Alternate Sorcerer

by laserllama

Search GM Binder Visit User Profile
Alternate Sorcerer

The Sorcerer

The pale half-elf muttered an incantation under
his breath, and his shadow came alive, taking the
form of a massive wolf. The shadow beast pounced
on the foolish bandit that had dared attack him, and
pinned him to the ground. The pallid sorcerer spoke
another incantation, and orbs of pulsing arcane acid
formed in his hands. The bandit let out a piercing cry,
filled with regret, as he struggled in vain to break
free from the sorcerer's living shadow. The scream
would be his last, as a wave of magically conjured
acid dissolved his flesh and bones to ooze.

As the grass and trees smoldered from the
great dragon's fiery blast, the smoke cleared to
reveal a young human man. His clothes had been
scorched away to reveal patches of golden scales
across his body. His eyes flashed bright with a glint
of gold and white jets of flame burst forth from his
fingertips. The wyrm reeled from the unexpected
impact, and as it fell from the sky, the scaled beast
wondered how this pathetic mortal had come to
wield power that rivaled that of a true dragon.

The young halfling girl ducked into an alleyway
and tucked the stolen loaf of bread under her cloak.
The market she had just come from had broken out
into chaos. She had attempted a simple enchantment,
just enough to convince a baker to give her a loaf for free,
but her magic had other plans. As she whispered her spell,
a crack like a bolt of lightning could be heard throughout the market, and instantly all the produce in the market square had spoiled. As she ducked into a nearby alley, she cursed the wild power that caused her to be abandoned by her family.

All three of the characters above are Sorcerers; living and breathing fonts of arcane power. Unlike other mages, they are one with their magic, and they can shape it to great effect.

Magic Made Manifest

Whether born with a spark of innate arcane potential within them or gifted their sorcerous ability by a powerful entity, Sorcerers at their core are walking incarnations of magical potential. Sorcerers are a rare occurrence amongst mortals, and their innate power often leads to them being the center of attention. However, this power does have its downsides, and when not used, it finds ways to spill out into the world.

Often, the magic within a Sorcerer is what motivates them to adventure. Some are seeking out others who also wield these powers, and others look to master their innate ability.

Innate Arcane Power

Magic is an integral part of the life of any Sorcerer, suffusing their body, mind, and soul. For some, this power is inherited from a bloodline that carries the magic of a powerful being. Others manifest their power randomly, having it burst forth in unexpected ways. The appearance of power is unpredictable, some bloodlines produce a Sorcerer once a generation, and in others, each descendant has sorcerous potential.

Whatever their origin, Sorcerers have no use for the spell books of Wizards or the patronage of Clerics or Warlocks. They are their own source of magical power and learn to
    channel that power to produce wondrous feats of magic.

Creating
Your Sorcerer

The most important question to consider when creating your Sorcerer is the origin of your power. As a starting character, you'll choose a Sorcerous Origin from the options detailed in the class description, 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?

Multiclassing and the Sorcerer

If your group uses the rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Sorcerer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take your first level in Sorcerer, or to take a level in another class if you are already a Sorcerer.

Proficiencies Gained. If Sorcerer is not your initial class, you gain no proficiencies of any kind when you take your first level as a Sorcerer.

Spellcasting. If you have a feature from another class that allows you to learn and cast spells, you can use your Sorcery Points to cast the spells you gained through that feature, and you can use spell slots from that feature to cast your Sorcerer spells.

The Sorcerer
Level   PB   Class Features Cantrips
Known
Spells
Known
Sorcery
Points
Spell
Limit
Metamagics
Known
1st +2 Sorcerous Origin, Sorcery 4 2 4 1st
2nd +2 Metamagic 4 3 6 1st 2
3rd +2 Arcane Regeneration 4 4 14 2nd 2
4th +2 Ability Score Improvement 5 5 17 2nd 2
5th +3 5 6 27 3rd 3
6th +3 Sorcerous Origin Feature 5 7 32 3rd 3
7th +3 5 8 38 4th 3
8th +3 Ability Score Improvement 5 9 44 4th 3
9th +4 5 10 57 5th 4
10th +4 Font of Magic 6 10 64 5th 4
11th +4 Innate Arcanum (6th-level) 6 11 64 5th 4
12th +4 Ability Score Improvement 6 11 66 5th 4
13th +5 Innate Arcanum (7th-level) 6 12 66 5th 5
14th +5 Sorcerous Origin Feature 6 12 68 5th 5
15th +5 Innate Arcanum (8th-level) 6 13 68 5th 5
16th +5 Ability Score Improvement 6 13 70 5th 5
17th +6 Innate Arcanum (9th-level) 6 14 70 5th 6
18th +6 Sorcerous Origin Feature 6 14 72 5th 6
19th +6 Ability Score Improvement 6 15 72 5th 6
20th +6 Metamagic Mastery 6 15 75 5th 6

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, light crossbows,
    slings, and quarterstaffs.
  • Tools: None

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

Equipment

As a Sorcerer, you start with the following equipment:

  • (a) a light crossbow and 20 bolts or (b) a sling
  • (a) a quarterstaff or (b) two daggers
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Quick Build

You can make a Sorcerer quickly by using these suggestions. First, make Charisma your highest ability score followed by Constitution. Second, choose the hermit background. Third, choose the firebolt, light, prestidigitation, and shocking grasp
    cantrips, along with the spells shield and magic missile.

Sorcerous Origin

You are infused with an innate spark of arcane magic. At 1st level, choose one of the following Sorcerous Origins for your power: Emberheart, Stoneblood, Stormsoul, or Waveborn, each of which is detailed at the end of this class description.

Your Sorcerous Origin grants you features at 1st level, and again when you reach 6th, 14th, and 18th level in this class.

Sorcery

Also at 1st level, the spark of arcane magic within you allows you to spontaneously produce spells from within yourself. The Sorcerer spell list is included at the end of this class.

Cantrips

At 1st level, you learn four cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 4th level and again at 10th level.

Additional Sorcerous Origins

Alternate options for the official Sorcerous Origins from the Player's Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything are included at the end of this class description.

Nine additional Sorcerous Origins, including Fey, Fiendish, Royal, Undead, and Martial options can also be found in the Alternate Sorcerer: Expanded.

Sorcery Points

The Sorcerer table shows the number of Sorcery Points that you have to cast the Sorcerer spells you know of 1st-level and higher. To cast a Sorcerer spell, you must expend the amount of Sorcery Points indicated in the table below. You regain all expended Sorcery Points each time you finish a long rest.

For example, as a 3rd level Sorcerer, you can cast the spell burning hands at 2nd-level by spending 3 Sorcery Points.

Spell Level Point Cost
Cantrip 0
1st 2
2nd 3
Spell Level Point Cost
3rd 5
4th 6
5th 7

Spell Limit

Your Sorcerer level limits the potency of spells that you can produce. This limit is reflected in the Spell Limit column of the Sorcerer Table. For example, as a 5th level Sorcerer, you are limited to learning and casting spells of 3rd-level or lower.

Spells Known of 1st-level and Higher

At 1st level, you learn two 1st-level spells of your choice from the Sorcerer spell list. Refer to the Spells Known column of the Sorcerer table to see when you learn additional Sorcerer spells. Each spell you learn must be of a level equal to your Spell Limit or lower. For instance, when you reach 3rd level, you can learn one new Sorcerer 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 equal to your Spell Limit or lower.

Origin Spells

Each Sorcerous Origin has a list of Origin Spells that you learn at the Sorcerer levels noted in your Origin's description. Your Origin Spells count as Sorcerer spells for you, but they
    do not count against your total number of Spells Known.

Spellcasting Ability

Charisma is your spellcasting ability for your Sorcerer spells, so you use Charisma when a spell refers to your spellcasting ability, when setting the saving throw DC for a spell, or when you make a spell attack roll for one of your Sorcerer spells.

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

Spell attack modifier = your proficiency bonus
+ your Charisma modifier

Spellcasting Focus

Your body itself can be used as a spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed by a spell or have a gold cost.

Metamagic

You can draw upon your intimate connection to the arcane to manipulate magic in ways only possible for Sorcerers. At 2nd level, you learn two Metamagic abilities of your choice from the list of Metamagic at the end of this class description. You can only use one Metamagic ability per spell, reaction, ability check, or saving throw unless its description says otherwise.

As you gain Sorcerer levels, you gain additional Metamagic abilities, as shown in the Metamagics Known column of the Sorcerer table. When you gain a Sorcerer level, you can alter your magical nature and replace one Metamagic ability you know with another Metamagic ability of your choice.

Arcane Regeneration

You have learned to draw upon the innate magic presence in all things to restore your own arcane power. Starting at 3rd level, when you finish a short rest you can choose to regain expended Sorcery Points equal to your Sorcerer level.

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

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can not increase an ability score above 20 with this feature.

Font of Magic

Beginning at 10th level, you can draw upon your innate
connection to the arcane to cast spells unknown to you.
Once per long rest, you can cast one Sorcerer spell of
your choice, equal to your Spell Limit or lower, spending
the normal number of Sorcery Points. You can apply
your Metamagic abilities to this spell as normal.

Innate Arcanum

At 11th level, you manifest an increased level of power
from your arcane spark, known as an Innate Arcanum.
This Arcanum takes the form of a single 6th-level spell slot
that you can expend, in place of Sorcery Points, to cast any
Sorcerer spell you know. Once you expend this spell slot,
you do not regain it until you complete a long rest.

Moreover, as a bonus action on your turn, you can expend
one Innate Arcanum spell slot to regain a number of your
Sorcery Points equal to the level of the Arcanum spell slot.

Finally, whenever you learn a new Sorcerer spell, you can
learn spells of a level equal to that of your Innate Arcanums.

When you reach certain Sorcerer levels, your unique magic manifests more powerful Innate Arcanums. At 13th level you gain a 7th-level spell slot, at 15th level you gain an 8th-level spell slot, and at 17th level you gain a 9th-level spell slot.

Metamagic Mastery

You have realized the full potential of your innate magic, and the weave itself bends to your will. Upon reaching 20th level, each Metamagic ability you know has its Sorcery Point cost reduced by 1 (to a minimum of 1 Sorcery Point).

Also, you can apply an unlimited number of Metamagic abilities to each spell you cast, provided that you have the Sorcery Points to do so, and the spell you cast meets all the requirements for the Metamagic abilities you wish to apply.

Sorcerous Origins

Choose the Sorcerous Origin that best represents the nature of the inner arcane spark from which you draw your power: Emberheart, Stoneblood, Stormsoul, or Waveborn.

Included at the end of this class are Alternate versions of the official Sorcerous Origins from the Player's Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything: Draconic Bloodline, Aberrant Mind, Clockwork Soul, Divine Soul, Shadow Magic, and Wild Magic Origins.

Alternate Sorcerous Origins

The Alternate Sorcerer class here is designed to be compatible with all official and homebrew Origins. To convert a Sorcerous Origin to this class, simply increase the Sorcery Point cost of any subclass features and add a thematic list of Origin Spells.

Emberheart

Whether you stole your power from a noble Efreeti lord, were gifted it by an ancient fire drake, or were born near a gate to the Elemental Plane of Fire, you now carry within your soul an ember of pure elemental flame. This ember of arcane fire fuels your burning soul, inflames your passions, and allows you to perform wondrous and terrible feats of fire magic.

Emberheart Spells

1st-level Emberheart feature
Whenever you gain a level in this class, you can replace one spell from this feature with another spell of your choice of the same level, that deals only fire damage, from any spell list.

Sorcerer Level Spell
1st burning hands, hellish rebuke
3rd flaming sphere, scorching ray
5th fireball, minute meteors*
7th summon elemental (fire)**, wall of fire
9th flame strike, immolation*

Heart of Flame

1st-level Emberheart feature
Primordial flame empowers your spirit. You gain resistance to fire damage and you have advantage on saving throws to resist the charmed and frightened conditions.

You also learn to speak, read, and write Ignan, a dialect of Primordial, and the language of the Elemental Plane of Fire.

Wild Fire

6th-level Emberheart feature
You can cause fire to erupt from the ruin of your foes. When you reduce a creature to 0 hit points with a spell that deals fire damage, you can use your reaction to force creatures within 10 feet of it to make Dexterity saving throw. They take fire damage based on the size of the creature, as shown in the table below, on a failed save, and half as much on a success.

Tiny 0
Small 1d6
Medium 2d6
Large 3d6
Huge 4d6
Gargantuan 5d6

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

Kindle the Flame

14th-level Emberheart feature
Your body is restored when you draw on the elemental flame. Whenever you cast a spell of 1st-level or higher that deals fire damage, you can gain temporary hit points equal to the level of the spell + your Charisma modifier (minimum of 1).

Primordial Inferno

18th-level Emberheart feature
Your flaming soul has become an inferno, making you more elemental than mortal. You no longer need to eat, drink, or sleep, and you gain immunity to fire damage.

Also, when you take damage from a creature within 60 feet, you can force it to make a Dexterity saving throw as a reaction. On a failure, it takes fire damage equal to your level.

Stoneblood

You are a Stoneblood Sorcerer, a mortal imbued with a shard of pure elemental earth who can access the powerful magics of rock and stone. Whether this power was given to you by a Dao warlord, the gift of an elder earth elemental, or you are a direct descendant of one of the ancient Dwarven fathers, you now wield the unyielding power of stone. Your magic makes you as rigid and unyielding as the mountains, and can subtly drive you to hoard precious gems and metals of the earth.

Stoneblood Spells

1st-level Stoneblood feature
Whenever you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals only bludgeoning damage, from any spell list.

Sorcerer Level Spell
1st earth tremor*, sanctuary
3rd earthen grasp*, spike growth
5th erupting earth*, meld into stone
7th stone shape, summon elemental (earth)**
9th steel wind strike LL, wall of stone

Heart of Earth

1st-level Stoneblood feature
You can use a bonus action on your turn to transform and take on an earthen form, encasing your body in elemental stone. While transformed, you gain the following benefits:

  • Upon transforming, you gain temporary hit points equal
    to your Sorcerer level. Any temporary hit points remaining from this feature dispel at the end of your transformation.
  • If you are not wearing any armor or wielding a shield, your Armor Class becomes 13 + your Constitution modifier.
  • You can use your Constitution, in place of Strength, for the attack and damage rolls of your unarmed strikes.
  • Your unarmed strikes deal 1d8 bludgeoning damage on hit. If you strike with two hands, the d8 becomes a d10.

Your transformation lasts for 1 minute, and it ends early
if you are incapacitated or you use a bonus action to end it.

You can transform in this way a number of times equal to your Charisma modifier (minimum of once), and you regain
             all of your expended uses when you finish a long rest.
                                            If you have no uses of this feature
                                                  left, you can expend 3 Sorcery
                                                      Points to transform again.

                                                         Finally, you learn to speak,
                                                          read, and write Terran, one
                                                        dialect of Primordial and the
                                                        language of the Elemental
                                                       Plane of Earth.

Crushing Blow

6th-level Stoneblood feature
You can empower your strikes with the
force of elemental stone. When you hit a
creature with an unarmed strike, you can
expend Sorcery Points (up to your Spell
Limit) to deal an additional 1d6 magical
bludgeoning damage to the target for each
Sorcery Point you spent.

In addition, while you are transformed into
earthen form, your unarmed strikes count as
magical for the sake of overcoming resistances
and immunities to non-magical attacks.

Extra Attack

6th-level Stoneblood feature
You can attack twice, instead of once, when you take
the Attack action on your turn. Moreover, you can cast a Sorcerer cantrip you know in place of one of the attacks.

Aegis of Stone

14th-level Stoneblood feature
You can ward others with elemental
earth magic. As a bonus action, you can
expend 3 Sorcery Points to ward yourself, or a
creature you touch, with an Aegis of Stone for
1 minute. While this Aegis lasts, the creature
is resistant to all non-magical bludgeoning,
piercing, and slashing damage.

When a creature warded by your Aegis
of Stone is hit by an attack, you can use your reaction to teleport to an unoccupied space within 5 feet of the attacker and make one melee attack against it. You can only teleport in this way if you and the attacker are on the same surface.

Only one creature can benefit from your Aegis of Stone at
a time. Warding another creature dispels the previous Aegis.

Primordial Bulwark

18th-level Stoneblood feature
Your stalwart stone soul has made you more elemental than mortal. You no longer need to eat, drink, or sleep, and you are resistant to bludgeoning, piercing, and slashing damage.

In addition, you can have up to three creatures under the effects of your Aegis of Stone at one time.

Stormsoul

Within you dwells a mote of pure elemental air, which grants you innate power over both breeze and storm. Whatever the origin of your power, your inner primal storm can drive you from whimsical and calm, to violence with little warning. Do you embrace the winds or do you seek to control the storm?

Heart of Winds

1st-level Stormsoul feature
Drawing upon the tempestuous magic within you allows you to take flight. When you cast a spell of 1st-level or higher, you gain a flying speed equal to your walking speed, which lasts until the end of your current turn. This flight doesn't provoke opportunity attacks, but If you end your movement while you are in midair you fall to the ground at the end of your turn.

You also learn to speak, read, and write Auran, a dialect of
   Primordial, and the language of the Elemental Plane of Air.

Stormsoul Spells

1st-level Stormsoul feature
When you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals only lightning or thunder damage, from any spell list.

Sorcerer Level Spell
1st feather fall, thunderwave
3rd shatter, warding wind*
5th call lightning, wind wall
7th storm sphere*, summon elemental (air)**
9th arcane hand, control winds*

Stormborn

6th-level Stormsoul feature
The tempest within your soul defends you and threatens your foes. You gain resistance to lightning and thunder damage.

As a bonus action, you can expend Sorcery Points (up to your Spell Limit) to force creatures of your choice within 10 feet to make a Dexterity saving throw. They take 1d6 lighting or thunder damage (your choice) per Sorcery Point expended on a failed save, half as much on a successful save.

Finally, you can use an action on your turn to control the weather in minor ways within a 100-foot radius of you. For example, you could stop the rain, cause it to rain, change the current direction of the wind, or stop the wind completely.

Windcaller

14th-level Stormsoul feature
You bend the wind itself to your will. You gain a flying speed of 60 feet, and learn wind walk, which counts as a Sorcerer spell for you, but doesn't count against your Spells Known.

While flying your lower half becomes a swirling tempest.

Primordial Storm

18th-level Stormsoul feature
Your tempestuous soul has made you more elemental than mortal. You no longer need to eat, drink, or sleep, and you gain immunity to both lightning and thunder damage.

Also when a creature you can see within 60 feet damages you, you can use your reaction to force it to make a Strength saving throw. On a failed save, it takes thunder damage equal to your Sorcerer level and is knocked back 20 feet.

Waveborn

Within you dwells a drop of pure elemental water, connecting you to the waters of the deepest oceans, babbling brooks, and frozen lakes. The gentle lapping of waves, the spray of the sea foam on the wind, the crushing darkness of the ocean depths; all these call you. Your watery magic can be as refreshing as the rains, or as destructive as great waves and flood waters.

Heart of Water

1st-level Waveborn feature
The droplet of elemental water within your soul has altered your physical form. You gain a swimming speed equal to your walking speed, you can breathe both air and water, and you can see underwater as if you were in bright light.

You also learn to speak, read, and write Aquan, a dialect of Primordial, and a language of the Elemental Plane of Water.

Waveborn Spells

1st-level Waveborn feature
Whenever you gain a level in this class, you can replace one spell from this feature with another spell of your choice of the same level, that deals only cold damage, from any spell list.

Sorcerer Level Spell
1st armor of agathys, fog cloud
3rd hold person, misty step
5th sleet storm, tidal wave*
7th summon elemental (water)**, water sphere
9th cone of cold, maelstrom*

           Frozen Curse

                 1st-level Waveborn feature
                     Your watery magic carries a frozen curse. When
                           you deal cold damage with a Sorcerer spell,
                            you can spend additional Sorcery Points to
                            cover targets in frost (1 target per Sorcery
                               Point), reducing their speeds by a number
                                 of feet equal to five times your Charisma
                                   modifier (minimum of 5 feet).

                                       This reduction to a target's speed
                 lasts until the beginning of your next turn, unless
                    the cursed creature, or another creature uses an
                        action to scrape the frost off one of the targets.

   Oceanic Resilience

    6th-level Waveborn feature
   You are as resilient as water, able to flow and reform. As
  a reaction when you are hit by an attack, you can flow like water, gaining resistance to any bludgeoning, cold, piercing, or slashing damage from that attack, and can instantly move up to your full speed without provoking opportunity attacks.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses left, you can spend 2 Sorcery Points to use it again.

Watery Form

14th-level Waveborn feature
Whenever you take the Dash action, you can spend 1 Sorcery Point to take on a Watery Form until the end of your current turn. While in this Watery Form, you can move through gaps as narrow as 1 inch, including the spaces of enemy creatures, and you gain resistance to damage from opportunity attacks.

In addition, if you are using your swimming speed, you can take the Dash action as a bonus action on your turn.

Primordial Deluge

18th-level Waveborn feature
Your watery soul has transformed your physical form, making you more elemental than mortal. You no longer need to drink, eat, or sleep, and you gain immunity to cold damage.

Moreover, you are always considered to be in your Watery Form, unless you choose not to be, and you gain resistance to all bludgeoning, cold, piercing, and slashing damage.

Finally, when you use your Oceanic Resilience reaction, you gain immunity to all instances of bludgeoning, piercing, slashing, and cold damage from the triggering attack.

Sorcerer Spell List

Whenever you learn a sorcerer spell, consult the list of spells below. They are organized by spell level, not character level. All spells below are from the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.

Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.

Cantrips (0-Level)

acid splash
blade ward
booming blade LL

chill touch
control flames
*
create bonfire*
dancing lights
firebolt
friends
frostbite
*
green-flame blade LL
gust*
infestation*
light
lightning lure
**
mage hand
mending
message
mind sliver
**
minor illusion
mold earth
*
poison spray
prestidigitation
produce flame
ray of frost
shape water
*
shocking grasp
sword burst
**
thunderclap*

1st-Level

absorb elements*
burning hands
catapult
caustic brew
**
chaos bolt*
charm person
chromatic orb
color spray
command
comprehend languages
detect magic
disguise self
earth tremor
*
expeditious retreat
false life
featherfall
fog cloud
grease
hideous laughter
ice knife
*
jump
mage armor
magic missile
ray of sickness
shield LL
silent image
sleep
thunderwave
witch bolt LL

2nd-Level

acid arrow
arcane scorcher
*
alter self
blindness/deafness
blur
cloud of daggers
crown of madness
darkness
darkvision
detect thoughts
dragon's breath
*
dust devil*
earthbind*
earthen grasp*
enhance ability
enlarge/reduce
flaming sphere
gust of wind
hold person
invisibility
knock
levitate
mind spike
*
mind whip**
mirror image
misty step
phantasmal force
pyrotechnics
*
scorching ray
see invisibility
shadow blade
*
shatter
snowball swarm
*
spider climb
suggestion
warding wind
*
web

3rd-Level

blink
call lightning
catnap
*
clairvoyance
counterspell
daylight
dispel magic
elemental weapon
enemies abound
*
erupting earth*
fear
fireball
fly
gaseous form
haste
hypnotic pattern
intellect fortress
**
life transference
lightning bolt
major image
meld into stone
minute meteors
*
nondetection
protection from energy
sending
sleet storm
slow
stinking cloud
thunder step
*
tidal wave*
tongues
vampiric touch
wall of sand
wall of water
*
water breathing
water walk
wind wall

4th-Level

banishment
blight
charm monster
*
confusion
dimension door
dominate beast
elemental bane
*
fire shield
greater invisibility
ice storm
polymorph
resilient sphere
sickening radiance
*
stoneskin
storm sphere
*
vitriolic sphere*
wall of fire
watery sphere
*

5th-Level

animate objects
arcane hand
cloudkill
cone of cold
control winds
*
creation
dominate person
enervation
*
far step*
hold monster
immolation
*
seeming
skill empowerment
*
synaptic static*
telekinesis
teleportation circle
wall of force
wall of light
wall of stone

6th-Level

arcane gate
arcane transformation
chain lightning
circle of death
disintegrate
eyebite

flesh to stone
freezing sphere
globe of invulnerability
investiture of flame
*
investiture of ice*
investiture of stone*
investiture of wind*
mass suggestion
mental prison
*
move earth
otherworldly guise
**
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

antimagic field
dominate monster
earthquake
horrid wilting
*
incendiary cloud
maddening darkness
power word: stun
sunburst

9th-Level

gate
mass polymorph
*
meteor swarm
power word: kill
psychic scream
*
time stop
wish

Metamagic

Below are the Metamagics available to Sorcerers. When you gain a Sorcerer level, you can choose one Metamagic ability you know and replace it with another ability of your choice.

Arcane Tenacity

When you fail a Constitution saving throw to maintain your concentration on a spell, you can expend 3 Sorcery Points to add your Charisma modifier (minimum of +1) to the result of the saving throw, possibly turning a failure into a success.

Careful Spell

When you cast a spell that forces targets to make a saving throw, you can spend 1 Sorcery Point to protect a number of creatures equal to your Charisma modifier (minimum of 1). These creatures automatically succeed on their saving throw.

Cerebral Spell

When you cast a spell that forces an Intelligence or Charisma saving throw, you can spend 3 Sorcery Points and change the spell's saving throw to target the other ability score instead.

This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Distant Spell

When you cast a spell with a range of 5 feet or more, you can spend 1 Sorcery Point to double its range. If you use this on a spell with a range of touch, its range becomes 30 feet.

Dynamic Presence

Choose either Deception, Intimidation, or Persuasion. You gain proficiency in that skill, and when you make an ability check with that skill, you can spend 1 Sorcery Point to grant yourself advantage on the roll. If you are already proficient in that skill, you gain proficiency in another skill of your choice.

You can select this Metamagic ability more than once, but you must select a different skill proficiency each time.

Elemental Spell

When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 1 Sorcery Point to change the spell's damage type to another from the list above.

Empowered Spell

After you roll damage for a spell, you can spend 1 Sorcery Point to re-roll a number of the damage dice up to your Charisma modifier (minimum of 1) and use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic during the casting of the spell.

Esoteric Spell

When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can spend 1 Sorcery Point to change the damage type of the spell to another from the list above.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double the spell's duration, up to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw, you can spend 3 Sorcery Points to force one target of the spell to make their initial saving throw with disadvantage. The target makes subsequent saving throws as normal.

Imbuing Touch

As a bonus action, you can touch a nonmagical weapon and spend 1 Sorcery Point to imbue it with a spark of your magic. For the next minute, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Immutable Will

When you would fail an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to spend 3 Sorcery Points to re-roll your saving throw, potentially turning failure into a success. You must use the result of the new roll.

Kinetic Spell

When you cast a spell that forces a Strength or a Dexterity saving throw, you can spend 2 Sorcery Points and change the spell's saving throw to target the other ability score instead.

This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Magical Guidance

When you fail an ability check, you can use your reaction to spend 2 Sorcery Points to re-roll the d20. You must use the new d20 roll, potentially turning a failure into a success.

Misdirecting Spell

When you cast a spell that originates from you, you can spend 3 Sorcery Points to cause the spell to appear as if it had originated from a point you can see within 30 feet.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 Sorcery Points to cast it as a bonus action.

Recycled Spell

When you cast a spell you can spend 1 Sorcery Point to cast it in a way that conserves your arcane power. If the spell deals no damage, misses its target, or otherwise fails to take effect, you can use your reaction to regain half the Sorcery Points you spent to cast this spell (rounded down), including the Sorcery Point you spent on this Metamagic.

Resolute Spell

When you cast a spell that forces a Wisdom or a Constitution saving throw, you can spend 2 Sorcery Points and change the spell's saving throw to target the other ability score instead.

This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Seeking Spell

When you make an attack roll for a spell and miss, you can spend 2 Sorcery Points to re-roll the d20. You must use the new d20 roll, potentially turning a missed attack into a hit.

You can use Seeking Spell if you have already used a different Metamagic ability during the casting of the spell.

Shielded Spell

When you cast a spell while you are within the area of effect of that spell, you can spend 2 Sorcery Points to ignore the effects of that spell for the spell's entire duration.

Silent Spell

When you cast a spell, you can spend 1 Sorcery Point to cast a version of that spell that produces no sound. However, you must still speak the verbal components of the spell aloud as this Metamagic only removes the sound of the spell itself.

Sorcerous Fortitude

As an action, you can spend a number of Sorcery Points, up to your Charisma modifier (minimum of 1), to grant yourself 1d4 temporary hit points per Sorcery Point you spend.

Sturdy Spell

When you cast a spell that requires your concentration, you can spend Sorcery Points, up to your Charisma modifier (minimum of 1), to empower your focus. For each Sorcery Point you spend, you gain a +1 bonus to the first saving throw you make to maintain your concentration on that spell.

Subtle Spell

When you cast a spell, you can spend 1 Sorcery Point to cast it without providing any of the somatic or verbal components.

Twinned Spell

When you cast a spell that is incapable of hitting more than one target at the level at which you are casting it and doesn't have a range of self, you can spend Sorcery Points equal to the level you cast the spell (1 Sorcery Point for cantrips) to target a second target within the range of the spell.

Unerring Spell

When you cast a spell that requires an attack roll or a Dexterity saving throw, you can spend 1 Sorcery Point to ignore the effects of half and three-quarters cover.

Unstable Spell

When you cast a spell that forces a target to make a saving throw, you can spend 2 Sorcery Points to have the initial saving throw target an ability score determined by random chance. Roll a d12, and the spell's initial saving throw is changed to target the ability score from the list below.

If you roll a 1, your spell immediately fails. However, only the 2 Sorcery Points you spent to use this ability are wasted. You regain any Sorcery Points you used to cast the spell.

Roll Saving Throw
1 Spell Failure
2-3 Strength
4-5 Dexterity
6-7 Constitution
Roll Saving Throw
8-9 Wisdom
10 Intelligence
11 Charisma
12 Your Choice

Alternate Origins

Below are changes to the official Sorcerous Origins so they work with the Alternate Sorcerer presented here. Detailed here are the Draconic Bloodline, Aberrant Mind, Clockwork Soul, Divine Soul, Shadow Magic, and Wild Magic.

Any Sorcerous Origin features not listed below remain unchanged when used with the Alternate Sorcerer class.

Alternate Draconic Bloodline

Wield the immense arcane power of your Draconic Ancestor!
The full subclass is found in the Player's Handbook.

Additional Draconic Ancestors

Expanded 1st-level Draconic Bloodline feature
With the new Gem Dragons in Fizban's Treasury of Dragons, additional Ancestors are available to the Draconic Bloodline: Amethyst, Crystal, Emerald, Sapphire, Steel, and Topaz.

Color Damage
Amethyst Force
Crystal Radiant
Emerald Psychic
Color Damage
Sapphire Thunder
Steel Acid
Topaz Necrotic

Draconic Spells

New 1st-level Draconic Bloodline feature
When you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals your Draconic Ancestry damage, from any spell list.

Sorcerer Level Spell
1st command, ancestry spell
3rd dragon's breath*, ancestry spell
5th fear, ancestry spell
7th elemental bane*, ancestry spell
9th dominate person, ancestry spell

              Elemental Sorcery

                    Updated 6th-level Draconic Bloodline feature
                    Whenever you cast a sorcerer spell that deals the
                      damage type of your Draconic Ancestry, you can
                           add your Charisma modifier (minimum of +1)
                              to one damage roll of the spell.

                            Additionally, you learn the Elemental Spell
                              Metamagic, but it doesn't count against your
                            number of Metamagics Known. You can use
                           this Metamagic without expending Sorcery
                           Points, so long as you change its damage to
                         the damage of your Draconic Ancestry.

                 If you have Amethyst, Crystal, Emerald, or Topaz
                Draconic Ancestry you learn Esoteric Spell instead.

               Draconic Presence

                      Updated 18th-level Draconic Bloodline feature
                         As an action, you can spend 5 Sorcery Points
                            to emanate the aura of a dragon in a 60-foot
                               radius choosing awe or fear. For the next
                        minute, creatures of your choice that start their
                       turn within the aura must succeed on a Wisdom
                        saving throw or be charmed (awe) or frightened
                     (fear) until the aura ends. On a successful save, a
              creature is immune to this aura for 24 hours.

Ancestry Spells
Level Black, Copper Blue, Bronze Brass, Red
1st caustic brew** witch bolt burning hands
3rd acid arrow dust devil* scorching ray
5th gaseous form lightning bolt fireball
7th vitriolic sphere* storm sphere* wall of fire
9th contagion control winds immolation*
Level Gold Green White, Silver
1st sleep ray of sickness ice knife*
3rd warding wind* suggestion snowball swarm*
5th slow stinking cloud sleet storm
7th resilient sphere dominate beast ice storm
9th flame strike cloudkill cone of cold
Level Amethyst Crystal Emerald
1st magic missile guiding bolt silent image
3rd locate object invisibility detect thoughts
5th dispel magic hypnotic pattern major image
7th resilient sphere divination phantasmal killer
9th legend lore wall of light* mislead
Level Sapphire Steel Topaz
1st thunderwave disguise self inflict wounds
3rd shatter acid arrow blindness/deafness
5th meld into stone nondetection vampiric touch
7th stone shape polymorph blight
9th hold monster far step* antilife shell

Alternate Aberrant Mind

Draw on the alien psionic influence that dwells within you!
The full subclass is found in Tasha's Cauldron of Everything.

Psionic Sorcery

Updated 6th-level Aberrant Mind feature
You learn the Subtle Spell Metamagic, but it does not count against your number of Metamagics Known. You can apply Subtle Spell to a Psionic Spell without expending Sorcery Points a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

Revelation in Flesh

Addition to the 14th-level Aberrant Mind feature
As a bonus action, you can expend 2 or more Sorcery Points to transform your body for 10 minutes. For every 2 Sorcery Points you expend, you gain one of the following benefits...

Warping Implosion

Addition to the 18th-level Aberrant Mind feature
...Once you use this feature, you can't use it again until you finish a long rest unless you expend 7 Sorcery Points.

Alternate Clockwork Soul

Channel the wondrous power of absolute multiversal law!
The full subclass is found in Tasha's Cauldron of Everything.

Bastion of Law

Updated 6th-level Clockwork Soul feature
As an action, you can expend 1 to 7 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet. The ward lasts until you finish a long rest or until you use this feature to create another ward.

The ward is represented by a number of d6s equal to the number of Sorcery Points spent to create it. When a warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the number rolled.

Trance of Order

Addition to the 14th-level Clockwork Soul feature
...Once you use this bonus action, you can't use it again until you finish a long rest unless you expend 7 sorcery points.

Alternate Divine Soul

Channel the divine power through your inner celestial spark!
The full subclass is found in Xanathar's Guide to Everything.

Divine Spells

Updated 1st-level Divine Soul feature
When you learn a Sorcerer spell, you can also choose from the Cleric spell list, and it becomes a sorcerer spell for you.

When you gain a Sorcerer level, you can replace one spell from this feature with another Cleric spell of your choice.

Sorcerer Level Spell
1st detect evil & good, guiding bolt
3rd aid, restoration LL
5th beacon of hope, revivify
7th divination, guardian of faith
9th dispel evil & good, summon celestial TCE

Alternate Shadow Magic

Wield the dark and sinister arcane power of the Shadowfell!
The full subclass is found in Xanathar's Guide to Everything.

Shadow Spells

New 1st-level Shadow Magic feature
When you gain a level in this class, you can replace one spell from this feature with an illusion or necromancy spell from the Sorcerer, Warlock, or Wizard spell list of the same level.

Sorcerer Level Spell
1st false life, ray of sickness
3rd darkness, shadow blade*
5th feign death, vampiric touch
7th death ward, shadow of moil*
9th enervation*, negative energy flood*

Eyes of the Dark

Updated 1st-level Shadow Magic feature
...you can cast darkness by spending 2 Sorcery Points, and when you do, you can see through the darkness you create.

Hound of Ill Omen

Updated 6th-level Shadow Magic feature
As a bonus action on your turn, you can expend 5 Sorcery Points and summon a Hound of Ill Omen...

Alternate Wild Magic

Dare to wield the uncontrolled power of pure arcane magic!
The full subclass is found in the Player's Handbook.

Wild Magic Spells

New 1st-level Wild Magic feature
When you gain a level in this class, you can replace one spell from this feature with an evocation or transmutation spell from the Sorcerer or Wizard spell list of the same level.

Sorcerer Level Spell
1st chaos bolt*, sleep
3rd enlarge/reduce, misty step
5th blink, hypnotic pattern
7th confusion, polymorph
9th animate objects, wall of force

Wild Magic Surge

Updated 1st-level Wild Magic feature
After you cast a Sorcerer spell of 1st-level or higher, roll a d10. If you roll a number equal to the level at which you cast the spell, immediately make a d100 roll on the Wild Magic Surge table to create a random magical effect.

If that effect is a spell, it is too wild to be affected by your Metamagic, and if it requires concentration, it doesn't require concentration in this case, and the spell lasts its full duration.

Wild Sorcery

New 6th-level Wild Magic feature
You learn the Unstable Spell Metamagic, but it does not count against your total number of Metamagics Known. Moreover, for you, it only costs 1 Sorcery Point to use.

The Alternate
Sorcerer


Become the font of Arcane Power you were meant to be with this alternate version of the Sorcerer class for 5e. Includes Four new Elemental Origins and Six Alternate Origins!

Version 3.4.0 - Created by /u/laserllama

Expanded Options for the Alternate Sorcerer, including additional Metamagic options and nine new Sorcerous Origins can be Found Here

Additional laserllama Homebrew content
can be found for free on GM Binder.

Support me on Patreon for access to the
Astral Soul, Mystic, & Psionicist Origins!

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.