The Sorcerer Revisited

by dracodruid

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The Sorcerer Revisited

Version 2.1

Created by DracoDruid [@GMBinder | @Reddit]

Format: DIN A4

Table Of Contents

Topic Page
  The Sorcerer Revisited 1
Class Table 2
  Blood Invocations 4
  Sorcerer Spell List 6
New Origin Spells 7

Cover Art: Sarkhan, Fireblood MtG Art by Grzegorz Rutkowski

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
  • Tools: None

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

Equipment

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

  • (a) a dungeoneer's pack, (b) an explorer’s pack, or (c) a scholar’s pack
  • two simple weapons and a component pouch

Sorcerous Origin

Beginning at 1st level, your arcane heritage starts to manifest itself within you. Choose a sorcerous origin, which describes the source of your innate magical power, detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

In addition, you learn an additional spell when you reach certain levels in this class, as shown in the Origin Spells chapter at the end of this document. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcery

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 page 6 for the sorcerer spell list.

Cantrips

At 1st level, you know three 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 Slots

The Sorcerer table shows how many spell slots you have.

The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your sorcerer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 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 no higher than your current Slot Level or for which you possess a Blood Arcanum (see below). 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 no higher than your current Slot Level or for which you possess a Blood Arcanum.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, so 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

Spellcasting Focus

You can draw a few fresh drops of your own blood and use them as a spellcasting focus for your sorcerer spells.

Blood Arcanum

At 1st level, you also unlock an arcane power from within your blood, called an arcanum.

Choose one 1st-level spell from the sorcerer spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain spells of higher levels that can be cast in this way, as shown in the the Sorcerer table.

Your arcanum spells don't count against the number of sorcerer spells you know, and you regain all expended uses of your Blood Arcanum when you finish a long rest.

You can always cast your arcanum spells by using your spell slots.

Blood Invocations

In your study of arcane lore and your own innate powers, you have unlocked blood invocations, fragments of arcane power within your blood that imbue you with additional magical abilities.

At 2nd level, you gain two blood invocations of your choice. Your incantation options are detailed at the end of the class description. When you gain certain sorcerer levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Sorcerer table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another incantation that you could learn at that level.

The Sorcerer Revisited v2.1 | by DracoDruid (@GMBinder | @Reddit)

The Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known Sorcery Points
1st +2 Sorcerous Origin, Sorcery,
Blood Arcanum (1st-level)
3 2 1 1st
2nd +2 Blood Invocations,
Font of Magic
3 3 1 1st 2 2
3rd +2 Blood Arcanum (2nd-level), Metamagic 3 4 1 2nd 2 3
4th +2 Ability Score Improvement 4 5 1 2nd 2 4
5th +3 Blood Arcanum (3rd-level) 4 6 2 3rd 3 5
6th +3 Sorcerous Origin feature 4 7 2 3rd 3 6
7th +3 Blood Arcanum (4th-level), Metamagic 4 8 2 4th 4 7
8th +3 Ability Score Improvement 4 9 2 4th 4 8
9th +4 Blood Arcanum (5th-level) 4 10 2 5th 5 9
10th +4 Sorcerous Vitality 5 10 2 5th 5 10
11th +4 Blood Arcanum (6th-level),
Metamagic
5 11 3 5th 5 11
12th +4 Ability Score Improvement 5 11 3 5th 6 12
13th +5 Blood Arcanum (7th-level) 5 12 3 5th 6 13
14th +5 Sorcerous Origin feature 5 12 3 5th 6 14
15th +5 Blood Arcanum (8th-level),
Metamagic
5 13 3 5th 7 15
16th +5 Ability Score Improvement 5 13 3 5th 7 16
17th +6 Blood Arcanum (9th-level) 5 14 4 5th 7 17
18th +6 Sorcerous Origin feature 5 14 4 5th 8 18
19th +6 Ability Score Improvement 5 15 4 5th 8 19
20th +6 Sorcerer Supreme 5 15 4 5th 8 20

Font of Magic

Beginning at 2nd level, you can tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

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. You can never have more sorcery points than shown on the table for your level.

Regeneration

You regain all spent sorcery points when you finish a long rest. You can also use your own vitality to fuel your magic. While taking a short rest, you can expend sorcerer hit dice to regain 1 expended sorcery point for each hit die spend. You don't regain hit points for hit dice spend in this way.

Flexible Casting

You can transform unexpended sorcery 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. You can create spell slots no higher in level than 5th, and you can't create a spell slot higher than your current Slot Level. Any unexpended spell slot created with this feature vanishes when you finish a long rest.

Creating Spell Slots
Spell Slot Level Sorcery Points
1st 2
2nd 3
3rd 5
4th 6
5th 8

The Sorcerer Revisited v2.1 | by DracoDruid (@GMBinder | @Reddit)

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic talents of your choice. You gain another one at 7th, 11th and 15th level.

Additionally, when you gain a level in this class, you can choose one of the Metamagic talents you know and replace it with another Metamagic talent from the list.

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

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 against the spell.

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.

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 talent during the casting of the spell.

Extended Spell

When you cast a spell that has a 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.

Lingering Spell

When you lose or drop your concentration on a spell, you can spend a number of sorcery points equal to the spell's level. If you do, the spell remains in effect until the beginning of your next turn. At the beginning of each of your following turns, you can spend the same amount of sorcery points to keep the spell maintained for another round, up until the spell's maximum duration. A spell maintained in this way does not require your concentration.

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.

Seeking Spell

When you cast a spell that requires a spell attack roll, you can spend 1 sorcery point to gain a +5 bonus on the roll.

Subtle Spell

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

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).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

If the spell requires concentration, you can only maintain concentration on one of the targets.

Ability Score Improvement

When you reach 4th level, and again at 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 Vitality

At 10th level, the magic of your blood invigorates your vitality. You gain proficiency in Constitution saving throws.

Sorcerer Supreme

At 20th level, you can draw even greater power from your own vitality. Whenever you expend a sorcerer hit die to regain sorcery points, you regain 1d4 sorcery points (instead of 1) for each hit die spend in this way.

In addition, you can use an action to regain a number of expended sorcery points equal to your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.

The Sorcerer Revisited v2.1 | by DracoDruid (@GMBinder | @Reddit)

Blood Invocations

At 2nd level, a sorcerer gains the Blood Invocations feature. You must be of a certain sorcerer level (or higher) in order to choose more powerful invocations. Here are all options for that feature, replacing those in the Player’s Handbook and the ones from Xanathar's Guide to Everything.

2nd level invocations

Agonizing Blast

When you cast a damage-dealing cantrip that requires you to make a spell attack roll or the target to make a saving throw to prevent the damage, add your Charisma modifier to the damage it deals.

Arcane Armor

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Arcane Vision

You can cast detect magic at will, without expending a spell slot.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You can spend 2 sorcery points to gain advantage on a Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion) check you are about to make.

Eldritch Grasp

Once on each of your turns, when you hit a creature with an attack, that creature must succeed on Strength saving throw against your sorcerer spell save DC or you can move that creature in a straight line, up to 10 feet closer to yourself. This movement doesn't provoke opportunity attacks.

Eldritch Sight

You can see normally in dim light and darkness — both magical and nonmagical — to a distance of 120 feet.

Eldritch Spear

When you cast a damage-dealing cantrip that requires you to make a spell attack roll or the target to make a saving throw to prevent the damage, it's range is doubled. A range of touch remains unaffected.

Eldritch Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Eyes and Ears of the Sun and Moon

You can cast comprehend languages at will, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn.

As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.

While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Lance of Lethargy

Once on each of your turns when you deal damage to a creature, that creature must succeed on Wisdom saving throw against your sorcerer spell save DC or reduce its speed by 10 feet until the end of your next turn.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Repelling Strike

Once on each of your turns, when you hit a creature with an attack, that creature must succeed on Strength saving throw against your sorcerer spell save DC or you can push the creature up to 10 feet away from you in a straight line. This movement doesn't provoke opportunity attacks.

Restless Blood

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.

Thief of Five Fates

You can cast bane once without expending a spell slot. You can’t do so again until you finish a long rest.

5th level invocations

Arcane Mantle

As a bonus action, you can surround yourself with a magical aura that takes the look of buzzing flies, crackling arcane energy, or another visible effect of your choice. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it with a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes force damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this incantation, you can’t use it again until you finish a short or long rest.

Arcane Step

You can cast misty step once without expending a spell slot. You can’t do so again until you finish a long rest.

Gift of the Depths

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.

The Sorcerer Revisited v2.1 | by DracoDruid (@GMBinder | @Reddit)

Gift of the Ever-Living Ones

Whenever you regain hit points, treat any dice rolled to determine the hit points you regain as having rolled at least a number of hit points equal to your Charisma modifier.

Maddening Curse

As a bonus action, you cause a psychic disturbance around the target cursed by you with a spell such as hex or bestow curse. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this incantation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mire the Mind

You can cast slow once without expending a spell slot. You can’t do so again until you finish a long rest.

One with Shadows

When you are in an area of dim light or darkness, you can use your action to become invisible until you take an action or a reaction.

Sign of Ill Omen

You can cast bestow curse once without expending a spell slot. You can’t do so again until you finish a long rest.

Tomb of Levistus

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per sorcerer level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts.

Once you use this incantation, you can’t use it again until you finish a short or long rest.

7th level invocations

Bewitching Whispers

You can cast compulsion once without expending a spell slot. You can’t do so again until you finish a long rest.

Dreadful Word

You can cast confusion once without expending a spell slot. You can’t do so again until you finish a long rest.

Fey Escape

You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Ghostly Gaze

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this incantation, you can’t use it again until you finish a short or long rest.

Relentless Curse

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by you with a spell such as hex or bestow curse. To teleport in this way, you must be able to see the cursed target.

Sculptor of Flesh

You can cast polymorph once without expending a spell slot. You can’t do so again until you finish a long rest.

9th level invocations

Ascendant Step

You can cast levitate on yourself at will, without expending a spell slot or material components.

Minions of Chaos

You can cast conjure elemental once without expending a spell slot. You can’t do so again until you finish a long rest.

Otherworldly Leap

You can cast jump on yourself at will, without expending a spell slot or material components.

Voice of the Chain Master

You can cast dominate person once without expending a spell slot. You can’t do so again until you finish a long rest.

Whispers of the Grave

You can cast speak with dead at will, without expending a spell slot.

15th level invocations

Master of Myriad Forms

You can cast alter self at will, without expending a spell slot.

Open the Third Eye

You can spend 5 sorcery points as a bonus action, to gain Truesight out to a range of 30 feet for 10 minute.

Shroud of Shadow

You can cast invisibility on yourself at will, without expending a spell slot.

Visions of Distant Realms

You can cast arcane eye at will, without expending a spell slot.

The Sorcerer Revisited v2.1 | by DracoDruid (@GMBinder | @Reddit)

Sorcerer Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Control Flame
  • Dancing Lights
  • Eldritch Blast
  • Fire Bolt
  • Friends
  • Frostbite
  • Gust
  • Infestation
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Thunderclap
  • Toll the Dead
  • True Strike
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Chaos Orb
  • Chromatic Orb
  • Color Spray
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Hellish Rebuke
  • Hex
  • Ice Knife
  • Jump
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Thunderwave
  • Witch Bolt
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Maximilian's Earthen Grasp
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Pyrotechnics
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Suggestion
  • Warding Wind
  • Web
3rd Level
  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fireball
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Major Image
  • Melf's Minute Meteors
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder Step
  • Tidal Wave
  • Tongues
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Vampiric Touch
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Greater Invisibility
  • Ice Storm
  • Polymorph
  • Shadow of Moil
  • Sickening Radiance
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Dominate Person
  • Enervation
  • Far Step
  • Hold Monster
  • Immolation
  • Insect Plague
  • Mislead
  • Seeming
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Transmute Rock
  • Wall of Force
  • Wall of Light
  • Wall of Stone
6th Level
  • Arcane Gate
  • Chain Lightning
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Globe of Invulnerability
  • Investure of Flame
  • Investure of Ice
  • Investure of Stone
  • Investure of Wind
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otiluke's Freezing Sphere
  • Scatter
  • Sunbeam
  • True Seeing
  • Wall of Ice
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Reverse Gravity
  • Teleport
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Control Weather
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Glibness
  • Incendiary Cloud
  • Maddening Darkness
  • Power Word Stun
  • Sunburst
  • Telepathy
9th Level
  • Foresight
  • Mass Polymorph
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Psychic Scream
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

The Sorcerer Revisited v2.1 | by DracoDruid (@GMBinder | @Reddit)

Origin Spells

Depending on your chosen sorcerer origin, you gain additional spells known when you reach certain levels in this class. The spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you know.

Divine Soul

Sorcerer Level Origin Spell
1st (chosen by affinity)
3rd augury
5th mass healing word
7th death ward
9th commune

Draconic Bloodline

Sorcerer Level Origin Spell
1st command
3rd dragon's breath
5th fear
7th polymorph
9th mislead

Shadow Magic

Sorcerer Level Origin Spell
1st false life
3rd darkness
5th speak with dead
7th shadow of moil
9th dance macabre

Storm Sorcery

Sorcerer Level Origin Spell
1st feather fall
3rd gust of wind
5th call lightning
7th storm sphere
9th control winds

Wild Magic

Sorcerer Level Origin Spell
1st chaos bolt
3rd invisibility
5th counterspell
7th polymorph
9th animate objects

The Sorcerer Revisited v2.1 | by DracoDruid (@GMBinder | @Reddit)

 

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