Alternate Sorcerer

by laserllama

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Alternate Sorcerer

The Sorcerer

The pallid elf muttered an incantation
under his breath, and his shadow came
alive, lunging at the bandit who had
dared attack him. The elf chanted
another incantation, and orbs of
verdant acid formed in his hands.
The bandit let out a piercing cry
as he struggled to escape from the
living shadow holding him in place.

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

The young halfling girl ducked into an alleyway
to tuck the stolen loaf of bread under her cloak as
the market behind her broke out into chaos. She had attempted a simple spell, just enough to convince the
baker to give her a loaf for free, but her wild powers
had other plans. As she whispered her spell, a crack
like a bolt of lightning was heard throughout the market,
and instantly all the produce in the square had spoiled. As she ducked into a nearby alley, she cursed the wild power that caused her family to abandon her.

All three of the characters described above are Sorcerers; living and breathing fonts of pure arcane power. Unlike other spellcasters, a Sorcerer's power comes from within, and their innate understanding allows them to shape it to great effect.

Magic Made Manifest

Whether born with a spark of innate arcane potential within them or gifted their sorcerous abilities by a powerful entity, Sorcerers at their core are walking incarnations of magical potential. A true Sorcerer is a rare occurrence amongst the races of 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, this sorcery will find 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
Meta
Magics
1st +2 Sorcerous Origin, Sorcery 4 2 4 1st
2nd +2 Metamagic 4 3 6 1st 2
3rd +2 Sorcerous Regeneration 4 4 9 2nd 2
4th +2 Ability Score Improvement 5 5 12 2nd 2
5th +3 Magical Flux 5 6 17 3rd 3
6th +3 Sorcerous Origin Feature 5 7 22 3rd 3
7th +3 5 8 28 4th 3
8th +3 Ability Score Improvement 5 9 34 4th 3
9th +4 5 10 41 5th 4
10th +4 Font of Magic 6 11 48 5th 4
11th +4 Innate Arcanum (6th-level) 6 12 48 5th 4
12th +4 Ability Score Improvement 6 13 50 5th 4
13th +5 Innate Arcanum (7th-level) 6 14 50 5th 4
14th +5 Sorcerous Origin Feature 6 15 52 5th 5
15th +5 Innate Arcanum (8th-level) 6 16 52 5th 5
16th +5 Ability Score Improvement 6 17 54 5th 5
17th +6 Innate Arcanum (9th-level) 6 18 54 5th 5
18th +6 Sorcerous Origin Feature 6 19 56 5th 6
19th +6 Ability Score Improvement 6 20 58 5th 6
20th +6 Magic Incarnate 6 21 60 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, in addition to the equipment granted by your background:

  • (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

Your very soul bears an innate spark of arcane magic. At 1st level, choose your Sorcerous Origin from the options below: Draconic, Flame, Oceanic, Stone, Storm, or Wild Sorcery, each of which is detailed at the end of this class.

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

Sorcery

The sorcerous spark within you allows you to spontaneously produce spells. At 1st level, you gain the following features:

Cantrips

At 1st level, you know four Sorcerer Cantrips of your choice. You learn another Sorcerer Cantrip at 4th and 10th level, as shown in the Cantrips Known column of the Sorcerer table.

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.

Spell Level Sorc. Points
Cantrip 0
1st 2
2nd 3
Spell Level Sorc. Points
3rd 5
4th 6
5th 7

Spell Limit

Your Sorcerer level limits the potency of spells that you can produce, as shown in the Spell Limit column of the Sorcerer Table. When a feature allows you to expend Sorcery Points, you can never expend more Sorcery Points on that feature than it costs to cast a spell equal to your Spell Limit level.

Spells Known of 1st-level and Higher

At 1st level, you learn two 1st-level spells of your choice from the Sorcerer spell list at the end of this class description. The Spells Known column of the Sorcerer table shows when you learn additional Sorcerer spells of your choice. All spells you learn must be of a level equal to your Spell Limit or lower. As an example, when you reach 3rd level as a Sorcerer, you can learn one new Sorcerer spell of either 1st or 2nd-level.

Whenever you gain a level, you can replace one Sorcerer spell you know with another Sorcerer spell of your choice.

Origin Spells

Each Sorcerous Origin has a list of Origin Spells you learn
at the Sorcerer levels noted in your Origin description. Your Origin Spells count as Sorcerer spells for you, these do not count against your total number of Sorcerer Spells Known, and you cannot replace them with other Sorcerer spells.

Spellcasting Ability

Charisma is your spellcasting ability for Sorcerer spells, and is used when a spell refers to your spellcasting ability, setting a saving throw DC, or when making a spell attack roll:

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

Spell attack modifier = your proficiency bonus
+ your Charisma modifier

Spellcasting Restrictions

Because of the delicate and precise gestures required to cast spells, you cannot cast Sorcerer spells while you are wearing
    armor or wielding a shield, unless a feature says otherwise.

Spellcasting Focus

Your body is your spellcasting focus for your Sorcerer spells. You must have a 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

Your innate connection to the arcane allows you to twist your spells in ways only a Sorcerer can. At 2nd level, you learn two Metamagic effects from the list at the end of this class.

When you cast a spell, you can temporarily modify it with one Metamagic you know by expending extra Sorcery Points, as detailed in the Metamagic's description. You can only apply one Metamagic to a spell, unless a Metamagic says otherwise.

You learn additional Metamagic effects at certain levels, as shown in the Meta Magics column of the Sorcerer table.

Sorcerous Regeneration

Beginning at 3rd level, you can draw on the ambient magic of the world around you to regenerate your sorcerous power. At the end of a short rest, you can choose to regain a number of expended Sorcery Points equal to your Sorcerer level.

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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

Magical Flux

You have begun to gain control over the arcane power within you. Starting at 5th level, each time you finish a long rest, you can replace one spell you know with another Sorcerer spell of your choice equal to your Spell Limit or lower.

Alternatively, you can replace one of the Metamagic effects that you know with another Metamagic effect of your choice.

Font of Magic

Beginning at 10th level, you can use your innate talent for the arcane to cast spells unknown to you. Once in between each long rest, you can cast any one Sorcerer spell of your choice, so long as it is equal to your Spell Limit or lower. You expend Sorcery Points and apply Metamagic effects as normal.

Innate Arcanum

You have begun to unlock the true potential of your sorcerous blood. At 11th level, you gain a single 6th-level spell slot which you can use to cast your Sorcerer spells, instead of expending Sorcery Points. You regain this Arcanum spell slot when you finish a long rest. Lastly, whenever you learn a new Sorcerer spell, you can learn spells equal to your Arcanum spell slot.

As a bonus action, you can expend one Arcanum spell slot to regain expended Sorcery Points equal to the slot's level.

You gain progressively more powerful Arcanum spell slots at certain Sorcerer levels: at 13th level (7th-level slot), at 15th level (8th-level slot), and finally at 17th level (9th-level slot).

Magic Incarnate

You have realized the full potential of your Sorcery, and bend magic to your will. At 20th level, any Metamagic you know has its Sorcery Point cost reduced by 1 (to a minimum of 0), and
    you can apply any number of Metamagics to your spells

Sorcerer Spell List

Below are all spells available to Sorcerers, organized by spell level. They 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 LL
beckon air LL
blade ward LL
booming blade LL
chill touch
control flame LL
dancing lights
fire bolt
friends LL
frostbite *
green-flame blade LL
infestation *
light
lightning lure LL
mage hand
mending
message
mind sliver **
minor illusion
mold earth LL
otherworldly grasp LL
poison spray LL
prestidigitation
ray of frost
shape water LL
shocking grasp
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
ice knife *
jump LL
mage armor
magic missile
ray of sickness
shield LL
silent image

sleep
thunderwave
torrent LL
witch bolt LL

2nd-Level

acid arrow
arcane scorcher *
alter self
aura of frost LL
blindness/deafness
blur
cloud of daggers
crown of madness
darkness
darkvision
detect thoughts
dragon's breath *
dust devil *
earthbind *
earthen grasp*
elemental blade LL
enhance ability
enlarge/reduce
flaming sphere
gust of wind
hold person
invisibility
levitate
magic weapon LL
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 LL
daylight
dispel magic
enemies abound *

3rd-Level (Cont.)

erupting earth *
fear
fireball
fly
gaseous form
haste
hypnotic pattern LL
intellect fortress **
life transference
lightning bolt
major image
meld into stone
minute meteors *
nondetection
protection from energy
sending
sleet storm
slow
sonic wave LL
spectral passage LL
stinking cloud
thunder step *
tidal wave *
tongues
vampiric touch
wall of sand
wall of water *
water breathing
water walk
wind wall

4th-Level

accursed touch LL
banishment
blight
charm monster *
confusion
dimension door
elemental bane *
fire shield
greater invisibility
ice storm
polymorph LL
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 LL
wall of light
wall of stone

6th-Level

arcane gate
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
mass polymorph LL
power word: stun
sunburst

9th-Level

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

Sorcerous Origins

Choose a Sorcerous Orign from the options below that
best represents the source of your sorcerous power:

   
Draconic Sorcery Stone Sorcery
Flame Sorcery Storm Sorcery
Oceanic Sorcery Wild Sorcery

    Also included at the end of this class description are Sorcerous Origins inspired by official Sorcerer options: Aberrant, Divine, Prime, and Shadow Sorcery.

Draconic Sorcery

Within you dwells the terrifying and regal sorcery of dragons. Whether you are the descendant of the bloodline blessed by a draconic ancestor, the favored servant of an ancient wyrm, or you stole magic from a wild dragon, you now wield elemental power with the potential to rival the greatest dragons.

Dragon Ancestor

1st-level Draconic Sorcery feature
Your magic is connected to the bloodline of a certain type of dragon. Choose the scale color that best represents the type of dragon your sorcerous power is drawn from. This choice cannot be changed, and is the basis for your later features:

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

Draconic Resilience

1st-level Draconic Sorcery feature
Your draconic power grants you the increased resilience of great dragons. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a Sorcerer level.

This power also causes draconic scales to appear on your skin. So long as you are not wearing any armor, your Armor Class equals 10 + your Dexterity and Charisma modifiers.

Draconic Sorcery Spells

1st-level Draconic Sorcery feature
You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced.

The first spell is shared by Sorcerers of every Ancestry. Ancestry Spells are determined by your Draconic Ancestor, and are found on the separate Ancestry Spells table.

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

Ancestry Spells

Level Black, Copper Blue, Bronze Brass, Red
1st caustic brew ** witch bolt LL 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

Elemental Affinity

6th-level Draconic Sorcery feature
The draconic magic within you has increased your abilities with elemental magic. You gain resistance to the damage type of your Draconic Ancestor, and whenever you cast a Sorcerer spell that deals that damage type, you can add your Charisma modifier (minimum of +1) to one damage roll of the spell.

Finally, you learn the Prismatic Spell Metamagic, and you can use it without expending Sorcery Points so long as you change its damage to that of your Draconic Ancestry.

You cannot replace this Metamagic with another, and if you already know it, you learn another Metamagic of your choice.

Draconic Flight

14th-level Draconic Sorcery feature
As a bonus action, you can cause a pair of draconic wings to manifest themselves on your back, or disappear. These wings grant you a flying speed equal to your walking speed.

Draconic Apotheosis

18th-level Draconic Sorcery feature
You can draw upon the full power of your Sorcery to become a true dragon. Once per long rest, you can use a bonus action to transform into a dragon with a Challenge Rating equal to half your Sorcerer level, or lower, using the rules below:

Duration. You remain in your dragon form for up to 1 hour, but your transformation ends early if you are incapacitated, or if you use your bonus action to revert to your normal form.

Statistics. You use the statistics of that dragon, but retain your personality, alignment, hit points, skill and saving throw proficiencies, and your Intelligence, Wisdom, and Charisma scores. You gain all the other abilities of the dragon form.

Sorcery. While in dragon form, you retain the ability to use all of your Sorcerer class and Draconic Sorcery features.

Ancestry Damage. Replace any mentions of acid, cold, fire, lighting, or poison damage with your Ancestry damage type.

Additional Uses. When you have no uses of this feature left, you can expend 10 Sorcery Points to transform again.

Optional Rule:
Additional Dragon Ancestries

At the discretion of the DM, a Draconic Sorcerer can choose one of the Gem Dragon Ancestries listed below instead of the Chromatic and Metallic options presented with the subclass.

These options are stronger than the base Ancestry choices.

Additional Dragon Ancestors
Dragon Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Dragon Damage Type
Sapphire Thunder
Steel Acid
Topaz Necrotic
Additional Ancestry Spells
Level Amethyst Crystal Emerald
1st magic missile guiding bolt silent image
3rd locate object invisibility detect thoughts
5th dispel magic hypnotic pattern LL 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 Elemental Affinity

If you choose one of the Ancestries above, then at 6th level you can choose to learn the Esoteric Spell Metamagic instead of Prismatic Spell to better reflect your psionic Ancestry.

Flame Sorcery

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.

Flame Sorcery Spells

1st-level Flame Sorcery feature
You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Sorcerer Level Spells
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 *

Emberheart

1st-level Flame Sorcery feature
Primordial fire empowers your spirit. You gain resistance to fire damage. You also learn the control flame LL Cantrip and it does not count against your Cantrips Known. You add your Charisma modifier (minimum of +1) to its damage rolls.

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 Flame Sorcery feature
Your sorcerous flames consume all. Once per turn when you deal fire damage to a creature you can spend Sorcery Points to cause the flames to spread outward from it, forcing other targets of your choice within 10 feet of it to make a Dexterity saving throw against your Sorcerer Spell save DC. Creatures take 1d6 fire damage for each Sorcery Point you spent on a failure, and half as much damage on a success.

You also learn the Piercing Spell Metamagic. It does not count against your Metamagics Known, and you can apply it to your Flame Sorcery Spells at no Sorcery Point cost.

Consumptive Flame

14th-level Flame Sorcery feature
You can burn your very life force to fuel the sorcerous flames. Whenever you cast a Flame Sorcery Spell, you can expend hit points in place of Sorcery Points. When you do, reduce both your current and maximum hit points by 2 for each Sorcery Point you would spend, including any spent on Metamagic.

Reductions to your hit point maximum from this feature are restored at the end of your next long rest.

Primordial Inferno

18th-level Flame Sorcery feature
Your fiery soul has become an otherworldly inferno. You gain immunity to fire damage, resistance to radiant damage, and the radius of Wild Fire increases to 30 feet.

Lastly, whenever you take damage from a creature you can see within 120 feet, you can cast hellish rebuke against it, at
          4th-level, without expending Sorcery Points, and add
             your Charisma modifier to the spell's damage roll.

Oceanic Sorcery

Within your soul is a drop of purest
elemental water, connecting you to the
deepest oceans, babbling brooks, and
dark lakes. The gentle lapping of waves,
the spray of the foam on wind, the pitch
darkness of the ocean depths; all these
call you. Your watery sorcery can be as
refreshing as the rains, or as destructive
as greatest tidal waves and flood waters.

Oceanic Sorcery Spells

1st-level Oceanic Sorcery feature
You learn certain spells at the Sorcerer levels
shown below. They are Sorcerer spells for you,
they do not count against your number of Spells
Known, and they can't be replaced with other spells:

Sorcerer Level Spells
1st create or destroy water, torrent LL
3rd blur, hold person
5th tidal wave *, wall of water *
7th summon elemental (water) **,
watery sphere *
9th hold monster, maelstrom *

Waveborn

1st-level Oceanic Sorcery feature
The droplet of elemental water within your soul has altered your physical form. You gain the benefits listed below:

  • You gain a swimming speed equal to your walking speed.
  • You can breathe both air and water.
  • You gain resistance to cold damage, and have advantage on saving throws to resist harsh underwater conditions.
  • You can see underwater as if you were in bright light.
  • You speak, read, and write Aquan, a Primordial dialect,
    and the language of the Elemental Plane of Water.

Crashing Wave

1st-level Oceanic Sorcery feature
Your watery magic carries within it the crushing force of the great seas. You learn the shape water LL Cantrip, but it does not count against your number of Cantrips Known.

Whenever you deal damage to a target with shape water or a of your Oceanic Sorcery Spell, you can knock targets back in a line up to 5 feet per Sorcery Point you spent when you cast the spell (minimum of 5 feet), including Metamagic. The distance is halved for each size the target is above Medium.

Oceanic Resilience

6th-level Oceanic Sorcery feature
You are as resilient as water, able to flow and reform. When you are hit by an attack, you can use your reaction to flow as water, halving any cold, bludgeoning, piercing, and slashing damage you would take, then immediately move up to half your speed without provoking opportunity attacks.

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

Crushing Tide

6th-level Oceanic Sorcery feature
The oceanic force within your water magic has grown. When you knock back targets with Crashing Wave, you can choose which direction they move. However, all targets affected by a spell move in the same direction.

You also learn the Piercing Spell Metamagic. It does not count against your Metamagics Known, and you can apply it to your Oceanic Sorcery Spells at no Sorcery Point cost.

Watery Form

14th-level Oceanic Sorcery feature
You can flow as water around rocks in a stream. As a bonus action, you can expend 1 Sorcery Point to take on a Watery Form until the end of the current turn. For the duration, you can move through any gap as narrow as 1 inch, including the space of enemy creatures, and you gain resistance to damage from opportunity attacks.

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

Primordial Deluge

18th-level Oceanic Sorcery feature
Your oceanic soul has become an otherworldly watery vortex. You gain immunity to cold damage, resistance to bludgeoning piercing, and slashing damage, and you are always under the effects of Watery Form unless you choose not to be.

Lastly, when you use Oceanic Resilience, you can expend Sorcery Points to unleash a watery shockwave which forces creatures of your choice within 30 feet to make a Strength saving throw. They take 1d10 cold damage per Sorcery Point spent on a failure, and half as much damage on a success.

Cold damage dealt to creatures by this effect triggers your Crashing Wave feature and knocks targets back in a line.

Stone Sorcery

Your soul bears a shard of pure elemental earth granting you powerful magic of rock and stone. Whether this was given to you by a Dao warlord, the gift of an elder earth elemental, or you are a descendant of one of the ancient Dwarven fathers, you now wield the unyielding power of pure elemental stone.

Stone Sorcery Spells

1st-level Stone Sorcery feature
You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

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

Stoneblood

1st-level Stone Sorcery feature
Elemental earth fortifies your body. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a Sorcerer level. You also learn the mold earth LL Cantrip, but it does not count against your number of Cantrips Known.

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

Earthen Form

1st-level Stone Sorcery feature
As a bonus action, you can encase yourself in elemental rock and stone, gaining the following benefits for the duration:

  • If you are not wearing armor or a shield, your Armor Class equals 10 + your Constitution and Charisma modifiers.
  • You can use a bonus action to gain temporary hit points equal to your Charisma modifier (minimum of 1).
  • Your unarmed strikes deal 1d6 bludgeoning damage on hit, and you can use Constitution, in place of Strength for their attack and damage rolls. When you strike with two free hands, their d6 damage die becomes a d8.

This transformation lasts for 1 minute, but it ends early if you are incapacitated or you use your bonus action to end it.

You can transform into Earthen Form a number of times equal to your Charisma modifier (a minimum of once). You regain all uses when you complete a long rest. If you have no uses, you can expend 3 Sorcery Points to transform again.

Aegis of Stone

6th-level Stone Sorcery feature
You can ward others with elemental earth magic. As a bonus action, you can touch a willing creature and expend Sorcery Points to grant it 1d4 temporary hit points per Sorcery Point.

When a creature with these temporary hit points within 60 feet of you is hit by a melee attack, you can use a reaction to teleport to an unoccupied space within 5 feet of it and make one unarmed strike against its attacker. You and the attacker must be standing on the same surface to use this reaction.

Extra Attack

6th-level Stone Sorcery feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, when you cast a spell with a casting time of 1 action, you can make a single melee attack, shove, or grapple as a bonus action on that turn.

In addition, your unarmed strikes in Earthen Form count as magical for overcoming resistances and immunities.

Mountain's Heart

14th-level Stone Sorcery feature
Your sorcerous magic is as hard as the bedrock of mountains. When creatures have Aegis of Stone temporary hit points, they are resistant to non-magical bludgeoning, piercing, and slashing damage. This benefit also applies to you while you have temporary hit points from your Earthen Form.

Your Earthen Form also becomes permanent unless you end it, and you can use it without spending Sorcery Points.

Primordial Monolith

18th-level Stone Sorcery feature
Your stalwart stone soul has become an unflinching bulwark of elemental earth. While you are in Earthen Form you are immune to non-magical bludgeoning, piercing, and slashing damage, and you cannot be moved against your will.

Finally, when you grant a target temporary hit points with Aegis of Stone, you treat the dice as their maximum result.

Storm Sorcery

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?

Stormsoul

1st-level Storm Sorcery feature
Drawing upon the tempestuous magic within you allows you to take flight. Whenever you expend Sorcery Points, you can instantly fly a number of feet equal to 5 times the number of Sorcery Points spent without provoking opportunity attacks. You also learn the beckon air LL Cantrip, but it doesn't count against your Cantrips Known and it cannot be replaced.

Finally, you can speak, read, and write Auran, a dialect of Primordial, and the language of the Elemental Plane of Air.

Storm Sorcery Spells

1st-level Storm Sorcery feature
You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

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

Eye of the Storm

6th-level Storm Sorcery feature
Your mere presence bends the weather to your will. As an action, you can alter the weather within a 100-foot radius of you in harmless ways. For example, you could cause rain to stop falling, or change the direction of the wind.

Also, as a bonus action, you can spend Sorcery Points to cause stormy magic to erupt from you, forcing creatures of your choice within 10 feet to make a Dexterity saving throw against your Sorcerer Spell save DC. They take 1d6 lightning or thunder damage (your choice) per Sorcery Point spent on a failed save, and half as much damage on a success.

Inner Tempest

6th-level Storm Sorcery feature
The howling tempest within your spirit grants you resistance to both lightning and thunder damage.

You also learn the Piercing Spell Metamagic. It does not count against your Metamagics Known, and you can apply it to your Storm Sorcery Spells at no Sorcery Point cost.

Windcaller

14th-level Storm Sorcery feature
You bend the wind itself to your will. You gain a flying speed equal to your walking speed and learn the wind walk spell. It is a Sorcerer spell for you, but it doesn't count against your Spells Known, and it can't be replaced with another spell.

Primordial Storm

18th-level Storm Sorcery feature
Your stormy soul has become an otherworldly tempest. You gain immunity to both lightning and thunder damage, and the range of both your Eye of the Storm features is tripled.

Wild Sorcery

Your soul has been infused with wild magic, the chaotic force that existed before magic was divided into schools and spells. This unpredictable power fuels your Sorcery, but sometimes results in unexpected magical phenomena in the process.

Wild Sorcery Spells

1st-level Wild Sorcery feature
You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Sorcerer Level Spell
1st chaos bolt *, color spray
3rd enlarge/reduce, misty step
5th blink, hypnotic pattern LL
7th confusion, polymorph LL
9th animate objects, reincarnate

Wild Magic Surge

1st-level Wild Sorcery feature
The chaotic nature of your magic can produce unpredictable effects. Any time you expend Sorcery Points, roll a d8. If the result is equal to the number of Sorcery Points you spent, a Wild Magic Surge manifests immediately after your effect.

Roll a d100 on the Wild Magic Surge table on the following page to determine the type of Surge that takes place. If a spell effect is produced, you are the target or center of that spell, it uses your Sorcerer Spell save DC, you can't apply Metamagic to it. If it requires concentration, it persists on its own.

Tides of Chaos

1st-level Wild Sorcery feature
You can draw on your unpredictable sorcery
to increase your odds of success. When
you make an ability check, attack roll,
or saving throw, you can give yourself
advantage on the roll. Once you use
this feature, you cannot use it again
until you trigger a Wild Magic
Surge or you finish
a long rest.

The first time
you expend Sorcery
Points after you use this
feature, but before you
finish a long rest, you
automatically
trigger a Wild
Magic Surge.

If you wish to
trigger as many
Surges as you
can, you should
use this feature
as often as
possible!

Twist Fate

6th-level Wild Sorcery feature
Your unpredictable magic allows you to bend luck for others, for good or ill. When another creature you can see within 30 feet makes an ability check, attack roll, or saving throw, you can use your reaction to expend the use of Tides of Chaos to roll a 1d4 and apply it as either a bonus or penalty to its roll.

If you do not have the use of your Tides of Chaos you can expend 2 Sorcery Points to use this feature.

Unstable Sorcery

6th-level Wild Sorcery feature
You learn the Unstable Spell Metamagic. It does not count against your number of Metamagics Known and it cannot be replaced. For you, it only costs 1 Sorcery Point to use.

Focused Wild Magic

14th-level Wild Sorcery feature
As your wild power has grown, so has your ability to direct its effects. Whenever you roll on the Wild Magic Surge table you can roll twice and choose which effect takes place.

Sorcery Unleashed

18th-level Wild Sorcery feature
Your Sorcery taps into the unbridled power that permeates the multiverse. When you roll damage for a spell and roll the highest possible result on any of the damage
dice, you roll that die again, and add
its result to the total damage roll,
continuing until you don't roll the
highest possible result on that die.

Wild Magic Surge Table
d100 Surge d100 Surge
01-02 Roll on this table at the start of each
of your turns for 1 minute, ignoring
this result on subsequent rolls.
51-53 Up to three creatures of your choice
you can see within 30 feet take
4d10 force damage.
03-04 You cast magic missile firing a single
dart at every creature within 30 feet.
54-56 You regain all expended Hit Dice.
05-06 A mischievous pixie appears in an
unoccupied space withing 30 feet
under the DM's control. It attempts
to cause as much mischief as possible.
57-58 Roll a d10. Your age changes by a number
of years equal to the roll. If the roll is odd,
you get younger (minimum 1 year old).
If the roll is even, you get older.
07-08 You cast fireball as a 3rd-level spell,
centered on yourself.
59-60 Maximize the damage of the first
spell you cast within the next minute.
09-11 You teleport to a random unoccupied
space you can see within 60 feet.
61-62 For the next minute, you can teleport
up to 20 feet as a bonus action
on each of your turns.
12-14 You can only communicate in song
for the next 1d8 hours.
63-65 You briefly see a fond childhood memory
of a random creature within 60 feet.
15-17 You gain 1d20 temporary hit points. 66-68 You can't speak for the next 1d6
minutes. Whenever you try, pink
bubbles float out of your mouth.
18-20 Roll a d10. Your height changes
by a number of inches equal to the
roll. If the roll is odd, you shrink.
If the roll is even, you grow.
69-71 Your hair falls out but grows
back in 2d10 minutes.
21-23 You gain the benefits of the jump LL spell. 72-74 You cast fog cloud centered on yourself.
24-26 You gain the benefits of disguise self,
taking on the appearance of the nearest
humanoid for the next 3d10 hours.
75-77 You are frightened by the nearest
creature until the end of your next turn.
27-29 You cast polymorph LL on yourself.
If you fail the saving throw, you turn
into a llama for the spell's duration.
78-80 Each creature within 30 feet of you
becomes invisible for 1 minute. The
The invisibility ends on a creature
when it attacks or casts a spell.
30-32 For the next minute, you regain 5 hit
points at the start of each of your turns.
81-83 You gain resistance to all damage
for 1 minute.
33-35 You cast grease centered on yourself. 84-86 You cast confusion centered on yourself.
36-38 Creatures have disadvantage on saving
throws against the first Sorcerer spell
you cast within the next minute.
87-89 Illusory butterflies and flower
petals flutter in the air within 10
feet of you for the 1d20 hours.
39-41 Your skin turns the color of the
closest flower. A remove curse spell
can end this effect.
90-92 Each creature within 30 feet of you
takes 1d10 necrotic damage. You
gain temporary hit points equal to
the total necrotic damage dealt.
42-44 You turn into a potted plant until the
start of your next turn. While a plant, you
are incapacitated and have vulnerability
to all damage. If you drop to 0 hit points,
your pot breaks, and your form reverts.
93-95 You cast color spray at 9th-level,
targeting an area out to a 15-foot
radius, centered on you.
45-47 You know every spell on the Sorcerer
spell list for the next minute.
96-98 The next time you die, you instantly
return to life as if by the reincarnate spell.
48-50 For the next minute, all your spells
with a casting time of 1 action have
a casting time of 1 bonus action.
99-00 You regain all expended Sorcery Points.

Metamagic

Below are the Metamagics available to Sorcerers. You can only apply one Metamagic effect to each spell that you cast, unless indicated otherwise in the Metamagic's description.

Careful Spell

When you cast a spell that deals damage or forces a saving throw, you can spend 1 Sorcery Point and choose a number of creatures up to your Charisma modifier (minimum of 1), which can include yourself. These creatures can ignore the effects of the spell for its duration.

Cerebral Spell

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

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 apply this to a spell with a range of touch, its range becomes 30 feet.

Empowered Spell

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

You can apply this Metamagic even if you already applied another Metamagic during the casting of this 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 with 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 its initial saving throw with disadvantage.

Illusory Spell

When you cast a spell, you can expend 1 Sorcery Point and cause the spell to appear as if it had originated from another creature or object you can see in range. The spell's range is still limited by your location.

If a creature attempts to use a feature to stop the spell from being cast, such as the counterspell spell, it has disadvantage on any ability checks it makes as part of that feature or spell.

Imbued Spell

When you cast a spell with a range of self, you can expend
1 Sorcery Point to cast it with a range of touch, targeting a willing creature you touch. If it requires concentration, the target of the spell concentrates on this effect, not you.

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
    initial saving throw to target the other ability score instead.

Piercing Spell

When you cast a spell that deals damage, you can expend 1 Sorcery Point and choose one type of damage dealt by the spell. For this spell, that type of damage ignores resistance to that type of damage, and treats immunity to it as resistance.

Prismatic 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.

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.

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 initial saving throw to target the other ability score instead.

Seeking Spell

When you cast a spell with spell attack roll and miss, you can expend 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 apply this Metamagic even if you already applied another Metamagic during the casting of this spell.

Sturdy Spell

When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can use your reaction to expend 1 Sorcery Point to gain advantage on your roll.

Subtle Spell

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

Twinned Spell

When you cast a spell that only targets one creature and does not have a range of self, you can expend Sorcery Points equal to the level you are casting the spell (minimum of 1) to target a second creature within range with the same spell.

To be eligible, a spell must be incapable of targeting more than one creature at the level you are casting it.

Unerring Spell

When you cast a spell that requires a spell 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 includes a saving throw, you can expend 2 Sorcery Points, roll a d12, and change the initial saving throw to match the result of the d12, as shown here:

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

    If you roll a 1, the spell fails, but only the 2 Sorcery Points you spent to use this Metamagic are lost. Any Sorcery Points that you spent to cast the spell are not expended.

Additional Origins

Included below are four additional Origins based on official options for the Sorcerer, originally presented in Xanathar's Guide to Everything and Tasha's Cauldron of Everything:

Official Origin Alternate Origin
Aberrant Mind Aberrant Sorcery
Divine Soul Divine Sorcery
Clockwork Soul Prime Sorcery
Shadow Magic Shadow Sorcery

Aberrant Sorcery

Your sorcerous power is not of this reality. Whether you were experimented on as a child, exposed to the alien lights of the Far Realm, or the descendant of a powerful Psion, within you now dwells a powerful spark of aberrant magical power.

Aberrant Sorcery Spells

1st-level Aberrant Sorcery feature
You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Sorcerer Level Spell
1st arms of hadar, dissonant whispers
3rd detect thoughts, mystic spear LL
5th cerebral blast LL, hunger of hadar LL
7th eldritch tentacles LL,
summon aberration TCE
9th psychic crush LL, telekinesis

Psionic Awakening

1st-level Aberrant Sorcery feature
The alien power within your soul has unlocked strange magic not normally possible for Sorcerers. You learn one Cantrip of your choice from the Psion Class. It is a Sorcerer Cantrip for you, but it does not count against your Cantrips Known.

Also, whenever you learn a Sorcerer spell, you can choose to learn that spell from the Sorcerer or the Psion spell
list, and it becomes a Sorcerer spell for you.

Psionic Sorcery

6th-level Aberrant Sorcery feature
You gain the Subtle Spell Metamagic. It doesn't count against your Metamagics Known, and you cannot replace it. You can use Subtle Spell without spending Sorcery Points a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Alien Evolution

14th-level Aberrant Sorcery feature
Your alien sorcery allows you to mutate your form. You gain one feature from the following list. As a bonus action, you can expend 2 Sorcery Points to replace it with another feature.

Glistening Flight. You emit an otherworldly light. You gain a flying speed equal to your walking speed and can hover.

Sensory Tendrils. Your eyes become writhing sensory eye stalks which grant you blindsight out to a 30-foot radius.

Thalassic Form. Your body grows gills and webs between your digits. You gain a swimming speed equal to twice your walking speed, and you can breathe both air and water.

Unnatural Flesh. Your body and any equipment you wear or carry, shifts like ooze You move through spaces as narrow as 1 inch without squeezing, and you can spend 5 feet of your movement to escape from nonmagical restraints or grapples.

Aberrant Anomaly

18th-level Aberrant Sorcery feature
You can draw on your incomprehensible power to fold space and time. As an action, you teleport to an unoccupied space you can see within 120 feet. Creatures within 30 feet of the space you left must succeed on a Strength saving throw or take 3d10 force damage and are pulled in a line toward the space you left until they hit another creature or object. On a success, they take half as much damage and aren't pulled.

You can do so once between each long rest at no cost, but to use this feature again you must expend 7 Sorcery Points.

Divine Sorcery

You bear a spark of pure divinity within you, which grants
you awe-inspiring celestial power. Often, this power comes
directly from a powerful god, whether you are the scion of
a deity, a chosen hero of ancient prophecy, or the anointed
champion of a god, you are infused with sorcerous power
which rivals the most powerful Clerics and Paladins.

Divine Sorcery Spells

1st-level Divine Sorcery feature
You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your total Spells Known, and they cannot be replaced:

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

Consecrated Soul

1st-level Divine Sorcery feature
The blessed power bestowed on you has unlocked magic
not normally possible for Sorcerers. You learn one Cantrip
of your choice from the Cleric class. It is a Sorcerer Cantrip for you, but it does not count against your Cantrips Known.

Also, whenever you learn a Sorcerer spell, you can choose to learn that spell from the Sorcerer or the Cleric spell list, and it becomes a Sorcerer spell for you.

Blessed by Fate

1st-level Divine Sorcery feature
The divine spark within your soul bends fate itself to your
will. Whenever you fail an ability check or saving throw, or
miss with an attack roll, you can expend 1 Sorcery Point to
roll 1d4 and add the result to your roll, possibly turning the
failure into a success.

Each successive time you use this feature before you finish a long rest its Sorcery Point cost increases by 1. For example, the third time you use this feature, it costs 3 Sorcery Points.

Divine Empowerment

6th-level Divine Sorcery feature
You gain the Empowered Spell Metamagic. It does not count against your Metamagics Known, and you cannot replace it.

Moreover, whenever you cast a spell that restores hit points or grants temporary hit points, you can apply the Empowered Spell Metamagic to it, expending 1 Sorcery Point as normal. When you do so, you can reroll any number of the spell's dice.

Alternate Rule: Patron Deity

If your Sorcerer is explicitly connected to a specific deity, you can replace the Divine Sorcery Spell list above with the Domain Spell list of an appropriate Divine Domain from the Cleric class.

Celestial Flight

14th-level Divine Sorcery feature
As a bonus action on your turn, you can manifest (or dismiss) a pair of luminescent celestial wings which grant you a flying speed of 30 feet. Your celestial wings emit bright light in a 10-foot radius, and dim light another 10 feet beyond that.

These celestial wings resemble the deity to which you are most closely connected.

Divine Regeneration

18th-level Divine Sorcery feature
You realize the full power of the spark of divinity within your soul, granting you a fraction of divine immortality. If you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you instantly regain hit points equal to 5 + your Charisma modifier.

Finally, if you do die, your body is permanently under the effect of the gentle repose spell. This spell effect cannot be removed short of divine intervention or a wish spell.

Prime Sorcery

Your sorcerous power is drawn from the laws which underpin the multiverse itself. Your magic drives you to impose balance and order. Your power might come from the plane of absolute law, or you may have been ordained by the multiverse itself to bring the scales of order back into balance. Will you impose balance through ruthless utilitarianism or merciful justice?

Prime Sorcery Spells

1st-level Prime Sorcery feature
You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Sorcerer Level Spell
1st protection from evil & good, sanctuary
3rd aid, restoration LL
5th dispel magic, counterspell LL
7th banishment, resilient sphere
9th dispel evil & good, wall of force LL

Impose Balance

1st-level Prime Sorcery feature
You can channel your unique sorcery to reduce the effects of random chance. When a creature that you can see within 30 feet is about to make a roll with advantage or disadvantage, you can use a reaction to remove all instances of advantage or disadvantage from that roll.

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

    Shield of Law

     6th-level Prime Sorcery feature
      You can identify and protect those who are needed to
     keep order. As an action, you can expend Sorcery Points
     to create a magical Shield around yourself or another
       creature you can see within 30 feet. The ward lasts until
          you finish a long rest.

            This Shield is represented by a number of d6s equal
            to the number of Sorcery Points spent on it. Whenever
           the shielded creature takes damage, it can expend any
          number of the remaining dice from its Shield, roll them,
         and reduce the damage taken by the total number rolled.

     Unbreakable Order

       6th-level Prime Sorcery feature
       You gain the Sturdy Spell Metamagic. It does not count
       against your Metamagics Known, and you can't replace it.

        You can apply Sturdy Spell without spending Sorcery
       Points a number of times equal to your Charisma modif-
       -ier (minimum of once), and you regain all expended uses
       when you finish a long rest.

     Restore Balance

     14th-level Prime Sorcery feature
      You can focus your sorcery to undo the effects of entropy
     and chaos. As an action, you impose this balance on an adjacent 20-foot cube, affecting it in the ways listed below.

You can use this feature once between each long rest at no cost, but to use this feature again before you finish a long rest you must expend 5 Sorcery Points to do so.

Regenerate. You restore hit points equal to four times your level, split amongst creatures of your choice in the area.

Repair. Damaged objects and structures of your choice in the area are repaired, and signs of aging are restored.

Restore. Spell of your choice of 5th-level or lower that affect creatures or objects in the area are instantly ended.

Aura of Order

18th-level Prime Sorcery feature
You can unleash your sorcerous power to impose order in the world around you. As a a bonus action, you emit an Aura of Order out to a radius of 30 feet. You concentrate on this Aura as if concentrating on a spell, and it lasts for 1 minute.

Creatures of your choice within this Aura, including you, gain the benefits listed below while this Aura persists:

  • Attack rolls against them cannot be made with advantage.
  • Whenever they make an ability check, attack roll, or saving throw, they treat a roll of 9 or lower on the d20 as a 10.

You can use this feature once between each long rest at no cost, but to use it again you must expend 7 Sorcery Points.

Shadow Sorcery

Your sorcery is a thing of shadows, darkness, and fear. Often awakened by a brush with death, or an encounter with a dark entity of the Shadowfell, your umbral power rivals the magic of the most sinister servants of darkness. As your connection to the shadow grows, your visage becomes more lifeless.

Shadow Sorcery Spells

1st-level Shadow Sorcery feature
You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Sorcerer Level Spell
1st false life, ray of sickness
3rd darkness, shadow blade *
5th enemies abound, summon undead **
7th phantasmal killer, shadow of moil *
9th enervation *, negative energy flood *

Dark Resilience

1st-level Shadow Sorcery feature
Dark sorcery protects you from the grasp of death. When you would make a death saving throw, you can instead choose to instantly regain hit points equal to your Sorcerer level + your Charisma modifier, then take your turn as normal.

You can use this feature once with no negative effects, but each additional time you use it before you finish a long rest you gain one level of exhaustion.

Umbral Sight

1st-level Shadow Sorcery feature
Your connection to the shadow grants you increased benefits in the dark. You can see normally in both darkness
and dim light and out to a distance of 120 feet.

Within this distance, you can also see through
magical darkness that you create with your
Sorcery, such as the darkness spell.

Accursed Shadow

6th-level Shadow Sorcery feature
You can animate your shadow with dark sorcery. Whenever you cast summon undead, you can replace the spell's normal material component with your shadow, changing the spell in the following ways for the duration of that casting:

  • You must choose the Ghostly form of the Undead Spirit.
  • The duration of the spell is reduced to 10 minutes.
  • You choose a creature you can see within 120 feet, and the Undead Spirit appears within 5 feet of it. While the Undead Spirit remains within 5 feet of it, that creature has disadvantage on saving throws against your spells.

Once per long rest, you can cast summon undead in this way at your Spell Limit level, without expending Sorcery Points, after which you expend Sorcery Points as normal.

Shadow Step

14th-level Shadow Sorcery feature
Your dark power allows you to discorporate and become one with the shadows. When you are in dim light or darkness, you can use a bonus action to teleport to an unoccupied space in area of dim light or darkness you can see within 120 feet.

Dark Ascension

18th-level Shadow Sorcery feature
You can draw out the full power of your shadow magic, if only for a brief time. As a bonus action, you can transform into a creature of pure shadow, granting you the benefits below:

  • You are resistant to all damage except force and radiant.
  • You can move through non-magical creatures and objects as if they were difficult terrain. If you end your movement inside an object you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.

This transformation lasts for 1 minute, but it ends early if you are incapacitated or you use your bonus action to end it. You can use this feature once between each long rest at no cost, but to use it again you must expend 7 Sorcery Points.

The Alternate

Sorcerer

Become the font of arcane magic you were meant to be! Channel sorcerous power with ten Sorcerous Origins and twenty Metamagics!

Version 4.0.1 - Created by /u/laserllama
Last Updated: September 25th, 2024

 

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