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Epic Sorcerer

Family: NPC

Medium humanoid (tiefling), neutral evil sorcerer (draconic bloodline, shadow) 23

Armor Class 21 (Draconic Resilience, bracers of defense, ring of protection)
Hit Points 161 (23d6+68)
Speed 30 ft., fly 30 ft.

10 (+0) 20 (+5) 14 (+2) 10 (+0) 10 (+0) 20 (+5)

Saving Throws Str +1, Dex +6, Con +10, Int +1, Wis +1, Cha +13; Proficiency +7
Skills Arcana +7, Deception +12, Perception +7, Persuasion +12
Damage Resistances fire
Condition Immunities blinded
Senses darkvision 120 ft. (including magical darkness), passive Perception 17
Languages Common, Draconic, Infernal


  • Arcane Sight. The epic sorcerer can sense the presence of magic within 120 feet of them. If the epic sorcerer senses magic in this way, they see a faint aura around any visible creature or object in the area that bears magic, and they learn its school of magic, if any. The sorcerer’s Arcane Sight can penetrate most barriers, but it is blocked by 5 feet of stone, 6 inches of common metal, a 1 inch thick sheet of lead, or 10 feet of wood or dirt.
  • Dragon Ancestor. Whenever the epic sorcerer makes a Charisma check when interacting with dragons, their proficiency bonus is doubled if it applies to the check.
  • Dragon Wings. The epic sorcerer can use a bonus action to sprout a pair of dragon wings from their back, gaining a flying speed of 30 feet. The wings last until the epic sorcerer uses a bonus action to dismiss them.
  • Elemental Affinity. When the epic sorcerer casts a spell that deals lightning damage, they add +5 to one damage roll of that spell. At the same time, the epic sorcerer can spend 1 sorcery point to gain lightning resistance for 1 hour.
  • Prestige. Commoners and other NPCs recognize the epic sorcerer or know their name, and they are treated as an equal by empresses, monarchs, and other heads of state. All throughout the planes the sorcerer’s name is recognized and known, feared or respected by outsiders as a growing force of creation or destruction. An outsider is a celestial, elemental, fey, or fiend. The epic sorcerer either has advantage on Charisma (Intimidation) checks they make against an outsider, or they have advantage on Charisma (Persuasion) checks they make against an outsider (which is determined for each NPC by the GM).
  • Shadowy Fortitude (1/Long Rest). If damage reduces the epic sorcerer 0 hit points, they must make a Charisma saving throw (DC 5 + the damage taken) unless the damage is radiant or from a critical hit. On a success, the epic sorcerer drops to 1 hit point instead.
  • Shadow Hound (3/Short Rest). The epic sorcerer can use a bonus action to summon a shadow beast. The shadow beast targets one creature they can see within 120 feet. The epic sorcerer conjures the shadow beast in an unoccupied space within 30 feet of the target and it rolls its own initiative. In addition, the target has disadvantage when making saving throws against the sorcerer’s spells if the shadow beast is within 5 feet of it. When 5 minutes have passed, it is reduced to 0 hit points, or its target is reduced to 0 hit points, the shadow beast disappears. Once you have used this feature, you can’t do so again until you finish a short or long rest. You can use this feature twice between rests starting at 13th level and three times between long rests starting at 19th level.
  • Sorcerous Restoration. The epic sorcerer regains 4 expended sorcery points whenever they finish a short rest.
  • Sorcery Points (23/Long Rest). As a bonus action, the epic sorcerer can expend one spell slot and either gain a number of sorcery points equal to the slot’s level or create a spell slot by expending sorcery points (1stlevel—2 points, 2nd-level—3 points, 3rd-level—5 points, 4th-level—6 points, 5th-level—7 points).
  • Draconic Presence. As an action, the epic sorcerer can spend 5 sorcery points to exude an aura of awe or fear (their choice) to a distance of 60 feet. For 1 minute or until the epic sorcerer loses their concentration (as if concentrating on a spell), each hostile creature that starts its turn in this aura must succeed on a DC 20 Wisdom saving throw or be charmed (for awe) or frightened (for fear) until the aura ends. A creature that succeeds on this saving throw is immune to the sorcerer’s Draconic Presence for 24 hours.
  • Extended Spell. When the epic sorcerer casts a spell that has a duration of 1 minute or longer, they can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  • Quickened Spell. When the epic sorcerer casts a spell that has a casting time of 1 action, they can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Subtle Spell. When the epic sorcerer casts a spell, they can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Twinned Spell. When the epic sorcerer casts a spell that targets only one creature and doesn’t have a range of self, they can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current level.
  • Spellcasting. The epic sorcerer is a 23rd-level spellcaster that uses Charisma as their spellcasting ability (spell save DC 20; +15 to hit with spell attacks). The epic sorcerer knows the following spells:
  • Wand of the War Mage. The epic sorcerer ignores half cover when making a spell attack.


  • Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) magical piercing damage.
  • Eldritch Blast. Ranged Spell Attack: +15 to hit, range 120 ft., four beams at up to four targets. Hit: 11 (2d10) force damage.


The epic sorcerer is a conduit of truly incredible energies and able to shape the world with magic channeled through their very fingertips. Every challenge and obstacle put in their way has served to enhance the sorcerer’s unique control over reality, yet for their ilk this is not enough—they demand more, and they will have it. There are plenty of mortal servants that aid the epic sorcerer in this endless pursuit of power, and in their lack of sufficiency the epic sorcerer has realized that true satisfaction lay beyond the realm material. For the epic sorcerer to know the ultimate supremacy they feel is their right, they must learn to weave an existence all of their own making.

New Limits. As they’ve grown in power the constraints put upon the epic sorcerer by their flesh have been stretched and expanded, blurring the line between their mortality and the beyond. With every triumph the sorcerer’s potential grows ever greater and they know from experience that adventure offers victories aplenty, though they’ve realized that only the furthest reaches of the globe can offer them any challenge.

New Origins. The epic sorcerer has fully unlocked the power bestowed by one ancestor and reached through themselves to discover another, deeper ancestry from which to draw upon. This revelation offers greater magical ability of course but insight into who they are as well, the sorcerer’s birthright made all the clearer.

New Reality. With the ability to naturally see magic itself, the epic sorcerer yearns to explore other planes—to reveal the secrets behind how to best shape an existence for themselves. With casual study of other dimensions the epic sorcerer is certain that they’ll be able to better craft a new realm suitable for someone of their unique nature.

Section 15: Copyright Notice

Forgotten Crowns © 2022 Mike Myler, Authors Josh Gentry, Jocelyn Gray, Peter Martin, published under license by Legendary Games.

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