Page 138 - D&D - Player's Handbook
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SWASHBUCKLERS  AND Two-WEAPON  FIGHTING           Due to their varied origins and delayed manifestation
           The Swashbuckler relies on  a good understanding of the   of powers, sorcerers can be found almost anywhere
           D&D  rules to  realize its  potential, specifically when  it   and among almost any people. Larger cities on the
           comes to fighting with two weapons. Other characters   Sword Coast-including Baldur's Gate, Neverwinter,
           must use an action to Disengage if they want to escape a   and Waterdeep- all have a few sorcerers, since people
           melee,  but the  Fancy  Footwork feature of the Swashbuck-  with magic gravitate to places where their abilities are
           ler bundles a more limited version of Disengage with in   valued. Sorcerers are slightly more common among
           your attack. This allows you  to use your bonus action to   cultures steeped in magic, such as among the elves of
           fight with two weapons, and then safely evade each foe   Evermeet and the humans of Halruua. The witches of
           you attacked.
                                                           Rashemen are sorcerers who lead that country's society,
                                                           but their Thayan neighbors often persecute the sorcer-
         RAKISH AUDACITY
                                                           ers who appear in Thay, seeing sorcery as a threat to the
         Starting at 3rd level, your unmistakable confidence pro-
                                                           nation's power structure, which is based on the study of
         pels you into battle. You can add your Charisma modi-
                                                           wizardry. Magic-hating cultures, such as the Northland-
         fier to your initiative rolls.
                                                           ers and Uthgardt, exile or kill the sorcerers who mani-
           In addition, you don't need advantage on your attack
                                                           fest among them.
         roll to use your Sneak Attack if no creature other than
         your target is within 5 feet of you. All the other rules for
                                                           WILD  MAGIC
         the Sneak Attack class feature still apply to you.
                                                           The Forgotten Realms has a long history of magical
         PANACHE                                           disasters and uncontrolled surges of power that alter
         At 9th level, your charm becomes extraordinarily beguil-  creatures or the land itself. Whether caused by a Neth-
         ing. As an action, you can make a Charisma (Persua-  erese wizard trying to become god of magic, deities
         sion) check contested by a creature's Wisdom (Insight)   being forced to walk the earth during the Time of
         check. The creature must be able to hear you, and the   Troubles, or the chaos of the Spell plague, the magical
         two of you must share a language.                 chaos unleashed by such events has created a legacy of
           If you succeed on the check and the creature is hostile   wild magic sorcerers. This legacy often lies dormant for
         to you, it has disadvantage on attack rolls against tar-  generations, then suddenly manifests under the right
         gets other than you and can't make opportunity attacks   (or wrong) circumstances. These wild mages are more
         against targets other than you. This effect lasts for 1   common recently in lands directly affected by the Spell-
         minute, until one of your companions attacks the target   plague, including Halruaa, Mulhorand, and pockets of
         or affects it with a spell, or until you and the target are   Cormyr and the Sword Coast.
         more than 60 feet apart.
           If you succeed on the check and the creature isn't   DRACONIC  MAGIC
         hostile to you, it is charmed by you for 1 minute. While   Dragons are known to take humanoid form and live
         charmed, it regards you as a friendly acquaintance. This   among lesser creatures for decades. Some of these
         effect ends immediately if you or your companions do   dragons have liaisons with humanoids, or invest their
         anything harmful to it.                           allies or minions with dragon magic. These invested
                                                           creatures might become draconic bloodline sorcerers,
         ELEGANT MANEUVER
                                                           or pass their abilities on to their descendants. Draconic
         Starting at 13th level, you can use a bonus action on
                                                           bloodline sorcerers have appeared in most parts of the
         your turn to gain advantage on the next Dexterity (Ac-
                                                           world due to the actions of individual dragons or exper-
         robatics) or Strength (Athletics) check you make during
                                                           imentation by dragon cults, but they are significantly
         the same turn.
                                                           more common around Chessenta, which was once ruled
                                                           by a dragon, and the land of Murghom near Thay, where
         MASTER DUELIST
                                                           dragon princes have ruled for the last eighty years.
         Beginning at 17th level, your mastery of the blade lets
         you turn failure into success in combat. If you miss with
                                                           MAGIC  OF THE  STORM
         an attack roll, you can roll it again with advantage. Once
         you do so, you can't use this feature again until you fin-  During the Sundering, a constant storm called the
         ish a short or long rest.                         Great Rain covered the Sea of Fallen Stars, darkening
                                                           the skies and causing massive floods. Thousands of
         SORCERERS                                         people died from drowning, lightning strikes, or bursts
                                                           of wind that hit like fists and capsized ships. A few survi-
         The Weave of magic infuses every part of the Realms,   vors of these events found themselves blessed or cursed
         and some people have the natural ability to perceive,   with innate magic- storm sorcerers able to bend light-
         touch, and shape the Weave. Some inherit this ability   ning, thunder, and wind to their will. Most of these new
         from a magical ancestor such as a dragon or an angel,   mages appeared near the Inner Sea, but clouds from the
         others gain it by accident from exposure to wild magical   Great Rain sometimes traveled much farther away. Al-
         power, and others manifest this power by chance or the   though not all storm sorcerers gained their powers from
         hand of fate, perhaps portended by events at their con-  the Great Rain, most common folk associate them with
         ception or birth.                                 its destructive weather and treat them with caution.



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