Technique Caster

These spellcasters have practiced countless hours to obtain their level of control of magic. They are specialists: powerful and reactive. Their eye for detail them makes them formidable foes in the dueling world, and often are credited as the best of their field.

Class Features

As a Technique caster, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Technique level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Technique level after 1st

Proficiencies

Saving Throws: Wisdom, Intelligence

Skills: Choose two from Acrobatics, Herbology, Insight, Perception, Potion-Making, Sleight of Hand and Stealth

Spellcasting

Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

You must use a wand as a spellcasting focus for your spells. Your spell slot progression is the standard for full casters (22 slots at level 20).

Additionally, when you gain a level in this class, you can choose two of the cantrips or spells you know and replace them with two new cantrips or spells, which also must be of a level for which you have spell slots.

Spell Deflection

At 3rd level, when you are the target of a spell or included in the area of a spell, you can deflect the spell as a reaction. The spell must be on your list of known spells and you spend a number of sorcery points equal to twice that spell’s level.

Upon deflection, you automatically succeed on your saving throw against the spell and you can direct the spell’s effect to a creature within 10 feet of you, if desired. If the spell does not have a saving throw, it has no effect on you. If a creature was also targeted by the spell or included in the area of the spell, you cannot redirect the spell to that creature.

Font of Magic, Metamagic, and Ability Score Improvement

Unless differences are shown in the Technique class table, a Technique caster has all Font of Magic, Sorcery Points, Flexible Casting, Metamagic, and Ability Score Improvement class features from a 5e Sorcerer.

Apparition Lessons**

When you reach 9th level, you gain the Apparition ability.

Sorcerous Restoration

When you reach 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Spells

LevelProficiencyBonusSorceryPointsMetamagicFeaturesCantripsKnownSpellsKnown
1st+2Spellcasting, School of Magic44
2nd+23Font of Magic45
3rd+242Spell Deflection46
4th+252Ability Score Improvement57
5th+373Metamagic510
6th+383School of Magic Feature511
7th+394Metamagic612
8th+3104Ability Score Improvement613
9th+4125Apparition Lessons, Metamagic616
10th+4135School of Magic Feature717
11th+4145718
12th+4156Ability Score Improvement, Metamagic718
13th+5176821
14th+5186School of Magic Feature821
15th+5197Metamagic822
16th+5207Ability Score Improvement822
17th+6227925
18th+6238School of Magic Feature, Metamagic925
19th+6248Ability Score Improvement925
20th+6258Sorcerous Restoration925