Sorcerer

These are NPC class templates. Add them to some humanoids or other monsters to diversify an encounter. Bold abilities are passive, underlined ones are added to the attack options of the original creature. If necessary, you can adjust the damage dice to match the base monster’s. — SaltyGoo

Sorcerers are innate spellcasters who can unleash powerful spells upon which they have little control. They are often magical creatures themselves that honed their powers beyond normal, or mortals bound to a specific element.

Random Encounter
  1. Monster: 1 sorcerer & 1D4 elementals
  2. Lair: It would have been a normal house if it wasn’t for the utter chaos. Did a tornado go through it?
      OR
    Omen: “Zap!” and laughter.
  3. Spoor: Sparks of magical energy and a half eaten snack.
  4. Tracks: Trail of chaos like only somebody drunk on power would do.
  5. Trace: Strange rainless storm faraway.
  6. Trace: A wizard, tracking a sorcerer because of the danger they represent.
D6 What the Monster Wants
  1. More power!
  2. Hide their powers and live a normal life.
  3. Transcend to another state of being.
  4. Will someone ever not bore them? Who wants to fight?
  5. Revenge over those who persecuted them.
  6. Just enjoy life.



Generic Sorcerer

 
HD: 2 Armor: none
Hit it: normal Dodge it: normal
Move: normal  

Attacks (1/round)

Dagger. The sorcerer makes a melee attack (1D4).

Eldritch Blast. The sorcerer makes a ranged attack (1D6), if it misses the area is brightly lit.



Fire Trickster. As fickle as a flame.

Resists fire, and can enter flames as if they were a door and come out of another flame it can see.

Non-Combat Magic
Pyromancy

Scalding Ember. The sorcerer makes a ranged attack (1D6). One flammable object on the target catches on fire. If the attack misses, the ground nearby is ablaze for 2 turns.

Flame Twin. The sorcerer transforms a fire nearby into a copy of itself with 1 HP. This copy dissipates after 1 round without fuel.

Written on November 15, 2020