Sorcerer
Sorcerer — The Encounter
Robed Channeler of the Verdant Wyrmfire · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Sorcerer
Of the sorcerers raised within the Horrors of Sodom, none traffic with grimoires; the fire is simply in them, an inheritance burning down their bloodline like a fuse. This one strips to the waist before working his art, for the wyrmfire scorches cloth from the inside and he would rather show the scars than ruin good robes. Witnesses speak of a green flame that does not merely burn but hungers, seeking the next throat once it has emptied the first. He learned to shape it into a serpent because a serpent, he says, knows how to choose its prey. He sells his services to whatever shadow pays best, raising and salting the field behind him so no green thing grows where he has stood. Soldiers who have faced him learn one lesson quickly: do not bunch together, for the flame loves a crowd, and it remembers where you stand.
Run Sorcerer in Sixty Seconds
- Hold him back. The sorcerer is a turret: keep him at 120 ft. and never let him be the front line. His whole kit collapses the moment a fighter reaches him, so screen him with bodies.
- Open with the alpha strike. First round, fire Quickened Surge for two Channeled Bolts at the enemy's own caster or healer, the speed reduction softens any counter-charge.
- Serpent loves a crowd. Hold Serpent of Wyrmfire until two or more heroes line up, then drop the 30-ft. line down their column, prone-on-fail wrecks a melee push.
- When bloodied, go mobile. Spend every Flame Step and Quickened Surge to bolt-and-retreat; he has no melee, so trade ground for damage and make them chase.
- Three ways to run him: a scorched-earth mercenary peppering from afar, a serpent-handler who herds the party with the flame-line, or a lieutenant standing behind a melee boss as the kill-priority no one can reach.
Sorcerer
Medium humanoid (human), neutral evil
CR 6 · 2,300 XP · GUIDELINESorcerous Wellspring. Innate power roils within the sorcerer rather than flowing from any book. He needs no components to cast and cannot be silenced into helplessness; his magic answers to will alone.
Wyrmfire Conduit (Signature). When the sorcerer reduces a creature to 0 hit points with a spell, green wyrmfire leaps onward: each creature within 5 feet of that target takes 7 (2d6) fire damage. Once per turn, he may add this surge as a free flourish to one Channeled Bolt that hits.
Actions
Multiattack. The sorcerer makes two Channeled Bolt attacks.
Channeled Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 18 (4d6+4) fire damage, and on a hit the target's speed is reduced by 10 feet until the end of its next turn as clinging green flame coils about it.
Serpent of Wyrmfire (Recharge 5-6). The sorcerer hurls the writhing lash of green flame in a line 30 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much on a success. A creature that fails is also knocked prone as the serpent coils its legs.
Bonus Actions & Reactions
Quickened Surge (Bonus Action, Recharge 4-6). The sorcerer expends raw power to cast a single Channeled Bolt as a bonus action, letting him strike twice and surge once in the same breath.
Flame Step (Reaction). When a creature the sorcerer can see ends its turn within 5 feet of him, he wreathes himself in green fire and teleports up to 20 feet to an unoccupied space he can see, dealing 5 (1d10) fire damage to that creature.
A bald, bare-chested channeler in heavy belted robes plants his feet and rips a tide of green arcane fire from the air, the energy lashing upward into a fanged serpent of flame.
Sorcerer, Bound
Companion · acts on your initiative
Bound · GUIDELINEFlame-Bound (signature). The emberwyrm is a coil of living green fire summoned and tethered to the sorcerer. While it lives, the sorcerer's Channeled Bolt deals an extra 3 (1d6) fire damage. If the sorcerer falls, the wyrm gutters out at the end of its next turn.
Actions
Searing Coil. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) fire damage, and the target must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13).
Reactions
Backdraft. When a creature within 5 feet hits the emberwyrm, the wyrm flares, dealing 4 (1d8) fire damage to that creature.
A serpent of green wyrmfire that uncoils from the sorcerer's hand, lashing and constricting anything that comes near its master.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open at long range with Channeled Bolt and back away every turn so melee never closes. Save Serpent of Wyrmfire for two or more clustered heroes. He is a glass cannon at this tier; one good charge ends him, so pair him with a wall of fodder.
Open with Quickened Surge for a double-bolt opening volley, then hold ground and bolt the squishiest caster or archer. When melee reaches him, Flame Step out and drop Serpent of Wyrmfire down the line they followed in. Kill-priority is whoever closes fastest; he has no melee answer beyond escape. Run him with minions or a lair so the party cannot simply rush the fragile body.
Lead with Serpent of Wyrmfire across the cluster, then Quickened Surge two bolts into a downed-adjacent target to trigger Wyrmfire Conduit's chain. Flame Step keeps him untouched while minions screen. He is a turret, not a duelist; pair him with a bigger melee threat and a lair so the party must split focus instead of dogpiling him.
Put Sorcerer on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Sorcerer?
He is built as a CR 6 ranged caster (2,300 XP) at his native Tier 2, a strong fit for a level 5-10 party. The same traits scale to a CR 2-ish skirmish caster at Tier 1 and a CR 11-ish artillery threat at Tier 3; only the numbers move.
Can Sorcerer be a companion or ally?
Yes. As an NPC ally he is a devastating ranged-support caster, peppering Channeled Bolts and clearing clusters with Serpent of Wyrmfire, but he is fragile and needs a frontline to guard him. He comes with the Emberwyrm, Bound, a tethered fire serpent that boosts his bolts and grapples anyone who closes.
Is the green fire 'magical' damage for resistances?
Treat Channeled Bolt and Serpent of Wyrmfire as fire damage from a spell, so they bypass non-magical resistances but are stopped by fire resistance or immunity. Against a fire-immune foe, lean on the speed reduction and prone control rather than raw damage.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Played Sorcerer at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
Log in to comment