Subclasses: Sorcerer

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Sorcerer

Sorcerer Subclasses
Sorcerous Origin Description
Chronomancy Controls time
Deathtouched Speaks with the dead trough a strong connection to the afterlife
Guardian Watcher Protected by a benevolent, mysterious entity
The Fates Consults the cards to see the future and into people's nature
Villainous Class Option: Malevolent One Harnesses the power of an evil force with inside them
A Song of Ice and Fire: Valyrian Dragonrider Raises a dragon egg into maturity, controlling it in battle

Chronomancy

Time is an ineffable precept to many scholars, a metaphysical river that carries everyone and everything along to no destination. And despite the epistemological barrier the learned have to understand time, some are born with the innate ability to partially control the flow of this river. Slowing and hastening time and even being able to flit between past and future within a small frame, controlling the nature of time makes chronomancers unpredictable foes and powerful allies.

Temporal Precision

1st-level Chronomancy feature

Instead of relying on your physical abilities, you can tap into your innate magics as the means to perform feats of movement and timing. You may add your Charisma modifier instead of your Dexterity modifier to your initiative rolls and Dexterity saving throws. When you reach 14th level in this class, you may also apply your Charisma modifier instead of your Dexterity modifier to your AC as well.

Additionally, you may take the Dash action as a bonus action.

Quickened Magic

1st-level Chronomancy feature

The casting time for your sorcerer spells that take longer than one action is reduced by half.

Ebb and Flow

6th-level Chronomancy feature

You can use your sorcery points to alter time in the following ways:

  • You may spend 1 sorcery point to gain a second reaction. You can only use one reaction per trigger.
  • At the beginning of a round, you may spend 2 sorcery points to have one creature you can see make another initiative roll. The target may choose to use this roll or its previous initiative roll.
  • You may spend 4 sorcery points to cast the haste or slow spell without expending a spell slot or requiring material components.

Time Walker

14th-level Chronomancy feature

When you come to the end of your turn, you can choose to return to the start of it. You go back to the beginning of your turn with anything you or another creature had done now undone and any resources you or another creature had used now regained (with the exception of the Time Walker feature). Only you and other creatures with the Time Walker feature remember what transpired before the do-over.

If you take the exact same actions and movements again on the turn, you gain advantage on any attack rolls, ability checks, or saving throws you make until the end of the turn, and any creatures of your choice have disadvantage on attack rolls, ability checks, or saving throws they make until the end of the turn.

Once you use this feature, you must finish a short or long rest before you can use it again.

Time Warp

18th-level Chronomancy feature

You may store your actions in a small pocket of time and use them in the future or past. When you take the Ready action, you to gain these benefits to the readied action:

  • You do not need to specify a trigger, instead choosing any moment to use your reaction for your readied action. You must still specify the action though.
  • If the action you readied is Cast a Spell, you do not need to maintain concentration.
  • After taking the Ready action, you now have 1 minute to use a reaction to perform the readied action, at which point the action is no longer readied.

If you take another Ready action while still having not used a previously readied action, the previously readied action is lost.

Additionally by spending 4 sorcery points, you may use your reaction to perform an action you have readied in the future.

You must Ready the action performed within 1 minute of having used your reaction, and you cannot use your reaction to perform another future readied action until having done so. If after 1 minute you have not readied the action, the cosmic temporal forces begin to abhor the paradox, and you take 10d10 force damage at the end of your turn and each subsequent turn you have not readied the action. This damage can't be reduced in any way. If you have died without readying the action within 1 minute, your soul is lost to the forces of time and cannot be returned even by means of a wish spell.

Deathtouched

You have developed a connection to spirits and the afterlife which fuels your innate magic. With the ability to see and communicate with the dead, you can act as a bridge between this world and the next. Sometimes this power manifests in childhood to the scared and confused or later in life after some traumatic experience with death. Sometimes it comes from powerful spirits that need a agent on the other side of the veil.

Lingering Spirit

1st-level Deathtouched feature

If a humanoid has died within 7 days in an area within 10 feet of you, you can see its lingering spiritual remains. This gives you a distorted vision of what it looked like and its emotional state at death. You may make an Intelligence (Investigation) check against a DC of 12 + the number of days since it has died to glean more information about of how it died.

You also sense if an undead creature with incorporeal movement has been in an area within 10 feet of you within the last hour.

Death's Door

1st-level Deathtouched feature

You gain the spare the dying cantrip if you didn’t know it already, and now add your Charisma modifier to your death saving throws.

Additionally, while you are at 0 hit points but not dead, you can see and hear within 30 feet of you and can speak telepathically to creatures in that range. Also, creatures within 30 feet of you that are at 0 hit points but not dead can hear you and speak telepathically to you.

Medium

6th-level Deathtouched feature

You learn the speak with dead spell. It doesn't count against your spells known and counts as a sorcerer spell for you. You don't need a corpse to cast speak with dead. If casting without a corpse, the target must make a Wisdom saving throw against your sorcerer spell save DC, which is modified by how well you know the target, the sort of physical connection you have to it, and the area you are casting as detailed in the Soul Link table. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be contacted. On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours. Alternatively, you may spend 3 sorcery points to use this spell again on the target. On a failed save, the target is under the effects of speak with dead as normal.

Soul Rend

14th-level Deathtouched feature

You can absorb the deaths of your enemies to fuel your sorcery. When you reduce a creature to 0 hit points, you may use your reaction to regain 3 sorcery points.

Once you use this feature, you must finish a short or long rest before you can use it again.

Beyond the Veil

18th-level Deathtouched feature

You may walk a temporal line between life and death. While you have 0 hit points, you may spend 4 sorcery points to become a spirit for 1 hour.

When you become a spirit, you manifest in the same spot as your body. As a spirit, you keep your same initiative, can take any action you could normally take, and gain following benefits and restrictions.

  • You cannot use or benefit from an item in your possession.
  • You gain a flying speed of 60 feet.
  • You can see into the Ethereal Plane.
  • You are invisible except by those who can see into the Ethereal Plane or other Deathtouched sorcerers.
  • You can communicate telepathically with any creature within 60 feet of you or speak as normal.
  • You can pass through solid objects.
  • You have 1 hit point and are immune to piercing, bludgeoning, necrotic, and slashing damage.

When the 1 hour is over, you are reduced to 0 hit points in your spirit form, or choose to end your spirit form (no action required), your spirit returns to your body or goes on to the land of the dead if you have died. If your body regains at least 1 hit point, your spirit form immediately returns to your body.

Once you use this feature, you must finish a short or long rest before you can use it again.

Guardian Watcher

Your innate magic comes from having a benevolent spirit guardian protecting you. This protection comes in the form of intrinsic warnings of dangers only the guardian can sense and a physical protection from harm.

Some guardians can be seen by all, while others are only seen by their sorcerer, and still others remain completely unseen to all including the sorcerer they protect. gaurdians can take a variety of forms such as a beast, a humanoid, a shape of light, or even an object, although they are usually of Tiny size.

Guardians are not fully understood, with many of even a well-learned arcanist dismissing them as myth and legend. And those that do believe have many conflicting theories as to what they are and to their purpose. Whether they are fey, fiend, celestial, a small manifestation of a god, the spirit of a powerful creature, a physical materialization of magic, or none of the above, they have always shown themselves to be caretakers and benefactors of those they guard.

Watchful Guardian

1st-level Guardian Watcher feature

You gain a guardian spirit. It is always within 10 feet of you and is immune to all damage and effects. Unless it chooses, it cannot be seen except by those with truesight.

While your guardian is with you, you cannot be surprised, you may add your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks even if you are not normally proficient, and you gain a +1 bonus to your AC and saving throws.

Guardian Intervention

6th-level Guardian Watcher feature

Your guardian can protect you from harmful effects. When you fail a saving throw, you can choose to succeed instead.

Once you use this feature, you must finish a long rest before you can use it again.

Guardian Rejuvenation

14th-level Guardian Watcher feature

Your spirit guardian can help heal your grievous wounds. While your guarddian is with you at the start of each of your turns, you regain hit points equal to 2 + your Charisma modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Watcher's Sight

18th-level Guardian Watcher feature

You may see as if through your guardian's eyes. You may spend 1 sorcery point for 1 hour of vision. During this time, you have truesight, can see as if having cast detect magic, and sense when a creature tells a lie.

The Fates

Your innate magic comes from the forces of the cosmos which write the events of history, even before they happen. You are a master of divination, able to read the past, see into the present, or peer through the fog of the future. Many with this gift were merely born with a natural proclivity to interpret the fates. Others may have been cursed by powerful tricksters to foresee that which they cannot change or blessed by benevolent guardians to help guide the world. Regardless, these innate seers are both revered and feared by people.

Cartomancy

1st-level Fates feature

You possess a special set of cards which you use to read into the fates (you can perform any feature that requires these cards without them or with any variety of divination tools, they merely help focus your gift). At the start of each day you may draw a number of cards equal to your proficiency bonus. Roll a d10 for each card drawn and gain one use of the effects of that card for the day as seen in the Cartomancy table. If you do not use the card's effect before taking a long rest, it is lost.

Redraw

6th-level Fates feature

You may spend sorcery points to draw more cards with your Cartomancy feature. You spend 2 sorcery points for each new draw. You may draw these new cards at any point during the day.

Quick Reading

6th-level Fates feature

Your cards can also be used to learn information about creatures or objects. You may spend 2 minutes card reading for a willing creature and roll 3d6 to learn some information about it as determined by the Creataure Reading table (you do not reroll when getting the same number). Alternatively as an action, you may spend 2 sorcery points and roll a d6 to glean one fact about a creature within 60 feet. Either way you read, you may not use this feature more than once on the same creature.

As an action, you may spend 1 sorcery point and roll a d6 to glean information about an object as determined by the Object Reading table. You may not use this feature more than once on the same object.

Cartomancy
d10 Card Effect
1 Cut Rope As a reaction, when a creature within 30 feet is reduced to 0 hit points, you may bring them to 1 hit point instead.
2 Grave As an action, you can determine how many hit points a creature within 30 feet has. If it is below 50 hit points it must succeed Wisdom saving throw against your sorcerer spell save DC or be frightened of you for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, it is no longer frightened.
3 Dagger As an action, you can sense the direction of potential dangers within a 5 mile radius for 1 hour.
4 Deed As an action, you can sense the direction of potential fortunes within a 1 mile radius for 10 minutes.
5 Chain You create a telepathic link between yourself and a willing creature that you can see. Until either of you takes a long rest, you can can communicate telepathically with one another as long as you both remain within 1000 feet of and on the same plane as each other.
6 Armor As an action, one creature of your choice that you can see cannot be surprised until it takes a long rest.
7 Coin As an action, you grant one luck point to a creature of your choice that you can see. Whenever the creature makes an attack roll, an ability check, or a saving throw, it can spend the luck point to roll an additional d20. The creature can choose to spend the luck point after it rolls the die, but before the outcome is determined. The creature chooses which of the d20s is used for the attack roll, ability check, or saving throw. If unused, the luck point disappears after a long rest.
8 Tome You gain advantage with one Intelligence check of your choice, and you can add twice your proficiency bonus to the check, instead of any proficiency bonus you normally apply.
9 Mask As an action, you hide a target that you can see from divination magic for 8 hours. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.
10 Flowers As an action, one non-hostile creature of your choice within 30 feet must succeed on a Wisdom saving throw against your sorcerer spell save DC or be charmed by another creature of your choice within 30 feet of you for 1 hour or until the second creature or its companions does something harmful to the charmed creature.
Creature Reading
d6 Card Information Learned
1 Wheel Its level and alignment
2 Moon Its current mood and disposition and immediate goals
3 Ring Its class, profession, and any organizations it belongs to
4 Baby Its name, race, and/or creature type
5 Letter A secret, desire, or fear it has
6 Blank You may treat this as another roll of your choice
Object Reading
d6 Card Information Learned
1 Door The name of the last owner and how they came by it and lost it
2 Anvil Its origin and purpose
3 Gem Its general value
4 Wand The effects of an identify spell
5 Scroll The most significant event involving the object
6 Blank You may treat this as another roll of your choice

Total Divination

14th-level Fates feature

Your powers of divination allow you to access spells normally restricted to other magic users. Every divination spell is added to the sorcerer spell list for you. Also, you may cast a divination spell of 5th level or lower without expending a spell slot or having it as one of your spells known by spending a number of sorcery points equal to 1 + the spell's level.

Harbingers and Portents

18th-level Fates feature

You can sense major events that happen in the world or to your allies or enemies. You may even glimpse these events before they occur in the form of dreams when you take a long rest. This also extends to minor events as well, and you have advantage on every saving throw you make.

Villainous Class Options

This subclass is from a series of subclasses based on the Villainous Class Options on pg. 96 of the Dungeon Master's Guide.

You can find more Villainous Class Options here.

Villainous Class Option: Malevolent One

A great evil affects you. Perhaps you are the reincarnated soul of a powerful arcane monster thought destroyed for good, or perhaps Evil itself has a will and has manifested itself in you. Or maybe these are lies we tell ourselves and all creatures have this power, if only they were as strong of conviction as you.

You may try to rebel against it, loathe its hold on you, or feel remorse and sorrow for your transgressions. But ultimately in your soul there is evil, and it consumes your thoughts and actions.

Dark Speech

1st-level Malevolent One feature

You learn to speak, read, and write Dark Speech, a dark, foreboding tongue. When you make Charisma (Intimidation) checks while speaking in Dark Speech, the check is made with advantage. A creature need not know the language to know to fear it.

Additionally, when you cast a spell with a verbal component that requires a creature to make a saving throw, you can use Dark Speech as a part of the casting. When doing so, one creature of your choice that was forced to make a saving throw takes 2d6 psychic damage before the spell takes affect.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

If you have expended all uses you may continue to use this ability at the risk of your own mind. If you use this ability while having no available uses, you take 2d6 psychic damage and must make a DC 15 Charisma saving throw. On a failure, you can only speak in Dark Speech until you finish a long rest.

Psychic Disturbance

6th-level Malevolent One feature

Being magically connected to you can strain a creature's mind as horrifying sensations begin to overwhelm it. While you are under the effects of a concentration spell, you may have the creature concentrating on the spell make a Wisdom saving throw against your sorcerer spell save DC at the end of each of its turns. On a failure, it takes psychic damage equal to 2d6 + your sorcerer level, or half as much on a success.

Baleful Watcher

14th-level Malevolent One feature

You may spend 5 sorcery points to watch a creature you have met and is on the same plane as you. You create an undetectable sensor within 10 feet of the target that lasts for 10 minutes. You can see and hear through the sensor as if you were there and can speak telepathically with the creature. The sensor moves with the target, remaining within 10 feet of it for the duration. When the sensor is created, the creature makes a Wisdom saving throw against your sorcerer spell save DC. On a success, it gets the sensation it is being watched for the duration.

Dark Soul

18th-level Malevolent One feature

The flame of your darkness cannot be so easily snuffed out. When you start your turn at 0 hit points and your body still exists, you may choose to regain all your hit points and sorcery points and become incapacitated and unable to move until the end of your turn as you transform into a dark, corrupted being. The look of this dark being is up to you, such as becoming sallow skinned and gaunt with flaming yellow eyes or to have black ichor continually seep out of your wounds, but you cannot change your size and none of your physical changes grant you additional properties (e.g. if you gain a monstrous fanged mouth, attacking with it grants you no special benefits you didn't already posses). You remain a dark being for 1 minute and gain the following characteristics during that time:

  • You become immune to the charmed and frightened conditions.
  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • You can use your Dark Speech ability without expending a use, taking damage, or needing to make the saving throw.
  • When you reduce a creature to 0 hit points, you gain temporary hit points equal to three times the creature's challenge rating or level.
  • When a creature moves within 10 feet of you or starts its turn there, it must succeed on a Wisdom saving throw against your sorcerer spell save DC or become frightened of you until the end of the turn.
  • If you fail a saving throw, you may spend 5 sorcery points to succeed instead.
  • As a reaction, you may cast a cantrip or move up to your speed when another creature's turn ends.
  • You gain vulnerability to one damage as randomly determined from the Vulnerability chart.

If you die while in this form, your soul cannot be returned or resurrected by any known means, even the wish spell. Of course, it's possible disciples of darkness may discover a way to return you at great and dangerous cost.

Once you use this feature, you can't use it again for 7 days.

Vulnerability
d10 Damage Vulnerability
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder
A Song of Ice and Fire Subclasses

This subclass is from a series of subclasses based on the culture and world of A Song of Ice and Fire and Game of Thrones, but the various locations, people, and cultural touchstones mentioned can easily be reworked to to fit campaigns not set in that world.

You can find more subclasses inspired by A Song of Ice and Fire here.

A Song of Ice and Fire: Valyrian Dragonrider

Before the Doom, the Valyrian skies were filled with dragonlords atop their dragon mounts. But much has changed in the intervening years, and such sights are almost non-existent throughout the world. Still this elegant relationship has managed to persist.

None can tame a dragon unless some the magic of Old Valyria runs in their blood. Of course this lineage has been known to crop up in the most unexpected people. But this bloodline is no guarantee of successfully bonding with a dragon. Dragons will not simply submit to anyone even with the magic inside them. It takes a strong will, the ability to foster trust and respect, and time to bend such creatures to one's will. However, once formed this connection between a dragon and dragonrider is absolute; the dragon will not accept another master while its previous rider lives.

Dragon Egg

1st-level Valyrian Dragonrider feature

You gain a dragon egg. Choose which type of dragon or roll randomly based on the Dragon Egg table.

You have advantage on all Intelligence checks to recall information about dragons and Wisdom and Charisma checks to interact with them.

Dragon Egg
d10 Dragon Type Egg appearance Damage
1 Black Chartreuse with a sticky, wet shell acid
2 Blue Cyan with sharp bumps along the shell lightning
3 Brass Yellow with a soft shell fire
4 Bronze Pink with a translucent, soft shell lightning
5 Copper Brown with a metallic shell acid
6 Gold Gold with shell hot to the touch fire
7 Green Green speckled with light brown poison
8 Red Red with a shell of hard scales fire
9 Silver Grey with a shell that shimmers cold
10 White White with a shell cold to the touch cold

Dragon Immunity

1st-level Valyrian Dragonrider feature

You start to form a magic bond with your dragon egg that will aid when you begin to train it. As a reaction to when you would take the damage type of your dragon as shown in the Dragon Egg table, you can become immune to this damage type, including against the triggering damage, until the start of your next turn.

Once you use this feature, you must take a short or long rest before using it again. Alternatively, you may spend 1 sorcery point, to regain the use of this feature.

Dragon Tamer

6th-level Valyrian Dragonrider feature

Your dragon egg has hatched into a dragon wyrmling. The dragon wyrmling is friendly to you and your allies.

Some of your dragon's stats are changed. Regardless of its normal stats, its armor class becomes 17 (natural armor), its hit points become 38 (7d8+7), and its Strength and Constitution ability scores become 15 and 13 respectively. As a result of the change in ability scores, its bonus to hit on attack rolls becomes +4, its bonus to damage becomes +2, its save DC for its breath weapon becomes 11, and its bonus for Constitution saving throws becomes +3.

You can control your dragon's movement (no action required by you). You can use the dragon as a mount if you are size Medium or smaller and are not exceeding your carrying capacity. While mounted, you can have your dragon take all the normal actions a mount can take (see Mounted Combat pg. 198 of the Player's Handbook). Otherwise, you must use your action to command your dragon to take any actions, and some actions cost sorcery points to use as noted in the Dragon Taming table. Some of the options on the Dragon Taming table won't be available to use until your dragon grows and gains those actions. Your dragon can not act independently, even if you are not mounted.

Dragon Taming
Action Sorcery Point Cost
Bite 2
Breath Weapon 5
Claw 1
Multiattack 8
Tail 2
Frightful Presence 3

Dragonrider

14th-level Valyrian Dragonrider feature

The magic that fuels the connection between you and your dragon hastens its growth. Your wyrmling grows into a young dragon.

Some of your dragon's stats are changed. Regardless of its normal stats, its proficiency bonus becomes +3, its armor class becomes 18 (natural armor), its hit points become 136 (16d10+48), and its Strength and Constitution ability scores become 19 and 17 respectively. As a result of the change in ability scores and proficiency bonus, its bonus to hit on attack rolls becomes +7, its bonus to damage becomes +4, its save DC for its breath weapon becomes 14, and its bonus for its various saving throws and skills need to be recalculated accordingly.

Dragonlord

18th-level Valyrian Dragonrider feature

Your young dragon grows into an adult dragon.

Some of your dragon's stats are changed. Regardless of its normal stats, its proficiency bonus becomes +5, its armor class becomes 19 (natural armor), its hit points become 207 (18d12 + 90), and its Strength and Constitution ability scores become 23 and 21 respectively. As a result of the change in ability scores and proficiency bonus, its bonus to hit on attack rolls becomes +11, its bonus to attack damage becomes +6, its save DC for its breath weapon becomes 18, its save DC for its Wing Attack becomes 19, and its bonus for its various saving throws and skills need to be recalculated accordingly.

Your dragon gains the use of legendary actions. At the end of another creature's turn, you can spend sorcery points to use your reaction to allow your dragon use its reaction to make one of the actions as noted in the Legendary Dragon table.

Legendary Dragon
Legendary Action Sorcery Point Cost
Detect 2
Tail Attack 6
Wing Attack 12

In addition, if your dragon would fail a saving throw, you may use your reaction to spend 5 sorcery points to have your dragon use one of its legendary resistances to succeed instead. Your dragon has three uses of this ability, which it regains when it finishes a long rest.

Replacing Your Dragon

If your dragon dies, attempting to replace it will be an arduous task. It is one thing to raise a dragon from birth to be your mount, it is quite another to tame one that has lived in freedom. Even approaching a dragon is a risky proposition, but you will need to go through an extensive process of trust and training to get the dragon to accept you as a master. Such an ordeal may take months and even then the dragon may never submit, merely join with you as a partner.

Alternatively, you may find it easier to acquire another dragon egg and slowly raise another dragon. In either case, the damage immunity you gained from your Dragon Immunity feature would change to reflect your new dragon's type.