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 Features

As 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

Spellcasting

Charisma 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 Resilience

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

Font of Magic, Metamagic, and Ability Score Improvement

Unless 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 Spell

At 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 Spell

At 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 Spells

When 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.

Spells

LevelProficiencyBonusSorceryPointsMetamagicFeaturesCantripsKnownSpellsKnown
1st+2Spellcasting, Sorcerous Resilience, School of Magic43
2nd+22Font of Magic44
3rd+232Metamagic, Fierce Spell, Resistant Spell45
4th+242Ability Score Improvement56
5th+35258
6th+362School of Magic Feature58
7th+372610
8th+382Ability Score Improvement611
9th+492Apparition Lessons613
10th+4103School of Magic Feature, Metamagic714
11th+4113715
12th+4123Ability Score Improvement715
13th+5133817
14th+5143School of Magic Feature817
15th+5153818
16th+5163Ability Score Improvement818
17th+6174Metamagic920
18th+6184School of Magic Feature920
19th+6194Ability Score Improvement920
20th+6204Signature Spells92