I Cast Pod!

Episode 12: Sorcerers, Entertainers, Jackalweres and Volo


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Here’s a rundown of the episode:

  • 00:43 + Heard Any Good Rumours Lately? News from the Planes
  • 01:56 + Off To The Races: This episode features - nothing. We’ve covered all the races in the PHB!
  • 03:56 + You So Classy! This episode, we’re looking at Sorcerers
  • 15:55 + Background Check: Entertainer
  • 18:40 + Monster Menagerie: Jackalweres
  • 22:03+ Lore Academy: Volo

Total runtime 26:53

Sources & further reading:

Sorcerer: PHB: 99-104

XGTE: 48-52

SCAG: 136-137

Entertainer: PHB: 130-131 

Jackalwere: MM: 193

LinksNews

Ultra Pro’s range of D&D merch

80’s Tees- D&D selection.

Volo

https://forgottenrealms.fandom.com/wiki/Volo%27s_Guide_to_All_Things_Magical- Volo on the FR wiki

https://en.wikipedia.org/wiki/Volothamp_Geddarm- Wikipedia’s entry on Volo

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Episode TranscriptCold open

Welcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y. This episode is the end of season finale, and we’re talking about Entertainers, Sorcerers, Jackalweres, and Volo.

Heard Any Good Rumours Lately?

WotC has been busy recently, in light of the Black Lives Matter movement and general social change of our time, adding disclaimers to some of its older content, which may be seen a racially or culturally insensitive, or gender biased. D&D includes many races and has never penalised players who choose to play any gender, which was already admirable, but these steps will continue to ensure that anyone can play without feeling excluded or maligned.

Ultra Pro showed off their ultra-cute vinyl Figurines of Adorable Power during the D&D Live 2020 livestream, including adorable Mimics, Flumphs, Owlbears and more. I’ve already seen the Red Dragon figure for sale and have been tempted…

80’s Tees now have a range of D&D based merch, both from the main game and from the 80’s cartoon spinoff, and includes character armour hoodies that make you look like you’re wearing the armour of Hank the Ranger, Bobby the Barbarian or Eric the Cavalier, with more to come.


Off to the RacesNone

We’re skipping playable races in this episode, as we’ve actually covered all the races in the PHB. Now I know that there are many more playable races, but it seemed a good point to end the season, and give me time to buy one of the other sourcebooks. Do you think I should go for Vole’s Guide to Monsters, which contains Aasimar, Goblins, Orcs, Kenku, Tabaxi, Yaun-ti and more, or perhaps Mordekainen’s Tome Of Foes, that includes Gith, and… er, well, Eladrin. Let’s be honest, in terms of continuing to make content, it’s going to be Volo’s. I will also be looking into the Elemental Evil Player’s Guide, which add Genasi, Goliath and Aarakocra, (the latter of which was covered as a monster way back in EP 3.) as well as the Dungeon Master’s Guide: The Tortle Package, which perhaps unsurprisingly, adds options for playing as a Tortle - giving you the option of playing a young Rogue - Essentially a Teenage Mutant Ninja Tortle? Sorry, couldn’t resist. Tortle. Tortle. Tortle. Word has lost all meaning. Ok, I swear I’m done with the Tortle jokes now.

Anyway, let me know which race has been your favourite that we’ve covered so far, which is your favourite D&D playable race overall, or which race you’ve not played as yet & want to. 

Also I’d love to hear your feedback on season 1. So far I only have one rating on iTunes, so that’s one way of letting me know what you think of the show. What have you liked so far? What would you change? Is there anything you’d like to see in season 2? Let me know, as I can’t make the show better without your input. 

You can email me @ [email protected], or get in touch via Instagram or Twitter, (@icastpod,) or post on our Facebook page. All links will be in the show notes.


You So ClassySorcerer

Sorcerers are rare in the world, and carry a magical birthright with them, that may have been passed on through blood; exposure to some cosmic force; or through an otherworldly influence. Sorcery cannot be learned or studied, it is a force that chooses the wielder, rather than the other way around. Magic infuses the sorcerer, giving them latent abilities and incredible power, but with no immediate understanding of how to use it effectively and safely. 

Some sorcerers are almost at the mercy of their ’talent’, with raw power roiling inside of them, releasing almost at random, and manifesting in unexpected ways. It may be that the sorcerer holds vestiges of a draconic bloodline coursing through their veins, or they seem to be a conduit for raw, wild magic. Sorcerers and the power they have can be chaotic and unpredictable. Some draconic bloodlines create just one sorcerer in a generation, whilst others may produce several, or even every member of a bloodline could be a sorcerer. Others who may not even have draconic heritage, can appear as flukes of random chance, and yet others may attribute their sorcery to an event in their lives, such as being touched by a demon, sipping water from a magical spring, or being blessed at birth by a Dryad. The gift of magic may be conferred upon the individual by a god, or by exposure to the elemental planes of existence, or even by the insanity-inducing chaos of Limbo.

Sorcerers have no need for spell books or grimoires like wizards and have no otherworldly patron like warlocks, but need to learn to harness their power mainly through trial and, sometimes painful, error.

The power in a sorcerer may seem to champ at the bit, urging the sorcerer for release like a full bladder. The magic wishes to be used and utilised, and can sometimes overflow and spill out in unpredictable ways if it is not brought forth consciously. 

Sorcerers often heed the call to adventure as a way to both unleash their inner magical power, and as a way to learn to harness and control it better. Of course, loot never goes amiss either. Some adventuring sorcerers may quest as a way to better understand their gift, or simply find out the answer to where it came from. Many adventuring parties benefit greatly from a sorcerer in their ranks, gaining flexibility and adaptability from the sorcerer’s abilities that they may not get from other casters.

When creating a sorcerer, think firstly about the source of your power. Generally you will choose either to have a draconic bloodline or else be a conduit for wild magic, but the exact source of your powers are for you to decide. It could be a familial trait, with distant ancestors occasionally appearing before you in spectral form to advise and guide you on your journey; or it may have been due to some extraordinary event, which left you blessed with inherent power, but cursed without the knowledge, or even wisdom of how to manage it. Perhaps the event also left you scarred, leaving a permanent reminder of your torment etched into your flesh? Maybe a creature of extraordinary power bestowed your sorcerous gift on you, for reasons you might not even understand? Remember - your character not knowing where their power comes from is a valid choice as well. 

How does your character feel about this power? Do they revel in its chaotic unpredictability, or do they shrink from using it, for fear of causing harm to others or themselves? Was it something they sought out, or was it thrust upon them? Was there an option of refusing the power when it was given and does your character wish they’d taken the blue pill, so to speak? Perhaps you wield the magics with an iron fist, believing that might makes right? 

The primary stats for a sorcerer are Charisma, followed by Constitution. For a quick build, also choose the hermit background, which is covered in episode 9. Then, choose Prestidigitation, Shocking Grasp, Ray of Frost and Light cantrips and the 1st level spells Magic Missile and Shield. Next choose either the Draconic Bloodline or Wild Magic sorcerous origin.

The Draconic bloodline confers a hereditary, innate magical ability on you - unless you are the first of your bloodline, in which case it will pass on to your descendants. At 1st level, you choose a type of dragon as your ancestor and you will use the damage type of the dragon you choose in features you gain at later levels. You can speak, read and write Draconic. Also you can double your proficiency bonus if you make a Charisma check while interacting with a dragon. Your HP max increases by 1 due to your draconic resiliance, and increases by 1 each time you level up. Parts of your skin have a thin sheen of scales too, which gives you an AC of 13+Dex mod while you’re not wearing amour. Later levels bring more Draconic features, including the ability to sprout wings from level 14.

The Wild Magic origin means that your magic comes from the forces of chaos. You may have been exposed to wild magic, from the Elemental Planes or Limbo most commonly, but also the Far Realm. Or instead you might have been marked by a demon or blessed by a Fey. Some Wild Magic sorcerers have no apparent cause or origin for their power. 

From first level, your spellcasting unleashes surges of raw, untamed magic. Once per turn, the DM can ask you to roll a D20 immediately after you cast a sorcerer spell of 1st level or higher. A roll of 1 means you must roll for a wild magic effect from the table on page 103 of the PHB. If the effect is also a spell, it cannot be affected by your meta magic, being too wild. It also does not require concentration, even if it normally would, and lasts for its entire duration.

The Tides of Chaos effect means you can gain advantage on one attack roll, saving throw, or ability check between long rests. When you have used this feature and have not had a long rest to regain it, the DM can ask you to roll on the Wild Magic Surge table when casting sorcerer’s spells as before. 

Later levels bring abilities to affect other creatures’ attack rolls, ability checks, or saving throws - adding bonuses or penalties to them, greater control over Wild Magic surge, and extra damage to your spells. 

XGTE adds in origins of: Divine Soul, where you have been blessed by a god; Shadow Magic, involving magic stemming from the Shadowfell itself, or Storm Sorcery, with powers of Elemental Air. The SCAG adds more information on Storm Sorcery.

Moving on now from origins, The first Sorcerer mechanic you will come across is Font of Magic. This allows you to tap into the power within you and is represented by sorcery points, which allow you to create various magical effects. You start with 2 sorcery points, and gain more as you level. You regain sorcery points after a long rest. You can use sorcery points to gain additional spell slots as a bonus action on your turn, and new ways to use them will be learned at later levels. An additional first level spell slot costs 2 SP. A second level slot costs 3, a third level slot costs 5 and so on. You can also expend a spell slot as a bonus action on your turn, gaining a number of SP back equal to the slot’s level, so a level 1 slot would give back 2 SP.

At third level, you get Metamagic, giving you the ability to change your spells to better suit your situation. You can only use one metamagic option on a spell cast, unless told otherwise. At third level, you get to choose two metamagic options from the list of:

  • Careful Spell - You are able to protect some creatures from the effects of a spell you cast that requires a saving throw. You can spend 1 SP and choose a number of creatures from a minimum of one, up to equal the number of your Cha mod. Creatures chosen automatically succeed on their saving throw. This is a great way to protect your party members from the full force of your spell, whilst still hitting enemies. This is particularly useful in situations with enclosed spaces, for example.
  • Distant Spell - When you cast a spell that has a range of 5ft or greater, you can spend 1 SP to double the range of the spell. If the spell has a range of touch, you can use this option to increase the range to 30ft, also expending 1 SP to do so.
  • Empowered Spell - When you successfully hit with a spell and roll damage, you can spend 1SP to re-roll a number of damage dice up to the number of your Cha mod. You must use the new rolls, but this option may be used in conjunction with another option used during the casting phase such as Careful Spell.
  • Extend Spell - For spells with a duration of 1 min or longer, you can spend 1SP to double the duration, up to a maximum of 24 hrs.
  • Heightened Spell - When you cast a spell that requires a saving throw, you can spend 3 SP to force disadvantage on one creature’s first saving throw.
  • Quickened Spell - When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change it to a bonus action instead.
  • Subtle Spell - When you cast any spell, you can spend 1 SP to cast it without verbal or somatic components.
  • Twinned Spell - When you cast a spell that only allows one target and doesn’t have a range of self, you can spend a number of SP equal to the spell’s level to target a second creature in range with the same spell. This costs 1 SP if the spell is a cantrip. The spell must not be able to target multiple creatures already at it’s current level - so magic missile is not eligable, but ray of frost is, for example.

Stat Block
  • HP @ 1st lvl: 6+Con mod
  • HP: 1D6(4) + Con mod/lvl
  • Hit Dice: 1D6/lvl
  • Spell attack mod == Cha mod + Prof bonus
  • Spell save DC == 8 + Cha mod + Prof bonus
  • Charisma is your spell casting ability and is also used for any spell save DC. You can also use a spellcasting focus if you wish. 

Proficiencies
  • Armour: None
  • Weapons: Daggers, Darts, Slings, Quarterstaves, Light Crossbows
  • Tools: None
  • Saving Throws: Con, Cha
  • Skills: Choose 2 from:
  • Arcana
  • Deception
  • Insight
  • Intimidation
  • Persuasion
  • Religion

Equipment
  • A light crossbow & 20 bolts or any simple weapon
  • A component pouch or an arcane focus
  • A dungeoneer’s pack or and Explorer’s pack
  • 2 daggers


Background Check Entertainer

The obvious choice for bards, the entertainer background can be useful for all sorts of character builds. Performance is an often overlooked skill in D&D and yet can come in handy when creating a distraction, inspiring others, or just as a way to get free lodgings, food or just some extra spare cash. 

As an entertainer you know how to captivate and enthral. Your antics capture the attention of people, from an audience of one, to large marketplace crowds in busy cities. 

You can sway an audience to tears with heart-wrenching tales; elicit instant laughter with your sparkling and rapier wit; or make them wistful for vistas they’ve never seen with impassioned recitations of epic poems. You can command a room of nobles, telling astonishing and lurid tales of the common folk, or you can have a tavern-full of workers on their feet dancing and clapping along to songs you wrote that mock the nobility.

Typically entertainers are particularly charismatic, persuasive and flamboyant people. Easily able to capture and hold attention with storytelling, dance, musicianship, comedy or other performance art.

Entertainers get the feature, “By Popular Demand”, which means you can always find a place to perform, be it tavern, circus, noble’s court, or theatre. You also get free lodging there and food to a modest or comfortable degree, all in return for your performance each night. This also makes you a local attraction and locals are of a friendly disposition towards you.

Stat Block

Skill Proficiencies: Acrobatics, Performance

Tool Proficiencies: Disguise kit, one type of musical instrument

Equipment: A musical instrument of choice, the favour of an admirer - some trinket, lock of hair or love letter, a costume, and a pouch containing 15Gp

Variant:Gladiator

Gladiators are also classed as entertainers, however their artistry tends towards the martial. Fighting and performance go hand in hand to you. You may also have had some training in tumbling or acting. With this variant your By Popular Demand feature allows you to find somewhere to show off your skills, such as a gladiatorial arena, secret fight club, or even working as local muscle. You can also substitute your musical weapon for an unusual weapon, such as a trident or net. 


Monster Menagerie Jackalwere

Surprisingly the only J letter monster in the whole of the 5th edition monster manual, this episode focuses on the Jackalwere. Jackalweres are, like their name suggests, Jackals that have been tainted by demonic power, making them into humanoid jackals, that look like a furry, if nude, Anubis. Originally created by the demon lord Graz’zt, to serve his own devoted servants, he reached up from the Abyss, and gifted Jackals with the ability to speak and assume humanoid forms. In fact the Jackalwere has three main forms that it can shift between: Its true form, that resembles a normal Jackal; A gaunt and wretched human form, which is used to lure do-gooders in as they beg for succour; and a hybrid humanoid-jackal form which is its main form for attacking. 

Jackalweres lurk near roads and trails, in order to capture and/or kill travellers. Those that are captured are delivered to the Jackalwere’s lamia masters, who enslave them or torture and kill them for their own amusement. The Jackalwere’s gaze has magical properties that can render a foe unconscious, allowing for easy capture, or if facing a fearsome enemy, the Jackalwere might magically put them to sleep and make good its escape. 

Cowardly creatures, Jackalweres prefer to fight alongside other Jackalweres or actual jackals, who serve as fierce and loyal companions.

Stat Block
  • AC 12
  • HP 18 (4D8)
  • Speed 40ft
  • Skills: 
  • Deception +4
  • Perception +2
  • Passive Perception 12
  • Stealth +4
  • Damage...
...more
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I Cast Pod!By Mike Rickard

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