Sorcerer Remastered

by Scuronotte

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Sorcerer Remastered

Table of Contents

Sorcerer Class

Avatar

Draconic Bloodline

Shadow Magic

Storm Sorcery

Weave Sorcerer

Wild Magic

Spells

Sorcerer
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known Spell Points Maximum Spell Level Metamagic Known
1st +2 0 Spellcasting, Sorcerous Origin 4 3 4 1
2nd +2 2 Metamagic, Sorcerous Restoration 4 4 6 1 2
3rd +2 3 - 4 5 14 2 2
4th +2 4 Ability Score Improvement 5 6 17 2 2
5th +3 5 - 5 7 27 3 3
6th +3 6 Sorcerous Origin Feature 5 8 32 3 3
7th +3 7 - 5 9 38 4 3
8th +3 8 Ability Score Improvement 5 10 44 4 4
9th +4 9 - 5 11 57 5 4
10th +4 10 - 6 12 64 5 5
11th +4 11 - 6 13 73 6 5
12th +4 12 Ability Score Improvement 6 14 73 6 5
13th +5 13 - 6 15 83 7 6
14th +5 14 Sorcerous Origin Feature 6 16 83 7 6
15th +5 15 - 6 17 94 8 6
16th +5 16 Ability Score Improvement 6 18 94 8 7
17th +6 17 - 6 19 107 9 7
18th +6 18 Sorcerous Origin Feature 6 20 114 9 7
19th +6 19 Ability Score Improvement, Sorcerous Arcanum 6 21 123 9 8
20th +6 20 Sorcerous Arcanum, Sorcerous Renaissance 6 22 133 9 8

Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.

They seek challenges in the world to allow them to wield their magic unhindered. Facing numerous and various obstacles have hardened them compared to their scholarly brethren the Wizards, hence their hearty constitution and ability to defend themselves in combat if necessary.

Class Features

As a Sorcerer, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Sorcerer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, light crossbows, shortswords
  • Tools: none

  • Saving Throws: Charisma, Constitution
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • leather armor
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) a explorer's pack
  • Two daggers

Spell Casting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Points

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then you use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all expended Spell Points when you finish a long rest.

Creating Spell Slots. You can transform unexpended spell points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level.

Spells of 6th level and higher are particularly taxing to cast. You can use Spell Points to create one slot of each level of 6th or higher. You can’t create another slot of the same level until you finish a long rest.

Creating Spell Slots

Spell Level Spell Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Maximum Spell Level

The Sorcerer table shows how your maximum spell level you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend an appropriate number of Spell Points to cast the spell at its level or higher. For example, if you know the 1st-level spell burning hands and have enough spell points to cast the spell as either a 1st-level and a 2nd-level, you can cast burning hands using either level when you expend the appropriate number of Spell Points.

Spells known of First level and Higher

You know three 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more Sorcerer spells of your choice. Each of these spells must be of a level for which you have cast based on your maximum Spell Level column. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you can cast based on your Maximum Spell Level column.

Spell Casting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spell Casting Focus

You do not require an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells.

Additionally, unless the material component is consumed in the spell or expensive, you do not need material components to cast your spells as you are the conduit; the connection of magic found within yourself and the magic that seeps through the world around you.

Spell List

See last page.

Sorcerous Origin

At 1st level, choose a sorcerous origin, which describes the source of your innate magical power.

Your choice grants you features when you choose it at 1st, 6th, 14th, and 18th level.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. Sorcery Points are used for Metamagic and Origin features.

You regain all expended Sorcery Points after you finish a long rest.

Sorcerous Restoration

At 2nd level, you regain expended sorcery points equal to 2 plus 1 for every 5 levels in the sorcerer class, rounded down, after a short rest.

Metamagic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to twist your spells to suit your needs. You gain any two of the following Metamagic options of your choice.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Adept Spell

When you cast any spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you can expend 1 sorcery point to add half of your proficiency bonus, rounded up, to that ability check.

You can expend 2 sorcery points to add half of your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus for 1 hour.

You can expend 3 sorcery points to double your proficiency modifier to any ability check you make that already includes your proficiency bonus for 1 hour.

Arcane Twist Spell

When you cast a spell of 5th level or lower and the spell requires a saving throw, you can spend 3 sorcery points to change the target’s first saving throw from one saving throw type to another.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw and takes no damage if they would normally take half damage on a successful save.

Discreet Spell

When you cast a spell that creates or displays a visible manifestation that does not cause damage and has a duration greater than 1 round, you can expend 1 sorcery point to make the manifestation invisible. For example, a creature affected by the Crown of Madness spell will not have a twisted crown of jagged iron appear on its head.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Divide Spell

When you cast a spell of 5th level or lower that targets an area, you can spend 3 sorcery points to split the spell. You divide the area of effect of the spell and select the two non-overlapping target areas of the spell. You then divide the damage, if any, between the two areas.

Example, you cast fireball at 3rd level ability. Instead of dealing 8d6 fire damage in a 20 foot radius, you deal 4d6 fire damage at two areas that do not overlap in a 10 foot radius.

Elemental Spell

When you cast a spell of 5th level or lower with a spell slot and the spell deals acid, cold, fire, lightning, or poison damage, you can spend 2 sorcery points to substitute that damage type with one other type from the list mentioned above. You replace one energy type for another by altering the spell’s formula as you cast it. You can do this once per turn.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. You can use this Metamagic after the creature rolls but before any effects of the roll occur.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Transmutation Spell

When you cast a spell of 5th level or lower with a spell slot, you can expend 3 sorcery points to substitute the damage type to necrotic, radiant, or thunder damage. You replace the energy type by altering the spell’s formula as you cast it. You can do this once per turn.

Due to the strain of converting to one of these damage types, the amount of damage normally dealt by the spell is halved.

Transposition Spell

When you cast a spell that only targets self, you can expend 1 sorcery point to instead have the spell target another creature that is within 60 feet of you and within line of sight.

An unwilling creature must make a Wisdom saving throw to avoid the effect.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you 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).

Warcaster Spell

As a reaction, when you take damage while concentrating on a spell, you can spend 1 sorcery point to have advantage on your Constitution saving throw to maintain concentration to a DC 10 or one fourth the damage you take, which ever number is higher. You can use the Warcaster Spell even if you have already used a different Metamagic option during the casting of the spell.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Sorcerous Arcanum

At 19th level, you can expend Spell Points to create one additional 6th level spell slot. You must finish a long rest before you can do so again.

At 20th level, you can expend Spell Points to create one additional 7th level spell slot. You must finish a long rest before you can do so again.

Sorcerous Renaissance

At 20th level, you draw on your inner reserve of power and the magic that infuses you. You gain one of the following features of your choice.

All Knowing. You know all the Metamagic spells.

Improved Sorcerous Restoration. When you roll for initiative and have no Sorcery Points remaining, you regain 5 sorcery points.

Metamagic Expertise. When you use a Metamagic spell that costs 2 or more Sorcery Points, the Sorcery Points cost decreases by 1.

Avatar

You are chosen by your god to represent his or her values and enforce that the followers are inspired. Your innate magic comes directly from your god. You are charged to fight those who oppose their will or endanger the prime material plane.

Bonus Proficiencies

Starting when you choose this origin at 1st level, you gain proficiency in medium armor, shields, and martial weapons.

Expanded Spell List

You can choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Avatar Sorcerer Expanded Spell List
Spell Level Spells
1st Divine Favor, Shield of Faith
3rd Magic Weapon, Zone of Truth
5th Conjure Barrage, Lightning Arrow
7th Freedom of Movement, Staggering Smite
9th Banishing Smite, Conjure Volley

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a sorcerer spell, you can make one weapon attack as a bonus action.

Divine Strike

Beginning at 18th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally, due to your lineage, you garner respect or fear from other creatures. You become proficient in your choice of one the following skills: Intimidation or Persuasion.

Your proficiency bonus is doubled for any ability check you make that uses that skill.

Expanded Spell List for Dragon Sorcerer Archetypes

Sorcerer archetypes lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Acid Dragon Sorcerer Expanded Spells
Spell Level Spells
1st Create or Destroy Water, Protection from Evil & Good
3rd Melf’s Acid Arrow, Protection from Poison
5th Hunger of Hadar, Wall of Sand
7th Elemental Bane, Stone Shape
9th Antilife Shell, Hallow
Cold Dragon Sorcerer Expanded Spells
Spell Level Spells
1st Armor of Agathys, Protection from Evil & Good
3rd Arcane Lock, Silence
5th Elemental Weapon, Hunger of Hadar
7th Elemental Bane, Fire Shield
9th Control Winds, Maelstrom
Fire Dragon Sorcerer Expanded Spells
Spell Level Spells
1st Protection from Evil & Good, Hellish Rebuke
3rd Continual Flame, Flaming Sphere
5th Elemental Weapon, Erupting Earth
7th Elemental Bane, Fire Shield
9th Flame Strike, Reincarnate
Lightning Dragon Sorcerer Expanded Spells
Spell Level Spells
1st Protection from Evil & Good, Hunger of Hadar
3rd Heat Metal, Melf’s Acid Arrow
5th Animate Dead, Call Lightning
7th Aura of Life, Elemental Bane
9th Awaken, Raise Dead
Poison Dragon Sorcerer Expanded Spells
Spell Level Spells
1st Inflict Wounds, Create or Destroy Water
3rd Lesser Restoration, Protection from Poison
5th Speak with Dead, Vampiric Touch
7th Elemental Bane, Hallucinatory Terrain
9th Contagion, Hallow

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage.

You also gain resistance to the damage type associated with your draconic ancestry.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconis Prescence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck, frightened, or destroyed. As an action, you can either:

  • Spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
  • Spend 5 sorcery points to exhale a destructive energy that mimics a young dragon’s breath. Your draconic ancestry determines the damage type. The size, shape, and damage of the exhalation are equal to a young dragon. You cannot use this feature again until you finish a long rest.

Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks

d6 Quirks
1 You are always icy cold to the touch.
2 When you are asleep, you don't appear to breathe (though you must still breathe to survive).
3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event sometimes surprises you.
5 You have trouble remembering that living creatures and corpses should be treated differently.
6 You blinked. Once. Last week.

Expanded Spell List

You can choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Shadow Sorcerer Expanded Spell List
Spell Level Spells
1st Arms of Hadar, Cause Fear
3rd Pass without Trace, Silence
5th Hunger of Hadar, Summon Lesser Demons
7th Freedom of Movement, Shadow of Moil
9th Antilife Shell, Negative Energy Flood

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spells lot.

Also, at 3rd level you can normally see in darkness, both magical and nonmagical, to a distance of 120 feet.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hounds of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move th rough other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. The hound shares your initiative. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action , you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were in difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Expanded Spell List

You can choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Storm Sorcerer Expanded Spells
Spell Level Spells
1st Create or Destroy Water, Sanctuary
3rd Moonbeam, Pass without Trace
5th Call Lightning, Plant Growth
7th Conjure Minor Elementals, Freedom of Movement
9th Maelstrom, Steel Wind Strike

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage.

In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot- radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

Starting at 14th level, when you are hit with an attack by a creature within 60 feet of you, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 30 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Weave Sorcerer

The weave is the driving force of creation and life. It is raw energy that flows through every living creature and drives the universe forward. Your innate magic comes from the life force of the world around you. You might have endured exposure to some form of raw magic or beyond the mysterious outer realms. Perhaps you were blessed by a powerful being or somewhere in your heritage was a family member who had great power. Maybe you are the reincarnation of a previous master of the weave. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, your connection to the weave and the power it brings flows through you as your blood through your veins.

Those who accept the weave are known as Weavers and are usually reclusive individuals who travel to learn their power and not risk the safety of innocents. Others seek power, using fear and destruction to control the weak. These corrupted souls hunt for beings with similar abilities to either control, experiment on, or both.

Expanded Spell List

Sorcerer archetypes lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Weave Sorcerer Expanded Spells
Spell Level Spells
1st Cure Wounds, Protection from Evil & Good
3rd Lesser Restoration, Pass without Trace
5th Glyph of Warding, Wind Wall
7th Freedom of Movement, Otiluke’s Resilient Sphere
9th Destructive Wave, Greater Restoration

Beguiling Figure

Starting at 1st level, the weave makes you more charismatic to others. You become proficient in your choice of one the following skills: Deception, Intimidation, or Persuasion.

Your proficiency bonus is doubled for any ability check you make that uses that skill.

Weave Master

At 1st level, your ability to connect with the weave and manipulate it has increased your magical prowess to transcend restrictions. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the sorcerer table, or a cantrip. The chosen spells count as sorcerer spells for you but does not count against the number of sorcerer spells you know.

At each level of progression in sorcerer, you can exchange the selected spells for other spells from any class. The maximum level of the spells attained are from a level you can cast as sorcerer as shown on the sorcerer table.

Weave-Cutter

Your connection to the weave allows you to unravel the magic a creature is trying to gather or that is incorporated within a creature or object. At 6th level, you learn the Counterspell and Dispel Magic spells, which do not count against your number of sorcerer spells known.

When you cast either spell, you can add 1 to your ability check for each sorcery point you spend. You can choose to expend the sorcery points after you roll the die, but before the outcome is determined.

Channerlers Sight

Every creature emits an aurora that affects the weave it leaves in the world. Starting at 14th level, creatures using magic either by casting a spell or concentrating on a spell are seen by you outlined in a silvery aura while the creature is within 60 feet of you and within line of sight.

Additionally, creatures who attempt to alter their form causes a disruption in the weave which you can detect. You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 60 feet of you and within line of sight.

Silverfire

Starting at 18th level, you can tap into the flow of magic in the land and unleash its full power. This energy takes the form of a silvery flame that neither emits heat nor is it combustible. The damage sustained to the target affects its physical and psychic connection to the world. As this energy is not a spell but a physical manifestation of the weave, you cannot use metamagic with this ability. This property also allows Silverfire to ignore immunity and resistance to spells and ignores any magical barriers such as Antimagic field or Globe of Invulnerability. Creatures with regeneration will not have this trait function at the start of its next turn.

As an action, you can shape the form of Silverfire to either extend outward 30 ft centered on you that only affects creatures that you choose, a single beam 5 ft wide and 60 ft long affecting every target in the line, or a single target that you can see within 90 ft. Your choice.

Instantaneous. You can spend 5 sorcery points to release Silverfire as a burst. Each creature affected must make a Constitution saving throw or take 5d10 force damage, 5d10 psychic damage, and be knocked prone.

Concentration. You can spend 3 sorcery points to release Silverfire and spend 3 sorcery points and your action on each subsequent turn to maintain concentration, up to 1 minute. Each creature affected must make a Constitution saving throw or take 3d10 force damage, 3d10 psychic damage, and be knocked prone.

Creatures only take half damage on a successful save and are not knocked prone.

Using Silverfire places a tremendous strain both physically and mentally. While you can create and expend sorcery points, you cannot cast any spells while unleashing Silverfire.

Once you use Silverfire, you cannot use it again until you finish a long rest.

Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Expanded Spell List

Sorcerer archetypes lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Wild Sorcerer Expanded Spells
Spell Level Spells
1st Dissonant Whispers, Tasha’s Hideous Laughter
3rd Calm Emotions, Phantasmal Force
5th Nondetection, Remove Curse
7th Confusion, Phantasmal Killer
9th Contact other Plane, Modify Memory

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorc rer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

When you reach 13th level, the Bend Luck die increases to 1d6.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell, increase the total damage from the spell by 1 damage die.

Sorcerous Spell List

Xanathar’s Guide to Everything (XGtE)

Sword Coast Adventurer’s Guide (SCAG)

Originally Wizard Spell only (W)

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade (SCAG)
  • Chill Touch
  • Control Flames (XGtE)
  • Create Bonfire (XGtE)
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite (XGtE)
  • Green-Flame Blade (SCAG)
  • Gust (XGtE)
  • Infestation (XGtE)
  • Light
  • Lightning Lure (SCAG)
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth (XGtE)
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shape Water (XGtE)
  • Shocking Grasp
  • Sword Burst (SCAG)
  • Thunderclap (XGtE)
  • True Strike
1st Level
  • Absorb Elements
  • Alarm (W)
  • Burning Hands
  • Catapult (XGtE)
  • Chaos Bolt (XGtE)
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Earth Tremor (XGtE)
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Ice Knife (XGtE).
  • Identify (W)
  • Jump
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Tensor’s Floating Disc (W)
  • Thunderwave
  • Witch Bolt
2nd Level
  • Agnanazzar’s Scorcher (XGtE)
  • Alter Self
  • Arcane Lock (W)
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Continual Flame (W)
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon’s Breath (XGtE)
  • Dust Devil (XGtE)
  • Earthbind (XGtE)
  • Enhance Ability
  • Enlarge/Reduce
  • Flaming Sphere (W)
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Magic Weapon (W)
  • Maximillian’s Earthen Grasp (XGtE)
  • Melf’s Acid Arrow (W)
  • Mind Spike (XGtE)
  • Mirror Image
  • Misty Step
  • Nystul’s Magic Aura (W)
  • Phantasmal Force
  • Pyrotechnics (XGtE)
  • Ray of Enfeeblement (W)
  • Scorching Ray
  • See Invisibility
  • Shadow Blade (XGtE)
  • Shatter
  • Snilloc’s Snowball Swarm (XGtE)
  • Spider Climb
  • Suggestion
  • Warding Wind (XGtE)
  • Web
3rd Level
  • Bestow Curse (W)
  • Blink
  • Catnap (XGtE)
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound (XGtE)
  • Erupting Earth (XGtE)
  • Fear
  • Fireball
  • Flame Arrows (XGtE)
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Leomund’s Tiny Hut (W)
  • Lightning Bolt
  • Major Image
  • Melf’s Minute Meteors (XGtE)
  • Protection from Energy
  • Remove Curse (W)
  • Seeming (W)
  • Sending (W)
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder Step (XGtE)
  • Tidal Wave (XGtE)
  • Tongues
  • Vampiric Touch (W)
  • Water Breathing
  • Water Walk
  • Wall of Sand (XGtE,W)
  • Wall of Water (XGtE)
4th Level
  • Arcane Eye (W)
  • Banishment
  • Blight
  • Charm Monster (XGtE)
  • Confusion
  • Control Water (W)
  • Dimension Door
  • Dominate Beast
  • Elemental Bane (XGtE,W)
  • Fabricate
  • Fire Shield
  • Greater Invisibility
  • Locate Creature (W)
  • Mordenkainen’s Private Sanctum (W)
  • Otiluke’s Resilient Sphere (W)
  • Phantasmal Killer (W)
  • Ice Storm
  • olymorph
  • Sickening Radiance (XGtE)
  • Stone Shape (W)
  • Stoneskin
  • Storm Sphere (XGtE)
  • Vitriolic Sphere (XGtE)
  • Wall of Fire
  • Watery Sphere (XGtE)
5th Level
  • Animate Objects
  • Bigby’s Hand (W)
  • Cloudkill
  • Cone of Cold
  • Control Winds (XGtE)
  • Creation
  • Dominate Person
  • Enervation (XGtE)
  • Far Step (XGtE)
  • Hold Monster
  • Immolation (XGtE)
  • Mislead (W)
  • Modify Memory (W)
  • Passwall (W)
  • Rary’s Telepathic Bond (W)
  • Scrying (W)
  • Seeming
  • Skill Empowerment (XGtE)
  • Synaptic Static (XGtE)
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock (XGtE,W)
  • Wall of Light (XGtE, W)
  • Wall of Force
  • Wall of Stone
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Disintegrate
  • Eyebite
  • Flesh to Stone (W)
  • Globe of Invulnerability
  • Guards and Wards (W)
  • Investiture of Flame (XGtE)
  • Investiture of Ice (XGtE)
  • Investiture of Stone (XGtE)
  • Investiture of Wind (XGtE)
  • Mass Suggestion
  • Mental Prison (XGtE)
  • Move Earth
  • Otiluke’s Freezing Sphere (W)
  • Otto’s Irresistible Dance (W)
  • Scatter (XGtE)
  • Sunbeam
  • Tensor’s Transformation (XGtE,W)
  • True Seeing
  • Wall of Ice
7th Level
  • Crown of Stars (XGtE)
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage (W)
  • Plane Shift
  • Power Word Pain (XGtE)
  • Prismatic Spray
  • Reverse Gravity
  • Teleport
  • Whirlwind (XGtE)
8th Level
  • Abi-Dalzim’s Horrid Wilting (XGtE)
  • Antipathy/Sympathy (W)
  • Control Weather (W)
  • Dominate Monster
  • Earthquake
  • Feeblemind (W)
  • Incendiary Cloud
  • Maddening Darkness (XGtE, W)
  • Mind Blank (W)
  • Power Word Stun
  • Sunburst
  • Telepathy (W)
9th Level
  • Astral Projection (W)
  • Foresight (W)
  • Gate
  • Mass Polymorph (XGtE)
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall (W)
  • Psychic Scream (XGtE)
  • Shapechange (W)
  • Time Stop
  • True Polymorph (W)
  • Weird (W)
  • Wish
 

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