1d6 + 3 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling, Quarterstaff,


Crossbow, Light

Tool Proficiencies. Navigator’s tools, Vehicles water

Languages. Common, Giant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 27 7' 9" 587 lb.
GENDER AGE HEIGHT WEIGHT
B’Ang’r’Ang Electric Blue White with blue tints and highlights
Deep blue/green
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those
who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has
come to try your hand at something new.
I work hard so that I can play hard when the work is
done. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a
To me, a tavern brawl is a nice way to get to know a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing
new city.
and presumed lost with all hands?

What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain
PERSONALITY TRAITS
and first mate? Did you leave your ship on good terms with your fellows, or on the run?

Freedom. The sea is freedom—the freedom to go


anywhere and do anything. (Chaotic)

IDEAL

I’ll always remember my first ship.

BOND

My pride will probably lead to my destruction.

FLAW BACKGROUND STORY

Ship’s Passage
When you need to, you can secure free passage on a
sailing ship for yourself and your adventuring
companions. You might sail on the ship you served
on, or another ship you have good relations with
(perhaps one captained by a former crewmate).
Because you’re calling in a favor, you can’t be certain
of a schedule or route that will meet your every
need. Your Dungeon Master will determine how long
it takes to get where you need to go. In return for
your free passage, you and your companions are
expected to assist the crew during the voyage.
BACKGROUND FEATURE

A tiny mechanical crab or spider that moves about


when it’s not being observed

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Charisma +3 11 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Giant Soul

CANTRIPS Booming Blade Mending


Message Shocking Grasp Spectral Scythe
Thunderclap

1ST LEVEL 4 SPELL SLOTS Chaos Bolt Feather Fall


Magic Missile Thunderwave

2ND LEVEL 3 SPELL SLOTS Gust of Wind Misty Step


Shatter

3RD LEVEL 2 SPELL SLOTS Thunder Step


Booming Blade Eldritch Blast Mending
Evocation Cantrip Evocation Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE 5 feet RANGE 120 feet RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, M (a weapon) COMPONENTS V, S COMPONENTS V, S, M (two lodestones)

As part of the action used to cast this spell, you must make a melee A beam of crackling energy streaks toward a creature within range. This spell repairs a single break or tear in an object you touch, such as
attack with a weapon against one creature within the spell's range, Make a ranged spell attack against the target. On a hit, the target broken chain link, two halves of a broken key, a torn cloak, or a
otherwise the spell fails. On a hit, the target suffers the attack's takes 1d10 force damage. leaking wineskin. As long as the break or tear is no larger than 1 foot
normal effects, and it becomes sheathed in booming energy until the The spell creates more than one beam when you reach higher in any dimension, you mend it, leaving no trace of the former
start of your next turn. If the target willingly moves before then, it levels: two beams at 5th level, three beams at 11th level, and four damage. This spell can physically repair a magic item or construct,
immediately takes 1d8 thunder damage, and the spell ends. beams at 17th level. you can direct the beams at the same target or but the spell can’t restore magic to such an object.
This spell's damage increases when you reach higher levels. At 5th at different ones. Make a separate attack roll for each beam.
level, the melee attack deals an extra 1d8 thunder damage to the
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.

Spellcasting (Sorcerer) Sword Coast Adventurer’s Guide Spell Sniper Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook

Message Shocking Grasp Spectral Scythe


Transmutation Cantrip Evocation Cantrip Necromancy Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Touch RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION Instantaneous, 10 minutes
COMPONENTS V, S, M (a short piece of copper wire) COMPONENTS V, S COMPONENTS V, M (a staff or pole of some sort)

You point your finger toward a creature within range and whisper a Lightning springs from your hand to deliver a shock to a creature you While gripping a staff with both hands, you can use one action to
message. The target (and only the target) hears the message and can try to touch. Make a melee spell attack against the target. You have create a blade of necrotic energy in the shape of a reaper's scythe at
reply in a whisper that only you can hear. You can cast this spell advantage on the attack roll if the target is wearing armor made of the end of the staff. The blade does 1d6 necrotic damage in addition
through solid objects if you are familiar with the target and know it is metal. On a hit, the target takes 1d8 lightning damage, and it can’t to the regular damage of the staff, and so long as you are proficient
beyond the barrier. Magical silence, 1 foot of stone, 1 inch of take reactions until the start of its next turn. with the staff, you are proficient with this weapon.
common metal, a thin sheet of lead, or 3 feet of wood blocks the The spell’s damage increases by 1d8 when you reach 5th level The spell ends if you let go of the staff or if you recast this spell.
spell. The spell doesn’t have to follow a straight line and can travel (2d8), 11th level (3d8), and 17th level (4d8). The spell’s damage increases by 1d6 when you reach 5th
freely around corners or through openings. level(2d6), 11th level(3d6), and 17th level(4d6).

Spellcasting (Sorcerer) Player’s Handbook Storm Giant (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) D&D Wiki

Thunderclap Chaos Bolt Feather Fall


Evocation Cantrip 1st-level evocation 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction


RANGE Self (5-foot radius) RANGE 120 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS S COMPONENTS V, S COMPONENTS V, M (a small feather or piece of down)

You create a burst of thunderous sound, which can be heard 100 feet You hurl an undulating, warbling mass of chaotic energy at one Reaction: When you or a creature within 60 feet of you falls Choose
away. Each creature other than you within 5 feet of you must make a creature in range. Make a ranged spell attack against the target. On a up to five falling creatures within range. A falling creature’s rate of
Constitution saving throw. On a failed save, the creature takes 1d6 hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The descent slows to 60 feet per round until the spell ends. If the creature
thunder damage. number rolled on that die determines the attack's damage type, as lands before the spell ends, it takes no falling damage and can land
The spell’s damage increases by 1d6 when you reach 5th level shown below. on its feet, and the spell ends for that creature.
(2d6), 11th level (3d6), and 17th level (4d6). d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

If you roll the same number on both d8s, the chaotic energy leaps
from the target to a different creature of your choice within 30 feet
of it. Make a new attack roll against the new target, and make a new
damage roll, which could cause the chaotic energy to leap again. A
creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, each target takes 1d6 extra damage of the type rolled
for each slot level above 1st.

Spellcasting (Sorcerer) Princes of the Apocalypse Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook
Magic Missile Thunderwave Gust of Wind
1st-level evocation 1st-level evocation 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Self (15-foot cube) RANGE Self (60-foot line)
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a legume seed)

You create three glowing darts of magical force. Each dart hits a A wave of thunderous force sweeps out from you. Each creature in a A line of strong wind 60 feet long and 10 feet wide blasts from you in
creature of your choice that you can see within range. A dart deals 15-foot cube originating from you must make a Constitution saving a direction you choose for the spell’s duration. Each creature that
1d4 + 1 force damage to its target. The darts all strike simultaneously, throw. On a failed save, a creature takes 2d8 thunder damage and is starts its turn in the line must succeed on a Strength saving throw or
and you can direct them to hit one creature or several. pushed 10 feet away from you. On a successful save, the creature be pushed 15 feet away from you in a direction following the line.
At Higher Levels. When you cast this spell using a spell slot of 2nd takes half as much damage and isn’t pushed. In addition, unsecured Any creature in the line must spend 2 feet of movement for every 1
level or higher, the spell creates one more dart for each slot level objects that are completely within the area of effect are foot it moves when moving closer to you.
above 1st. automatically pushed 10 feet away from you by the spell’s effect, and The gust disperses gas or vapor, and it extinguishes candles,
the spell emits a thunderous boom audible out to 300 feet. torches, and similar unprotected flames in the area. It causes
At Higher Levels. When you cast this spell using a spell slot of 2nd protected flames, such as those of lanterns, to dance wildly and has a
level or higher, the damage increases by 1d8 for each slot level above 50 percent chance to extinguish them.
1st. As a bonus action on each of your turns before the spell ends, you
can change the direction in which the line blasts from you.

Spellcasting (Sorcerer) Player’s Handbook Storm Giant (Sorcerer) Player’s Handbook Storm Giant (Sorcerer) Player’s Handbook

Misty Step Shatter Thunder Step


2nd-level conjuration 2nd-level evocation 3rd-level conjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Self RANGE 60 feet RANGE 90 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a chip of mica) COMPONENTS V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an A sudden loud ringing noise, painfully intense, erupts from a point of You teleport yourself to an unoccupied space you can see within
unoccupied space that you can see. your choice within range. Each creature in a 10-foot-radius sphere range. Immediately after you disappear, a thunderous boom sounds.
centered on that point must make a Constitution saving throw. A and each creature within 10 feet of the space you left must make a
creature takes 3d8 thunder damage on a failed save, or half as much Constitution saving throw, taking 3d10 thunder damage on a failed
damage on a successful one. A creature made of inorganic material save, or half as much damage on a successful one. The thunder can
such as stone, crystal, or metal has disadvantage on this saving be heard from up to 300 feet away.
throw. A nonmagical object that isn’t being worn or carried also takes You can bring along objects as long as their weight doesn't exceed
the damage if it’s in the spell’s area. what you can carry. You can also teleport one willing creature of your
At Higher Levels. When you cast this spell using a spell slot of 3rd size or smaller who is carrying gear up to its carrying capacity. The
level or higher, the damage increases by 1d8 for each slot level above creature must be within 5 feet of you when you cast this spell, and
2nd. there must be an unoccupied space within 5 feet of your destination
space for the creature to appear in; otherwise, the creature is left
behind.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d10 for each slot level
above 3rd.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything
Quarterstaff of Warning
Simple Melee Weapon

RANGE 5 ft
ATTACK +6 vs AC
DAMAGE 1d6 + 3 bludgeoning
Versatile
Mariner’s Studded Leather Quarterstaff of Warning Bag of Beans
Weapons Wondrous Items
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound
While wearing this armor, you have a swimming speed This magic weapon warns you of danger. While the weapon for each bean it contains.
equal to your walking speed. In addition, whenever you is on your person, you have advantage on initiative rolls. In If you dump the bag's contents out on the ground, they explode in a 10-foot radius,
extending from the beans. Each creature in the area, including you, must make a DC 15
start your turn underwater with 0 hit points, the armor addition, you and any of your companions within 30 feet of Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on
causes you to rise 60 feet toward the surface. The armor is you can't be surprised, except when incapacitated by a successful one. The fire ignites flammable objects in the area that aren't being worn or
carried.
decorated with fish and shell motifs. something other than nonmagical sleep. The weapon If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean
magically awakens you and your companions within range produces an effect 1 minute later from the ground where it was planted. The GM can
choose an effect from the following table, determine it randomly, or create an effect.
if any of you are sleeping naturally when combat begins. d100 Effect
01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the
eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and
become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for
1 hour.
02-10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil
(GM's choice) 30 feet into the air for 1d12 rounds.
11-20 A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and
attacks.
21-30 An animate, immobile stone statue in your likeness rises. It makes verbal threats
against you. If you leave it and others come near, it describes you as the most heinous of
villains and directs the newcomers to find and attack you. If you are on the same plane of
existence as the statue, it knows where you are. The statue becomes inanimate after 24
hours.
31-40 A campfire with blue flames springs forth and burns for 24 hours (or until it is
extinguished).
41-50 1d6 + 6 shriekers sprout
51-60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms
into a Large or smaller monster of the GM's choice. The monster remains for 1 minute,
then disappears in a puff of bright pink smoke.
61-70 A hungry bulette burrows up and attacks.
71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly
determined magic potions, while one acts as an ingested poison of the GM's choice. The
tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC
20 Constitution saving throw. On a successful save, a creature permanently increases its
lowest ability score by 1, randomly choosing among equally low scores. On a failed save,
the creature takes 10d6 force damage from an internal magical explosion.
91-99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus
containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its
sarcophagus contains treasure of the GM's choice.

13 lb. Dungeon Master’s Guide 4 lb. Dungeon Master’s Guide 1/2 lb. Dungeon Master’s Guide

Bead of Refreshment Tankard of Sobriety Universal Solvent (1)


Wondrous Items Wondrous Items Wondrous Items

This spongy, flavorless, gelatinous bead dissolves in liquid, This tankard has a stern face sculpted into one side. You This tube holds milky liquid with a strong alcohol smell. You
transforming up to a pint of the liquid into fresh, cold can drink ale, wine, or any other nonmagical alcoholic can use an action to pour the contents of the tube onto a
drinking water. The bead has no effect on magical liquids or beverage poured into it without becoming inebriated. The surface within reach. The liquid instantly dissolves up to 1
harmful substances such as poison. tankard has no effect on magical liquids or harmful square foot of adhesive it touches, including sovereign
substances such as poison. glue.

0 lb. Xanathar’s Guide to Everything 0 lb. Xanathar’s Guide to Everything 0 lb. Dungeon Master’s Guide

Potion of Healing (5) Potion of Supreme Healing (1) Potion of Superior Healing (2)
Potions Potions Potions

You regain 2d4 + 2 hit points when you drink this potion. You regain 10d4 + 20 hit points when you drink this potion. You regain 8d4 + 8 hit points when you drink this potion.
Whatever its potency, the potion’s red liquid glimmers Whatever its potency, the potion’s red liquid glimmers Whatever its potency, the potion’s red liquid glimmers
when agitated. when agitated. when agitated.

1/2 lb. Dungeon Master’s Guide 1/2 lb. Dungeon Master’s Guide 1/2 lb. Dungeon Master’s Guide
Potion of Fire Giant Strength (1) Potion of Flying (1)
Potions Potions

When you drink this potion, your Strength score changes When you drink this potion, you gain a flying speed equal
for 1 hour. The type of giant determines the score (see the to your walking speed for 1 hour and can hover. If you’re in
table below). The potion has no effect on you if your the air when the potion wears off, you fall unless you have
Strength is equal to or greater than that score. some other means of staying aloft. This potion’s clear liquid
This potion’s transparent liquid has floating in it a sliver floats at the top of its container and has cloudy white
of fingernail from a giant of the appropriate type. The impurities drifting in it.
potion of frost giant strength and the potion of stone giant
strength have the same effect.
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary

1/2 lb. Dungeon Master’s Guide 1/2 lb. Dungeon Master’s Guide
Stone's Endurance Powerful Build Mountain Born
Racial Trait Racial Trait Racial Trait

You can focus yourself to occasionally shrug off injury. You count as one size larger when determining your You're acclimated to high altitude, including elevations
When you take damage, you can use your reaction to roll a carrying capacity and the weight you can push, drag, or lift. above 20,000 feet. You're also naturally adapted to cold
d12. Add your Constitution modifier to the number rolled, climates, as described in chapter 5 of the Dungeon Master's
and reduce the damage by that total. After you use this Guide.
trait, you can't use it again until you finish a short or long
rest.

Goliath Volo’s Guide to Monsters Goliath Volo’s Guide to Monsters Goliath Volo’s Guide to Monsters

Spell Sniper Sorcerous Origin Giant Soul


Feat Class Feature Archetype

Prerequisite: The ability to cast at least one spell Choose a sorcerous origin, which describes the source of The giants once dwelled in a fabled realm known as
You have learned techniques to enhance your attacks your innate magical power: Draconic Bloodline or Wild Ostoria, a paradise for their folk that reflected their
with certain kinds of spells, gaining the following benefits: Magic, both detailed at the end of the class description. mastery of the mortal realm. In time, Ostoria fell, and the
• When you cast a spell that requires you to make an Your choice grants you features when you choose it at giants were scattered and broken. During that mythic era,
attack roll, the spell’s range is doubled. 1st level and again at 6th, 14th, and 18th level. the giants granted a few chosen individuals among the
• Your ranged spell attacks ignore half cover and three- small folk a shard of their great power. These favored
quarters cover. people were caught in the same tragedy that sundered
• You learn one cantrip that requires an attack roll. Ostoria. Since that time, they have spread across the many
Choose the cantrip from the bard, cleric, druid, sorcerer, worlds of the multiverse. Now and again, one of their
warlock, or wizard spell list. Your spellcasting ability for this descendants manifests the gifts imparted by the giants,
cantrip depends on the spell list you chose from: Charisma granting them sorcerous magic that allows them to
for bard, sorcerer, or warlock; Wisdom for cleric or druid; command the elements and gain the might of a giant.
or Intelligence for wizard.

Feat (4) Player’s Handbook Sorcerer Player’s Handbook Sorcerous Origin Unearthed Arcana: Giant Soul Sorcerer

Font of Magic Metamagic Distant Spell


Class Feature Class Feature Class Feature

At 2nd level, you tap into a deep wellspring of magic within At 3rd level, you gain the ability to twist your spells to suit When you cast a spell that has a range of 5 feet or greater,
yourself. This wellspring is represented by sorcery points, which your needs. You gain two of the following Metamagic you can spend 1 sorcery point to double the range of the
allow you to create a variety of magical effects. options of your choice. You gain another one at 10th and spell. When you cast a spell that has a range of touch, you
SORCERY POINTS 17th level. can spend 1 sorcery point to make the range of the spell 30
You have 2 sorcery points, and you gain more as you reach
higher levels, as shown in the Sorcery Points column of the You can use only one Metamagic option on a spell when feet.
Sorcerer table. You can never have more sorcery points than you cast it, unless otherwise noted.
shown on the table for your level. You regain all spent sorcery
points when you finish a long rest.
FLEXIBLE CASTING
You can use your sorcery points to gain additional spell slots, or
sacrifice spell slots to gain additional sorcery points. You learn
other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots.You can transform unexpended sorcery
points into one spell slot as a bonus action on your turn. The
Creating Spell Slots table shows the cost of creating a spell slot of
a given level. You can create spell slots no higher in level than
5th.
CREATING SPELLSLOTS
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points.As a bonus action on


your turn, you can expend one spell slot and gain a number of
sorcery points equal to the slot’s level.

Sorcerer Player’s Handbook Sorcerer Player’s Handbook Metamagic Player’s Handbook


Quickened Spell Jotun Resilience Mark of the Ordning
Class Feature Archetype Feature Archetype Feature

When you cast a spell that has a casting time of 1 action, The resilience of giants flows through your body. At 1st At 1st level, you discover innate magical abilities within
you can spend 2 sorcery points to change the casting time level, your hit point maximum increases by 1, and it yourself that are based on your giant heritage. Select one
to 1 bonus action for this casting. increases by 1 again whenever you gain a level in this class. of the giant types from the Mark of the Ordning table. At
1st and 3rd level, you learn the spells associated with your
choice, as shown in the table. These spells count as
sorcerer spells for you, but they don’t count against your
number of sorcerer spells known.
Giant Type Spells at 1st Level Spells at 3rd Level
Cloud Giant fog cloud, minor illusion invisibility
Fire Giant burning hands, fire bolt flaming sphere
Frost Giant armor of Agathys, ray of frost hold person
Hill Giant heroism, shillelagh enlarge/reduce
Stone Giant entangle, resistance spike growth
Storm Giant shocking grasp, thunderwave gust of
wind

Metamagic Player’s Handbook Giant Soul Unearthed Arcana: Giant Soul Sorcerer Giant Soul Unearthed Arcana: Giant Soul Sorcerer

Storm Giant
Archetype Feature

At 1st level, you discover innate magical abilities within


yourself that are based on your giant heritage. Select one
of the giant types from the Mark of the Ordning table. At
1st and 3rd level, you learn the spells associated with your
choice, as shown in the table. These spells count as
sorcerer spells for you, but they don’t count against your
number of sorcerer spells known.
Giant Type Spells at 1st Level Spells at 3rd Level
Cloud Giant fog cloud, minor illusion invisibility
Fire Giant burning hands, fire bolt flaming sphere
Frost Giant armor of Agathys, ray of frost hold person
Hill Giant heroism, shillelagh enlarge/reduce
Stone Giant entangle, resistance spike growth
Storm Giant shocking grasp, thunderwave gust of
wind

Mark of the Ordning Unearthed Arcana: Giant Soul Sorcerer

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