D&D 5e: Halfling Sorcerer Guide

D&D 5e: Halfling Sorcerer Guide

Sparks of magic danced about his frame as Laric murmured the incantation. The pale blue glimmer shifted in hue as it encircled him, pouring into an orb within his palm. Laric found comfort amidst the turmoil of battle in the heat of the blaze he was conjuring. A grin split his features as he peered up from the glow of the raging blast he held. In a single motion, he flicked his wrist toward his target and recited the incantation loudly. Ethereal symbols of ancient magicks flew about his frame as the orb shot forth, leaving nothing of his enemy but a scorch mark on the earth and the faint scent of burned hair and flesh.

The Halfling race AND the Sorcerer class can be found in the Player’s Handbook. Click here to pick up your own copy of The Player’s Handbook!

How to Make a Halfling Sorcerer

Sometimes great power comes in little packages. Sometimes those little packages come with hairy feet and a big mouth. A halfling sorcerer draws his magical prowess from his bloodline, a good explanation for which can be an ancient arcane ancestor’s traits reappearing as an atavism, or being the chosen descendent of a grand historic mage.

The Sorcerer’s primary Ability Score is Charisma, which sets them apart from other casters — most similarly, the Wizard with whom they have traditionally shared a spells list. This is because while a Wizard draws upon knowledge of the arcane, it is a sorcerer that weaves magical webs like a magical work of art. It is an homage to their innate ability as a caster, not a learned practitioner. Thus the difference between a Wizard and a Sorcerer is the same as that of a classically trained pianist and a prodigy who learned to play by ear.

This suits the halfling’s personality fine, however — better, perhaps than that of a Wizard. A halfling will tend to shun hard work in favor of the spoils of comfort.

AttributeValueModifier
STR8-1
DEX100
CON12+1
INT13+1
WIS14+2
CHA15+2

Table: Ability Scores

You will begin the game with 6 HP, plus your CON modifier of +1 to make 7 total. At every level, you will roll 1d6 (or the average of 4) and add your CON modifier to that number, and add that further to your health total.

As a halfling, you will gain +2 to your DEX total, bringing it from 10 to 12 in our example and giving it a +1 modifier. This will be useful when calculating your Armor Class and relevant skill checks.

Speaking of skills, you’ll gain proficiency in Arcana, Deception, Insight, Intimidation, Persuasion, and Religion. Atop these, you have proficiency with Daggers, darts, slings, quarterstaffs, and light crossbows. Your saving throws are CON and CHA.

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How to Play a Halfling Sorcerer

When deciding how to play your character, a Halfling Sorcerer has two directions they can branch into. They can choose to deal damage, or they can choose a more utilitarian role and use their power less destructively.

The Glass Cannon

Playing a Halfling Sorcerer means taking the disadvantage of being a smaller creature and trying to substantiate it with phenomenal arcane power. You’ll spec highly into Charisma and take such cantrips as Fire Bolt and Ray of Frost. For your 1st Level spell, Magic Missile is a classic.

Magic MissileRay of FrostMagic Missile
Evocation cantripCasting Time: 1 actionRange: 120 feetComponents: V, SDuration: InstantaneousYou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Evocation cantrip
Casting Time: 1 actionRange: 120 feetComponents: V, SDuration: InstantaneousYou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, SDuration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

These selections are based solely on their ability to deal as much damage as possible, as early as possible.

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The Utility Caster

Every caster has the option to take less combative spells in favor of ones with more diplomatic or domestic uses. For the Sorcerer, this means cantrips like Light and Mending, and a 1st level spell like Detect Magic or Disguise Self.

Which route you choose should depend on your character’s personality as well as the type of game you are going to be playing in. If it will be a wargame fueled by glory in combat, perhaps the former option befits your party more. If it will be a game of political intrigue heavy with diplomatic role play, perhaps the ability to perform less destructive, more demonstrative magic would be more to your benefit.

How to Roleplay as a Halfling Sorcerer

Perhaps your lowly halfling grew up in a shire and spent his life as a commoner, until one day something magical happened to him. Perhaps he’s been an initiate of a secret cabal of sorcerers for the majority of his life. Maybe the aforementioned atavism of an ancient mage finally emerged in your halfling’s lifespan, granting him innate magic ability. These are mere suggestions for the backstory of your halfling, but you must decide how it is your halfling heeds the call to adventure.

Remember that your character is small in a big world. This can manifest in one of two ways: bravery or cowardice. Perhaps your character sees the giants of the world and decides that if he cannot be big and towering like they are, he can sure act like he is and give them a run for their money. Or, your character sees those same comparative giants and opts to get out of their way, only lashing out defensively, and only when necessary.

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