Willpower Caster

When witches and wizards cast with feeling, they put all of their energy into their spells. Their “gut instinct” approach to magic taps into that willpower, but teaches them to take shortcuts. These wizards often have strong personalities and gravitate to the frontlines.

Class FeaturesAs a Willpower caster, you gain the following class features.

Hit Points****Hit Dice: 1d10 per Willpower level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Willpower level after 1st

Proficiencies****Saving Throws: Constitution, Charisma

Skills: Choose two from Athletics, Deception, Intimidation, Magical Theory, Persuasion, Sleight of Hand and Survival

SpellcastingCharisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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.

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.

Sorcerous ResilienceThe accidental magic in your early childhood never stopped protecting you. Your AC equals 13 + your Dexterity modifier.

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

Metamagic: Fierce SpellAt 3rd level, when you cast a spell, you can spend 2 sorcery points to cast that spell as if it were cast using a spell slot one level higher than its original level, or 4 sorcery points to cast that spell two levels higher. The spell’s higher level cannot exceed your highest available level of spell slots. This does not count against your number of Metamagic options.

Metamagic: Resistant SpellAt 3rd level, when you cast a spell, you can spend 1 sorcery point per increased level to make spell deflection, finite incantatem, or reparifors treat that spell as if it were cast using a spell slot higher than its original level. This makes your spell resistant to being dispelled. The spell’s higher level cannot exceed your highest available level of spell slots. This does not count against your number of Metamagic options.

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

Signature SpellsWhen you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two of your known 3rd-level spells as your signature spells. You can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

SpellsLevelProficiencyBonus

SorceryPoints

MetamagicFeaturesCantripsKnown

SpellsKnown

1st+2——Spellcasting, Sorcerous Resilience, School of Magic432nd+22—Font of Magic443rd+232Metamagic, Fierce Spell, Resistant Spell454th+242Ability Score Improvement565th+352─586th+362School of Magic Feature587th+372─6108th+382Ability Score Improvement6119th+492Apparition Lessons61310th+4103School of Magic Feature, Metamagic71411th+4113─71512th+4123Ability Score Improvement71513th+5133─81714th+5143School of Magic Feature81715th+5153─81816th+5163Ability Score Improvement81817th+6174Metamagic92018th+6184School of Magic Feature92019th+6194Ability Score Improvement92020th+6204Signature Spells92