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For centuries, the practice of arcane magic was outlawed in Crescent. On 1 Penitence, 1341, the ban on arcane magic in the Nation of Crescent was (reluctantly) repealed. The law changed at that time to outlaw the practice of "combat magic" by unlicensed practitioners. This includes basically all arcanists and clerics of deities other than Pelor.  Within the [[Jade Imperium]], of course, it has been legal since the re-establishment of that nation. Through diplomatic channels, the Imperium, together with the clergy of [[Nevari]] and [[Crustan]], continued pressure on Crescent.  As of 1370, laws against the practice of magic have been repealed in Crescent. Sorcerers are no longer underground.
That said, prejudice is a hard thing to erase, so there may still be repercussions to using arcane magic openly.
==Class Notes==
Available as listed in the ''Player's Handbook''
Available as listed in the ''Player's Handbook''
* As of 1 Penitence, 1341, the ban on arcane magic in Crescent has been (reluctantly) repealed. The law has been changed, however, to outlaw the practice of "combat magic" by unlicensed practitioners. This includes basically all arcanists and clerics of deities other than ORB. The [[Jade Imperium]], together with the clergy of [[Nevari]], are actively pursuing the possibility of extending the licensing to cover their registered members.
The following Sorcerous Origins are available for your sorcerers:
* Since sorcerers tend to have higher Charisma scores, they often masquerade as bards, jugglers, actors, and other performers.
* Wild Magic (PHB)
* Sorcerer's Class Skills are as follows: ''Alchemy'' (Int), ''Bluff'' (Cha), ''Concentration'' (Con), ''Craft'' (Int), ''Diplomacy'' (Cha), ''Gather Information'' (Cha), ''Knowledge(Arcana)'' (Int), ''Perform'' (Cha), ''Profession'' (Wis), ''Scry'' (Int, ''exclusive skill), ''Spellcraft'' (Int)
** The flow of arcane magic through the world is unstoppable. While wizardry was outlawed, magic was forced to pass through different, far less regimented channels. Accordingly, Wild Magic sorcerers are by far the most common in Crescent.
* Sorcerers receive 4 skill points / level
* Divine Soul (Xanathar's)
* Sorcerer is a sorcerer's favored class; this overrides racial favored classes.
** Very uncommon in Crescent, but there are a few in the Jade Imperium.
* Sorcerers receive the ''Eschew Materials'' feat as a bonus at first level.
* Shadow Magic (Xanathar's)
** Like Phantom [[Rogue|Rogues]], Shadow Magic sorcerers are masters of the gray area between light and dark.
** This sorcerous bloodline traces its origin back to the time before the rise of the Church of the Sun and Moon. The Halfling [[Clan Chadaarth]], being chased by a platoon of Dwarves, drove their entire wagon train into the shadow of Mt. Daneasus and vanished without a trace. Since then, people have spotted the clan all over the world, driving their ghost wagons against the rising of the sun.
** Being a Shadow Magic sorcerer means being one of the Halfling Clan Chadaarth, and only by blood. No exceptions.
* Storm Sorcery (Xanathar's)
** Historically, this was restricted to one, very secretive, family of halfling sailors, who defied the laws of Crescent while on the open sea to protect their ships, cargo, and kin.
* Clockwork Soul (Tasha's)
** This is the newest Origin to appear in Crescent, but calling it a bloodline would be misleading - so far, it's only appeared in [[SoulForged]]!
 
==Notable Sorcerers==
* [[Baelwren SummerStorm]]
* [[Salem]]
* Cabot Werriwindle, leader of [[Cabot's Crew]]


[[Category:Character Classes]]
[[Category:Character Classes]]

Latest revision as of 18:18, 19 February 2024

For centuries, the practice of arcane magic was outlawed in Crescent. On 1 Penitence, 1341, the ban on arcane magic in the Nation of Crescent was (reluctantly) repealed. The law changed at that time to outlaw the practice of "combat magic" by unlicensed practitioners. This includes basically all arcanists and clerics of deities other than Pelor. Within the Jade Imperium, of course, it has been legal since the re-establishment of that nation. Through diplomatic channels, the Imperium, together with the clergy of Nevari and Crustan, continued pressure on Crescent. As of 1370, laws against the practice of magic have been repealed in Crescent. Sorcerers are no longer underground.

That said, prejudice is a hard thing to erase, so there may still be repercussions to using arcane magic openly.

Class Notes[edit]

Available as listed in the Player's Handbook The following Sorcerous Origins are available for your sorcerers:

  • Wild Magic (PHB)
    • The flow of arcane magic through the world is unstoppable. While wizardry was outlawed, magic was forced to pass through different, far less regimented channels. Accordingly, Wild Magic sorcerers are by far the most common in Crescent.
  • Divine Soul (Xanathar's)
    • Very uncommon in Crescent, but there are a few in the Jade Imperium.
  • Shadow Magic (Xanathar's)
    • Like Phantom Rogues, Shadow Magic sorcerers are masters of the gray area between light and dark.
    • This sorcerous bloodline traces its origin back to the time before the rise of the Church of the Sun and Moon. The Halfling Clan Chadaarth, being chased by a platoon of Dwarves, drove their entire wagon train into the shadow of Mt. Daneasus and vanished without a trace. Since then, people have spotted the clan all over the world, driving their ghost wagons against the rising of the sun.
    • Being a Shadow Magic sorcerer means being one of the Halfling Clan Chadaarth, and only by blood. No exceptions.
  • Storm Sorcery (Xanathar's)
    • Historically, this was restricted to one, very secretive, family of halfling sailors, who defied the laws of Crescent while on the open sea to protect their ships, cargo, and kin.
  • Clockwork Soul (Tasha's)
    • This is the newest Origin to appear in Crescent, but calling it a bloodline would be misleading - so far, it's only appeared in SoulForged!

Notable Sorcerers[edit]