Reworked Sorcerer

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The Sorcerer

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

Raw Magic

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.

Unexplained Powers

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.

Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

Creating a Sorcerer

The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.

Quick Build

You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

The Sorcerer Table

Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known Metamagics Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Sorcerous Origin 4 2 2
2 +2 Font of Magic 4 3 3
3 +2 3 Metamagic 4 4 2 4 2
4 +2 4 Ability Score Improvement 5 5 2 4 3
5 +3 5 5 6 2 4 3 2
6 +3 6 Sorcerous Origin feature 5 7 3 4 3 3
7 +3 7 5 8 3 4 3 3 1
8 +3 8 Ability Score Improvement 5 9 3 4 3 3 2
9 +4 9 5 10 4 4 3 3 3 1
10 +4 10 Sorcerous Restoration 6 11 4 4 3 3 3 2
11 +4 11 6 12 4 4 3 3 3 2 1
12 +4 12 Ability Score Improvement 6 12 5 4 3 3 3 2 1
13 +5 13 6 13 5 4 3 3 3 2 1 1
14 +5 14 Sorcerous Origin feature 6 13 5 4 3 3 3 2 1 1
15 +5 15 6 14 6 4 3 3 3 2 1 1 1
16 +5 16 Ability Score Improvement 6 14 6 4 3 3 3 2 1 1 1
17 +6 17 Master of Metamagics 6 15 6 4 3 3 3 2 1 1 1 1
18 +6 18 Sorcerous Origin feature 6 15 7 4 3 3 3 3 1 1 1 1
19 +6 19 Ability Score Improvement 6 15 7 4 3 3 3 3 2 1 1 1
20 +6 20 One with the Weave 6 15 7 4 3 3 3 3 2 2 1 1

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: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma 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:

  • (a) a light crossbow and 20 bolts, or, (b) any simple weapon
  • (a) a component pouch, or, (b) an arcane focus
  • (a) a Dungeoneer's Pack, or, (b) an Explorer's Pack
  • Two daggers
Alternatively, you can ignore the equipment provided by your class and background and start with 4d4 x 10 gp.

Spellcasting

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 Spells Rules for the general rules of spellcasting and the Spells Listing 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 Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

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 for which you have spell slots. 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 have spell slots.

Spell Versatility

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace.

Spellcasting 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

Spellcasting Focus

Your hands act as as a spellcasting focus for your sorcerer spells while they aren't holding anything. Otherwise you may use an arcane focus.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

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

Origin Spells

Each origin has a list of spells that you can gain when your sorcerer spell level is equal or higher than the the levels noted origin spell list. Once you gain an origin spell, it is considered known, and doesn't count against the number of spells in the Spells Known column of the Sorcerer table. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

Font of Magic

At 2nd level, you 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. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

  • Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Flexible Casting table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
  • Creating Sorcery Points: You can transform one spell slot into sorcery points as a bonus action on your turn. The Flexible Casting table shows how many sorcery points you gain when you transform a spell slot of a certain level into sorcery points. You cannot ha

Any spell slot and sorcery points you create with this feature vanishes when you finish a long rest.

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

Empowering Reserves

When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.

Imbuing Touch

As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Sorcerous Fortitude

As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain additional metamagic options as noted on the Metamagics Known column in the Sorcerer Leveling Table.

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

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.Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

You can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class). This change represents one of your skills atrophying as you focus on a different skill.

Sorcerous Restoration

At 10th level, you regain 2 expended sorcery points whenever you finish a short rest. You can choose to instead heal as if you expended two hit dice instead.

Master of Metamagics

At 17th level, you can use up to two Metamagic options on a spell when you cast it, unless otherwise noted. You cannot apply the same Metamagic multiple times.

One with the Weave

At 20th level, you have mastered the manipulation of the weave, greatly increasing your efficiency. The cost of all your metamagics are reduced by one.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Many variations exist, such as: a draconic bloodline, wild magic, ...

The Sorcerer

Sorcerous Origins

Aberrant Mind

An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered.

Invasive Thoughts

At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.

Aberrant Mind Origin Spells
Sorcerer Level Origin Spell
1 dissonant whispers
3 calm emotions
5 sending
7 compulsion
9 modify memory

Warped Being

Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.

Psionic Sorcery

Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no components.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
  • Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.

Warp Reality

At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.

As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can’t use it again until you finish a long rest.

Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells normally associated with the Cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Level good evil law chaos neutrality
1 cure wounds inflict wound bless bane protection from evil and good
3 aid hold person zone of truth invisibility magic weapon
5 beacon of hope fear remove curse bestow curse life transference
7 aura of life blight banishment confusion death ward
9 dawn destructive wave legend lore dominate person hallow

Favored by the Gods

Starting at 1st level, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

Empowered Healing

Starting at 6th level, whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated.

You can use this feature only once per turn.

Otherwordly Wings

At 14th level, using a bonus action, you can manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, as a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can't use it again until you finish a long rest.

Soul of the Axiom

A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way.

The power of Mechanus can seem strange and alien to others, but for you it is part of a vast and glorious system that others can’t comprehend. At your option, you can pick from or roll on the Manifestations of Mechanus table to create a way your connection to the plane manifests while you are casting a spell.

Restore Balance

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Soul of the Axiom Origin Spells
Sorcerer Level Origin Spell
1 alarm
3 heat metal
5 counterspell
7 Otiluke's resilient sphere
9 animate objects

Bulwark of Law

You can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.

Trance of Order

You gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10. Once you use this action, you can’t use it again until you finish a long rest or until you expend 5 sorcery points to use it again.

Clockwork Cavalcade

You summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:

  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest or until you expend 7 sorcery points to use it again.

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.

Draconic Origin Spells
Sorcerer Level Origin Spell
1 absorb elements
3 dragon's breath
5 fear
7 elemental bane
9 dominate person

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.

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

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a sorcerer level

Additionally, 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. Additionally, as a bonus action you can spend 2 sorcery points to gain resistance to that damage type for an hour and whenever you cast a spell that deals damage, you can choose to change the damage type of that spell to the 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.

Draconic Presence

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

Giant Soul

The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.

Jotun Resilience

The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Mark of the Ordning

At 1st level, you discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant types from the Mark of the Ordning table. You gain following spells if you meet the required level for your giant type:

Sorcerer Level Cloud Giant Spells
1 minor illusion, fog cloud
3 invisibility
5 clairvoyance
7 dimension door
9 dream
Sorcerer Level Fire Giant Spells
1 fire bolt, burning hands
3 flaming sphere
5 fireball
7 fabricate
9 immolation
Sorcerer Level Frost Giant Spells
1 ray of frost, armor of agathys
3 hold person
5 slow
7 dimension door
9 dream
Sorcerer Level Hill Giant Spells
1 shillelagh,heroism
3 enlarge/reduce
5 fear
7 dimension door
9 dream
Sorcerer Level Stone Giant Spells
1 resistance, entangle
3 spike growth
5 plant growth
7 dimension door
9 dream
Sorcerer Level Storm Giant Spells
1 shocking grasp, thunderwave
3 gust of wind
5 call lightning
7 dimension door
9 dream

Soul of Lost Ostoria

Starting at 6th level, you gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning Feature.

  • Cloud Giant. Immediately after you cast any of your Mark of the Ordning spells, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 + your Constitution modifier.
  • Fire Giant. You gain a bonus to the damage rolls of your Mark of the Ordning spells. The bonus equals your Constitution modifier (minimum of +1).
  • Frost Giant. Immediately after you cast any of your Mark of the Ordning spells, you gain temporary hit points equal to your Constitution modifier (minimum of 1). If the spell is Armor of Agathys, you instead increase its temporary hit points by an amount equal to your Constitution modifier (minimum of 1).
  • Hill Giant. Immediately after you cast any of your Mark of the Ordning spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save.
  • Stone Giant. Immediately after you cast any of your Mark of the Ordning spells, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn.
  • Storm Giant. Immediately after you cast any of your Mark of the Ordning spells, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1).

Rage of Fallen Ostoria

Starting at 14th level, you gain the ability to channel the souls of your ancestors into your physical form. When you start casting a sorcerer spell on your turn and expend a spell slot, you can increase your size by one category – from Medium to Large, for example. This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you gain the following benefits:

  • Your current hit points and your hit point maximum both increase by 1 per sorcerer level.
  • Your reach increases by 5 feet.
  • Your walking speed increases by 5 feet.
  • You have advantage on Strength checks and Strength saving throws.
  • You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1).

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

Blessing of the All Father

At 18th level, your Constitution score increases by 2, up to a maximum of 22.

In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative.

Profane Soul

Your innate magic comes from either your fiendish blood, or a profane deal that rent your soul asunder. Sorcerers with this origin tend to find their roots in evil, but some deals were made out of desperation or you could simply be the descendant of one who made such a deal. You have a true name, like other fiendborn, which you use to drive your magic.

Name of Power

Starting when you choose this origin at 1st level, when your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can choose the new spell from the warlock spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Profane Soul Origin Spells
Sorcerer Level Cloud Giant Spells
1 arms of hadar
3 alter self
5 bestow curse
7 greater invisibility
9 dominate person

Fiendish Resilience

At 1st level, you may choose one damage type to be resistant to: fire, cold, lightning, acid or thunder.

Powerful Will

At 6th level, whenever you have to roll a saving throw against the charmed, frightened or poisoned condition, you gain advantage on the roll.

True Name's Potential

At 14th level, you may impart an ally with your true name. They can utter your name as a bonus action, allowing you to teleport within 5 feet of them as a reaction, regardless of distance and what plane you are in.

Once you use this feature, you can't use it again until you finish a short rest.

Ungodly Form

At 18th level, you may spend 4 sorcery points or 4 hit dice to channel the dark powers of your fiendish taint. You shapeshift into a fiend of your choosing with a challenge rating maximum of half your level, utilizing its stats. You remain in this form until it loses all of its health points, a minute has passed or you have dismissed it as a bonus action. While in this form you can only cast your origin spells by spending sorcery points equal to their spell level, but you can use your Metamagic feature.

Phoenix Sorcery

Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.

That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.

More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.

Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.

Heart of Fire

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level. You can also magically ignite flammable objects you touch with your hand as an action—an object such as a torch, a piece of tinder, or the hem of drapes.

Pyromancer Origin Spells
Sorcerer Level Origin Spell
1 burning hands
3 heat metal
5 fireball
7 fire shield
9 immolation

Spark of the Phoenix

Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.

If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to your sorcerer level + your Charisma modifier.

Until the end of your next turn or until you are incapacitated, any attack that hits you causes the creature attacking you to take fire damage equal to your Charisma modifier.

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

Nourishing Fire

Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier. If your Spark of the Phoenix's effect is active, the healing is doubled.

Form of the Phoenix

At 18th level, you can as an action assume the form of the phoenix. While in this form, you have following benefits:

  • You have a flying speed of 40 feet and can hover.
  • You have resistance to all damage.
  • You ignore a creature's resistance to fire damage and treat a creature's immunity to fire damage as resistance.
  • All flammable objects within 15 feet of you are ignited and all creatures that end their turn within 15 feet of you take your Charisma modifier as fire damage.

Sea Sorcery

The power of water is the strength of flexibility, resilience, and relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.

Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is everpresent in your heart, and you are never completely at peace until you are near the sea.

Soul of the Sea

At 1st level, you gain the ability to to breathe underwater, and you have a swim speed equal to your walking speed.

Curse of the Sea

At 1st level, when you hit a creature with a cantrip's attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature. Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn't a cantrip (you choose the effect to use if more than one effect applies):

  • Cold Damage: If the affected target takes cold damage from your spell, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater.
  • Lightning Damage: If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
  • Forced Movement: If the target is moved by your spell, increase the distance it is moved by 15 feet.
Sea Sorcery Origin Spells
Sorcerer Level Origin Spell
1 create or destroy water
3 misty step
5 lightning bolt
7 control water
9 cone of cold

Watery Defense

At 6th level, you gain resistance to fire damage. You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from the attack, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks.

Once you use this special reaction, you can't use it again until you finish a short or long rest.

Shifting Form

Starting at 14th level, when you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there. On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Water Soul

Starting at 18th level, you gain the following benefits:

  • You no longer need to eat, drink, or sleep.
  • A critical hit against you becomes a normal hit.
  • You have resistance to bludgeoning, piercing, and slashing damage.

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.

Shadow Origin Spells
Sorcerer Level Origin Spell
1 Bane
3 Darkness
5 Phantom Steed
7 Shadow of Moil
9 Antilife Shell

Eyes of the Dark

From 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 spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

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 or by a critical hit.

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

Hound 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 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, 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 through 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. Roll initiative for the hound. 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 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 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 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.

Stone Sorcery

Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for service to the daolords. Whatever your past, the magic of elemental earth is yours to command. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat.

A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.

Stone Origin Spells
Sorcerer Level Origin Spell
1 thunderous smite
3 magic weapon
5 blinding smite
7 stoneskin
9 transmute rock

Bonus Proficiencies

At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

Stone's Durability

At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

Stone Aegis

Starting at 6th level, as a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by an amount equal to your proficiency bonus. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

Stone's Edge

Starting at 14th level, when you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

Earth Master's Aegis

Beginning at 18th level, when you use your Stone's Aegis to protect an ally, you can choose up to three creatures to gain its benefits.

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 vaati or 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.

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.

Additionally, you gain following spells if you meet the required level:

Sorcerer Level Origin Spell
1 thunderwave
3 gust of wind
5 call lightning
7 ice storm
9 control winds

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 by a melee attack, 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 20 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.

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.

Wild Origin Spells
Sorcerer Level Origin Spell
1 Chaos Bolt
3 Nystul's Magic Aura
5 Enemies Abound
7 Conjure Minor Elementals
9 Destructive Wave

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 sorcerer spell of 1st level or higher, you can choose to roll a d20. If you roll a number equal or lower than the spell's level, roll on the Wild Magic Surge table to create a random magical effect. You can use this effect a number of times equal to your Charisma modifier (minimum 1)

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos and spend one Wild Magic Surge 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, 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.

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 and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

The Sorcerer

Metamagics

Sorcerer Metamagics

Adaptative Spell

When you cast a spell that deals damage, you can spend 1 sorcery point to change its damage type into a similar type. You can change slashing, bludgeoning and piercing damage into one of those damage types, you can change acid, cold, fire, lightning, or thunder damage into one of those damage types and you can change necrotic, radiant, force and psychic into one of those damage types.

Brutal Spell

Upon casting a spell that requires an attack roll, you can spend 1 sorcery point to apply a critical hit on an 18 and 19 as well as on a 20.

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 first saving throw the spell imposes until the end of you.

Curving Spell

When you cast a spell, you can spend 3 sorcery points to cast the spell on a position without a direct path to the target, as long as a path is available. You do not need to see the target to be able to cast it.

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 or set it to a minimum of 30 feet, whichever is larger. 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 option during the casting of the spell.

Extended Spell

When you cast a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to increase its duration. A spell with a duration of 1 minute is increased to 10 minutes, a spell with a duration of 10 minutes is increased to 1 hour, a spell with a duration of 1 hour is increased to 8 hours and a spell with a duration of 8 hours is increased to 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.

Material Spell

Upon casting a spell with material components with a gold cost, you can spend a number of sorcery point equal to the gold cost divided by 25 rounded up to cast this spell without material components.

Precise Spell

When you cast a spell that requires you to make an attack roll, you can spend 2 sorcery points to gain advantage on the attack.

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. When you cast a spell that has a casting time of 1 minute, you can spend 3 sorcery points to change the casting time to 1 action.

Savant Spell

When casting a spell that requires your concentration while already maintaining concentration on a different spell, you may spend a number of sorcery points equal to the combined spell level of both spells to concentrate on both spells at the same time. While this is active, you cannot cast spells of 1st level or higher, you cannot use your metamagic class feature and you lose your reaction.

Sculpted Spell

When you Cast a Spell that affects an Area of Effect, you can alter the shape of the Area of Effect into a Cone, Cube, Sphere, or Line. To do so, you spend 1 sorcery point. The total area (volume) of the spell's new Area of Effect must not exceed the original Area of Effect's size. If the spell was originally a cone or line, the new targeted origin for the Area of Effect must be within 30 ft. If you alter the Area of Effect into a line, you can choose between 5 ft. and 10 ft. for the width of the line.

Seeking Spell

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.

Stalwart Spell

Upon casting a spell that requires concentration, you can choose to spend 1 sorcery point to activate this Metamagic and spend an additional 1 sorcery point to automatically succeed on your Constitution saving throw upon taking damage.

Subtle Spell

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

Ritual Spell

You may spend 1 sorcery point to cast a spell with the ritual tag as a ritual.

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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the level you cast the spell.

Wide Spell

Upon casting a spell with an area of effect, you can spend a number of sorcery points equal to the spell's level to increase the area of effect by half of its radius or width.

Unerring Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell

 

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