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, purify LL |
5th | beacon of hope, revivify |
7th | divination, guardian of faith |
9th | dispel evil & good, greater restoration |
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.
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
Artist Credits:
Covers - Randy Vargas - Portal of Sanctuary
Page 1 - Paul Canavan - Force of Negation
Page 3 - Dominik Mayer - Shock
Page 4 - Chris Rahn - Awakened Inferno
Page 5 - Jason Chan - Koth of the Hammer
Page 6 - Inkognet - Zephyr Sentinel
Page 7 - Joseph Meehan - Hydroblast
Page 8 - Titus Lunter - Mountain
Page 9 - Jung Park - Destructive Force
Page 10 - Daarken - Kaervek, the Spiteful
Expanded Options for the Alternate Sorcerer, including additional Metamagic options and nine new Sorcerous Origins can be Found Here
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can be found for free on GM Binder.
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Astral Soul, Mystic, & Psionicist Origins!