True Sorcery - A Reworked Sorcerer For 5e

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True Sorcery
CoffeeSorcerer69 | The Sorcerer, Reworked
1

Sorcerer

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


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


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


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

Raw Magic

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


The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives.


The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.


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

Unexplained Powers

Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.


Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin.


Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

Playing a Sorcerer

When it comes to drawing forth their abilities in times of need, sorcerers have it easy compared to other characters. Their power not only rests within them, but it likely takes some effort to keep it at bay. Every sorcerer is born to role, or stumbles into it through cosmic chance. Unlike other characters, who must actively learn, embrace, and pursue their talents, sorcerers have their power thrust upon them.


Because the idea of an innately magical being traveling among them does not sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benifit their less magically gifted contemporaries.


Sorcerers are often defined by the events surrounding the manifestation of their power. For those who receive it as an unexpected birthright, its appearance is a cause for celebration. Other sorcerers are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their abilities. Playing a sorcerer character can be a rewarding as it is challenging. The sections below offer suggestions on how to flesh out and personalize your persona.

Creating a Sorcerer

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


How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power.


Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.

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2

Quick Build

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

Practice and study are for amateurs. True power is a birthright.

-Hennet, scion of Tiamat


When it comes to drawing forth their abilities in times of need, sorcerers have it eacy compared to other characters. Their power not only rests within them, but it likely takes some effort to keep it at bay. Every sorcerer is born to the roll, or stumbles into it through cosmic chance. Unlike other characters, who must actively learn, embrace, and pursue their talents, sorcerers have their power thrust upon them.


Because the idea of an innately magical being traveling among them does not sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benefit their less magically gifted contemporaries.


Sorcerers are often defined by the events surrounding the manifestation of their power. For those who receive it as an unexpected birthright, it appearance is a cause for celebration. Other sorcerers are treated as outcasts, banished from their homes after a sudden terrifying arrival of their abilities.


Playing a sorcerer character can be as rewarding as it is challenging. The section of tables offer suggestions on how to personalize your persona.

Arcane Origins

Some sorcerers understand where their power came from, based on how their abilites manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause.


Does your character know the source of you magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn't know where their power came from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign.

Arcane Origins
d6 Arcane Origins
1 Your power arises from your family's bloodline. You are related to some powerful creature, or you inherited a blessing or a curse.
2 You are the reincarnation of a being from another plane of existence.
3 A powerful entity entered the world. Its magic changed you.
4 Your birth was prophesied in an ancient text, and you are foretold to use your power for terrible ends.
5 You are the product of generations of careful selective breeding.
6 You were made in a vat by an alchemist.

Reaction

When a new sorcerer enters the world, either at birth or later when one's power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen.


When you sorcerer's powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between?

Reactions
d6 Reactions
1 Your powers are seen as a great blessing by those around you, and you are expected to use them in service to your community.
2 Your powers caused destruction and even a death when they became evident, and you were treated as a criminal.
3 Your neighbors hate and fear your power, causing them to shun you.
4 You came to the attention of a sinister cult that plans on exploiting your abilities.
5 People around you believe that your powers are a curse levied on your family for a past transgression.
6 Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in a bloody revolt over a century ago.
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Supernatural Mark

A sorcerer at rest is almost indistinguishable from a normal person; it's only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk.


If your sorcerer has a supernatural mark, it might be one that's easily concealed, it could be a source of pride that you keep on constant display, or it could be so noticeable that you couldn't hide it even if you tried.

Supernatural Marks
d6 Supernatural Marks
1 Your eyes or hair are an unusual color, such as red or turquoise.
2 You have a scar of unknown origin, that's been slowly growing since your powers first manifested.
3 You have strange runic markings all over your body that glow when you interact with or are in the presence of magic.
4 Your hair grows at a prodigious rate.
5 Your eyes have a slight glow to them, nothing noticeable in light, but in darkness...
6 A brightly colored splotch appears on your neck once a day, then vanishes after an hour.

Signs of Sorcery

As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one's magic foes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from.


When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon?

Signs of Sorcery
d6 Signs of Sorcery
1 You deliver the verbal components of your spells in the booming voice of a titan.
2 When you begin casting a spell, the area around you grows dark and gloomy until you're done casting a spell.
3 You sweat profusely while casting a spell and for a few seconds thereafter.
4 Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell.
5 When you cast a spell, you rise six inches into the air and gently float back down.
6 Illusory blue flames wreathe from your hands and head as you begin casting a spell, then abruptly disappear.

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Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Spell Limit 6th Level 7th Level 8th Level 9th Level Metamagics Known
1st +2 Spellcasting, Sorcerous Origin 3 6 4 1st
2nd +2 Font of Magic, Magical Senses 3 7 6 1st
3rd +2 Metamagic 3 8 14 2nd 4
4th +2 Ability Score Improvement 4 9 17 2nd 4
5th +3 Awakened Sorcery 4 10 25 3rd 4
6th +3 Sorcerous Origin feature 4 11 29 3rd 5
7th +3 4 12 34 4th 5
8th +3 Ability Improvement 4 13 39 4th 5
9th +4 4 14 50 5th 6
10th +4 Exalted Metamagics 5 15 56 5th 6
11th +4 5 16 56 5th 1 6
12th +4 Ability Score Improvement 5 17 56 5th 1 7
13th +5 5 18 56 5th 1 1 7
14th +5 Sorcerous Origin feature 5 19 56 5th 1 1 7
15th +5 5 20 56 5th 1 1 1 8
16th +5 Ability Score Improvement 5 21 56 5th 1 1 1 8
17th +6 5 22 56 5th 1 1 1 1 8
18th +6 Sorcerous Origin feature 5 23 62 5th 1 1 1 1 9
19th +6 Ability Score Improvement 5 24 62 5th 2 1 1 1 9
20th +6 Transcendent Sorcerer 5 25 62 5th 2 2 1 1 9

Class Features


As a sorcerer, you gain the following class features.


Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st.

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Hand Crossbows, Scimitars, Shortswords, Whips
  • Tools: One tool set of your choice

  • Saving Throws: Constitution, Charisma
  • Skills: Choose any two

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a hand crossbow and 20 bolts or (b) any simple weapon
  • (a) leather armor (b) spare set of clothes
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) scimitar (b) shortsword (c) two daggers (d) whip and dagger

Alternatively, you can purchase your starting equipment with a starting wealth of 4d4 x 10gp.

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Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 or pages 29-30 for the sorcerer spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Points

The Sorcerer table shows how many spell points you have to cast your spells of 1st-level and higher. To cast one of these sorcerer spells, you must expend the amount of spell points indicated on the table below. You regain all expended spell points when 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 spell points.

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

Spell Limit

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

Spells Known of 1st-5th Level

You know six 1st-level spells of your choice from the sorcerer spell list.


The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you can cast with spell points. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.


Whenever you finish a long rest, you can replace one of the spells you've learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be of the same level, or of a spell level that you can cast.

Spells known of 6th-9th level

Spells of 6th level and higher are particularly taxing to cast, as they pose a greater potency upon the wider world. You cannot cast these spells with spell points. When learning a spell of 6th level and higher, consult the above section Spells Known of 1st-5th Level. Upon reaching 11th level, you will gain a number of spell slots per level of spell of 6th to 9th level as shown on the sorcerer table. You recover these spell slots upon completing long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma modifier whenever a spell refers to your spellcasting ability.


In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier



















Innate Casting

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

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power, from the pages worth of subclasses below.


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

Origin Spells

Each origin has a list of spells - its origin spells - that you gain at the sorcerer levels noted in the origin description. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know, and doesn't require Material Components. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

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Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have a number sorcery points equal to your Sorcerer Level + your Proficiency Bonus + your Charisma modifier, gaining more as you reach higher levels. You cannot exceed your current sorcery point maximum.
For an example: You're a 5th level sorcerer with a Charisma Ability Score of 18, you would have a maximum of 12 sorcery points (5 Sorcerer Level + 3 Proficiency Bonus + 4 Charisma Modifier).

You regain a number of sorcery points equal to your Proficiency Bonus whenever you start initiative without sorcery points or when you finish a short rest; You regain all expended sorcery points when you finish a long rest.

Sorcerous Strike

As an action, you can cast a strike of your sorcerous energy at any one target within *5/120 feet of you. Make a *melee or ranged spell attack (decide before the attack roll) with or without a weapon. On a hit, you deal a number of d6's equal to half your Proficiency Bonus (rounded up) + half your sorcerer level (rounded down) + a number of d6's per sorcery point you can choose to expend in damage.
Every time you roll maximum damage on a dice for this ability, you can roll an extra d6, and add it to the damage; Whenever you add damage to this ability by rolling maximum damage on a dice, the maximum number of dice you can add in this way is equal to your sorcerer level.

When you use this ability, you choose the damage type it uses from a list of damage types that you select at the end of a rest from the list shown below:


Elemental: acid, cold, fire, lightning, poison, or thunder.
Exotic: force, psychic, necrotic, or radiant.
Physical: bludgeoning, piercing, or slashing.


You can change the list that you use upon completing a short or long rest.

This ability applies to class and subclass features that activate upon a 1st level or higher spell being cast as if it were a spell of 1st level. Also, you can apply metamagic to it as if it were a 1st level spell in the case of metamagics like twin spell. However this ability is not actually a spell.

Destroy Magic

As a reaction, you can spend a number of sorcery points equal to the spell level that you're destroying, to catch and destroy a spell or spell like ability (refer to the metamagic feature for sorcery point cost). You cannot destroy a spell that isn't specifically targeting you or a spell of 9th level.

Empowering Reserves

When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check, or as a reaction, you can spend 4 sorcery points to give an allied creature that you can see within 30 feet of you advantage on an ability check.

Flexible Casting

You can use your sorcery points to gain additional spell points, or sacrifice spell points to gain additional sorcery points.


Converting Sorcery Points and Spell Points. As a bonus action on your turn, you can spend spell points and gain a number of sorcery points equal to the spell points spent, and vice versa.

Imbue Magic

As a bonus action, you can touch one nonmagical item and spend 1 sorcery point to imbue it with magic for 1 hour. For the duration, the item is considered magical. If you spend 10 sorcery points it gains a +1 Attack and Damage bonus if it's a weapon, or a +1 Armor Class bonus if it's armor. This bonus increases every five points you spend, 15 sorcery points for +2, and 20 sorcery points for +3.

Sorcerous Constitution

As an action, you can spend any number of sorcery points to roll a d4 + 1 for each point expended. You gain a number of temporary hit points equal to the total rolled. If you've taken damage, you instead recover hit points healing the damage. You can regenerate chunks of bone, flesh, muscle, internal organs, and small limbs like hands, fingers, feet, toes, and eyes. But can only reattach larger limbs like arms and legs when you heal this way.

Magical Senses

At 2nd level, you can see, hear, smell, taste, and feel magic. You can sense the presence of magic within 120 feet of you. Because of your keen senses of magic, you can see a faint aura around any visible creature, environment, object, or structure in the area that bears magic, and you learn its school of magic, if any; Also, you add your Charisma modifier to Intelligence (Arcana) checks.

Additionally, when a spell is cast within your purview you can immediately identify what spell they are casting.

Metamagic

At 3rd level, your innate spark of magic allows you to produce wondrous effects. you learn four Metamagics of your choice from the list at the end of this class description. You gain additional Metamagics at higher levels, as shown in the Metamagics Known column of the Sorcerer table. Metamagic can only be used on sorcerer spells gained from this class. During a rest you can swap your Metamagics Known.


Certain Metamagics scale to the spells level, the cost per spell level can be seen in the table below.

Spell Level Sorcery Point Cost
Cantrips 1
1st 2
2nd 3
3rd 4
4th 5
Spell Level Sorcery Point Cost
5th 6
6th 7
7th 8
8th 9
9th 10
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Ability Score Improvement

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

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

Awakened Sorcery

At 5th level, your inner wellspring of magic has awakened to bring out more of your latent potential.

When you make an ability check that fails, you can spend 2 sorcery points to reroll gaining advantage on the reroll, potentially turning a failure into a success.


Additionally, you have advantage on all saving throws against spells and magical effects, you're immune to disease and poison, and you can't be aged magically.

Exalted Metamagics

At 10th level, you've begin to master your ability to alter essential parts of spells. Choose three of your Metamagics Known, to reduce the sorcery point cost by half (rounded up).


If a Metamagic Option is reduced to 1 sorcery point, then you can apply this Metamagic Option to spells that already have Metamagics applied to them.


Over the course of a long rest, you can change your Metamagics effected by this feature.

Transcendent Sorcerer

At 20th level, the magic flowing through your body causes you to stop aging, if you so wish it. You can choose to slow down and or completely stop your aging process, and you no longer require food and water. This feature applies when under antimagic, polymorph, or being shapechanged, no matter if willingly or by force.


Also, choose three Metamagic Options from your Metamagics Known. These Metamagics become your Signature Metamagics. Once you've chosen your Signature Metamagics; The Metamagics no longer cost any sorcery points, and you can apply these Metamagics to a spell that you have already applied Metamagics to. You cannot change these Metamagics once chosen.

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Metamagic Options:

Augmented Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend a number of sorcery points equal to the spells level to change the initial saving throw required for the targets of the spell.

If the original save is a physical attribute, such as Strength, Constitution, or Dexterity, you must choose one from that group. Similarly, if the original save is a mental attribute, such as Intelligence, Wisdom, or Charisma, it must remain one.

Careful Spell

When you cast a spell that affects multiple creatures, you can protect some of those creatures from the spell. You can spend 1 sorcery point and choose all of the creatures you wish to be unaffected by your spell. A chosen creature takes no damage and effects from your spell.

You can use Careful Spell even if you have already used a different metamagic option during the casting of the spell.

Delayed Spell

When you cast a spell, you can delay it occurring until the start of your next turn by spending 1 sorcery point (expending the spell points as normal). When the start of your next turn begins, you can choose to delay it once more, for 1 more sorcery point.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of self or touch, you can spend 1 sorcery point to make the range of the spell 30 feet.























Double Spell

When you cast a spell that targets only one creature or object, you can spend a number of sorcery points equal to the spells level to cast a second, different spell at the same target. The second spell must also target only one creature.

To be eligible, a spell must be incapable of targeting more than one creature or object at the spell's current level. For example, magic missle, scorching ray, and fireball aren't eligible, but shocking grasp, ray of frost, and chromatic orb are.

Efficient Spell

When you cast a spell of 2nd to 5th level, you can spend 3 sorcery points to cast it using spell points one level lower than the spell's normal level, without changing the effects of the spell.

You can use Efficient Spell even if you have already used a different metamagic option during the casting of the spell.

Empowered Spell

When you roll damage for a spell, you can spend 3 sorcery points to roll maximum damage on a number of damage die up to your Charisma modifier (minimum of 1).

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

Enhanced Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give a number of targets equal to your Charisma modifier (minimum of 1) of the spell disadvantage on their first saving throw made against the spell.

Expanded Spell

When you cast a spell that deals damage in an area of effect, such as a circle, cone, line, square or radius, you can spend a number of sorcery points equal to the spells level to increase the width of the spell by a number of feet equal to 5 times your Charisma modifier (minimum of 5 feet increased).

You can use Expanded Spell even if you have already used a different metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

You can use Extended Spell even if you have already used a different metamagic option during the casting of the spell.

Focused Spell

When you cast a spell that has concentration, you can spend a number of sorcery points equal to the spells level to automatically succeed on the Constitution saving throw.

Invisible Spell

When you cast a spell that other creatures can see, you can expend 1 sorcery point to make any visual manifestations of the spell invisible.

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Non-Lethal Spell

When you cast a spell that reduces a creature to 0 hit points, you can spend 1 sorcery point to knock the creature out, rendering it unconscious, rather than deal a killing blow.

You can use Non-Lethal Spell even if you have already used a Metamagic option during the casting of the spell.

Overcharged Spell

When you cast a spell of 1st to 8th level that can be upcasted, you can spend 3 sorcery points to cast the spell as if it were one level higher.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. If the spell instead has a longer casting time than an action, you may reduce the time need to cast the spell by half (rounded up).

Seeking Spell

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

Siphoning Spell

When you cast a spell that deals damage, you can spend 3 sorcery points to bolster yourself gaining temporary hit points equal to half the damage dealt to a single target.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without either somatic or verbal components, or you can spend 2 sorcery points to cast it without any somatic or verbal components.

Translocate Spell

When you cast a spell, you can expend 2 sorcery points to change the origin of the spell to any space you choose within 60 feet of you.

Transmutate Spell

When you cast a spell that deals a type of damage from the following lists, you can spend a number of sorcery points to change the damage type to one of the other listed types that correspond with it on the following lists; If the original damage type was elemental, it must remain elemental.
Elemental (1 Sorcery Point): acid, cold, fire, lightning, poison, or thunder.
Exotic (2 Sorcery Points): force, psychic, necrotic, or radiant.
Physical (1 Sorcery Point): bludgeoning, piercing, or slashing.

You can use Transmutate Spell even if you have already used a different metamagic option during the casting of the spell.

Twinned Spell

When you cast a spell that targets only one creature or object, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell.

To be eligible, a spell must be incapable of targeting more than one creature or object at the spell's current level. For example, magic missle, scorching ray, and fireball aren't eligible, but shocking grasp, ray of frost, and chromatic orb are.

Unerring Spell

When you cast a spell, and miss on the attack roll, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.

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

Unyielding Spell

When you cast a spell, you can spend 4 sorcery points to make it unbreakable by the spells counterspell, dispel magic, and remove curse and spells like them.

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

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Sorcerous Origin: Ancient Spirit

You are an ancient spirit. You are a spirit that is cyclical in its journey of life and death: life is not a line, but a cyclical hierarchy, ever moving forwards and upwards to come round again. Who can say if your soul is native to the astral plane or the material? Who can say if you are a 'real' person, or a symptom of a mistake, one small error on the part of the gods, that let a soul escape the standard cosmological path and wander forever?

An ancient spirit dies, then roams the planes and chooses to pass on when they want to. Only when an ancient spirit gives up the worldly life and is content to live betweens the plains, thus unable to be resurrected or reincarnated back, do they once again remember fully their past lives, their complete self (even if miniscule parts did slip through the cracks previously). Such is their tragedy - or their privilege - for what is the life of an immortal soul if it can't experience new life?

Consider if your character knows the details of their origin. Have you met another ancient spirit? Are there any other ancient spirits in the world - would you be privy to such knowledge? It's likely your character doesn't know the cyclical nature of their soul, but may have a spiritual facet that betrays the essence of their magical nature. If you wish, you can roll on or select from the table below to determine a spiritual facet.

Spiritual Facet
d6 Facet
1 You see yourself in the shoes of all different races and genders easily, and can empathize across differences with others readily.
2 Once in a while, you can remember the names of old rulers, a name of who is represented by statues, and put faces to names on ancient headstones.
3 You anxiously cherish every positive memory shared with others, and time seems to fly by much faster for you than it does for people around you.
4 Death and loss are refutable to you - though to your knowledge you've seen about as much as others, you are unwilling to let someone die or lose them.
5 Your dreams are filled with echoes of the psychic wind - a storm of thoughts, composed of broken ideals, tragedy, and faltered wills.
6 You have an undeniable and irrepressible urge to travel and experience the world to its fullest.
Ancient Spirit Origin Spells
Sorcerer Level Spell
1st Detect Evil and Good, Guidance
3rd Spiritual Weapon
5th Spirit Guardians
7th Freedom of Movement
9th Legend Lore
11th Planar Ally

Unworldly Ties

Starting at 1st level, reality and the planes bind you a little less than they do everyone else. You can teleport up to the remaining speed you have to an unoccupied space you can see, which takes movement as if you had moved.

Additionally, due to your souls nature, you cannot be targeted by spells and effects from any source that isn't you that applies the following effects; Your soul cannot be taken from your body, your soul cannot be manipulated even when you die, your soul cannot be devoured by anything, and your memories cannot be altered.

Wanderlust

Also at 1st level, it is only natural for you to explore and meet the world. Your speed increases by 10 feet, and you have advantage on saving throws against being charmed or frightened, and you can't be put to sleep against your will. Additionally, you can learn to speak and understand a language after only a week of exposure to others speaking it.

Touch of Memory

At 6th level, you can add your Charisma modifier to Intelligence (History) checks when you use the skill to recall knowledge on creatures, locations, and objects. You can add twice your Charisma modifier at 18th level.

Ancient Soul

Also at 6th level, you can reveal the pure spirit that you are. As a bonus action, you can spend 2 sorcery points to reveal your ancient soul. Until the end of your next turn, you have resistance to all damage and advantage on all saving throws.

Timeless Body

At 14th level, your spirit nourishes your body until its passing, you gain true sight out to a distance of 60 feet, you suffer none of the frailty of old age, and you can't be aged magically or have your age extended. However, you can still die of old age, and if you do, your body fades away.

All My Pasts

Also at 14th level, the experience of your past selves aid you tremendously. You can add your proficiency bonus to any ability check and saving throw you make that doesn't already include your proficiency bonus, and you gain proficiency in all tools, weapons, armor, and shields.

Soul Separation

Finally at 18th level, you know the spell Astral Projection, and it doesn't count against your sorcerer spells known. You can cast it to change its effects as an action with 6 sorcery points or spell points, and it doesn't take a spell slot. When you cast it in this way, it only takes an action, and you only target yourself. The duration become until dispelled and you can explore the fold between the planes of existence instead of just the astral plane. While in this fold you can observe the other planes but you can only enter the astral plane. Unless you enter another plane through the astral plane.

Once you use this action, you can’t use it again until you finish a long rest, or until you expend 6 sorcery points or spell points to cast in this way it again.

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Sorcerous Origin: Bloodborne

One night down a misty allyway you are approached by a tall man in a black cloak. His eyes speak of both danger and beauty drawing you in closer as your senses dull. When you awaken you have fundamentally changed, forever hungering for the blood of the living to fuel your new found magical abilities.

Cursed Fate

Few choose to walk the path of darkness. Choose or randomly determine how you ended up becoming a bloodborne.

d6 Cursed Fate
1 Down a misty ally you survive a chance encounter with a vampire spawn.
2 You were born as a Dhampir as one of your parents was a true vampire.
3 A deal with a devil has left you with a thirst for the living.
4 You were left in the twilight between life and death.
5 You survived a fatal blood disease through many blood transfusions, and it changed you fundamentally.
6 You willingly allowed a vampire to turn you as part of a cultic ritual.
Bloodborne Origin Spells
Sorcerer Level Spells
1st Charm Person, Chill Touch
3rd Wither and Bloom
5th Gaseous form
7th Compulsion
9th Danse macabre
11th True Seeing

Vampiric Evolution

At 1st level, as you cast spells you begin to manifest more and more vampiric traits. When you cast a sorcerer spell using spell points you gain an amount of Blood Points equal to the amount of spell points spent.

Once the total number of Blood Points you have gained equals or exceeds a threshold, as listed in the Vampiric Traits table, you gain access to a new feature until you finish a long rest. When you gain or recover spell points, your Blood Point total is reduced by an amount equal to the amount of spell points recovered, possibly reducing your vampiric traits.

Certain vampiric traits have minimum sorcerer level requirements, as listed in the table.

When you gain the Font of Magic feature at 2nd level, any sorcery points spent cause you to gain an amount of Blood Points equal to the sorcery points spent.

Life Drinker

Also, at 1st level, your fanged bite is a natural weapon, which counts as a natural weapon with which you are proficient.

You use your Charisma modifier for the attack and damage rolls when you attack with your bite. Your bite deals 1d8 piercing damage on a hit. While you are missing half or more of your hit points or a target is charmed by you, you have advantage on attack rolls you make with this bite.

When you hit a creature with your bite with advantage and that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You gain Blood Points equal to the damage you dealt.
  • You regain Hit Points equal to the damage you dealt.

If a target is charmed by you, your bite attacks are not perceived as a hostile action and won't break the charm.

Vampiric Resilience

At 6th level, your kind falls not for their own charms. You gain immunity to the Charmed condition and resistance to necrotic damage.

Bloody Strength

At 14th level, your body is now enhanced by your unnatural presence. You can use your Charisma in place of all Strength and Dexterity ability checks and saving throws.

Regeneration

At 18th level, the surplus of magic and blood in your system has sped up your natural regenerative abilities greatly. You're immune to necrotic damage, and while you are conscious and below half your maximum hit points, you regain 5 hit point at the start of each of your turns. Any severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, it instantaneously causes the limb to knit to the stump.

Vampiric Traits
Blood Points Sorcerer Level Feature
5 1 Your walking speed increases by 5ft.
12 3 Your fang's damage die increases to 2d8.
18 6 As an action, you can expend 2 Sorcery Points to polymorph yourself.
24 8 You gain a flight speed equal to your walk speed.
28 8 Your creature type becomes Undead.
30 12 Your movement speed doubles.
38 15 As an action, you can expend 1 Sorcery Point to force a creature you can see within 30ft to make a Wisdom saving throw. On a failed save that creature is charmed by you until the end of your next turn.
42 15 You gain the Sunlight Sensitivity trait.
46 18 You gain resistance to bludgeoning, piercing and slashing damage.
55 20 When you reduce a humanoid creature to 0 hitpoints you may turn them into a vampire spawn. You can only have 1 spawn at a time and they're both fiercely loyal and charmed by you.
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Sorcerous Origin: Chronomantic

Your innate magic comes from the fabric of time. Perhaps you were exposed to very powerful temporal magic, leaving its arcane signature upon your very being and making you attuned to similar effects. Maybe Amaunator or another deity of time chose you for reasons unknown and bestowed upon you their boon.

Due to their ability to instinctually warp time around them and escape harm, an ability they sadly could not extend to their comrades, chronomantics tend to survive encounters that their companions do not, and a good fraction become struck with survivor guilt. Most of those who do develop this guilt embrace solitude and give up adventuring entirely, while others continue exploring the world but are wary of accepting companionship, should similar events occur once more.

Chronomantic Origin Spells
Sorcerer Level Spells
1st Gift of Alacrity, Resistance
3rd Fortunes Favor
5th Slow
7th Death Ward
9th Temporal Shunt
11th Contingency

Subtle Acceleration

Also at 1st level, slivers of time magic are ever-present around you, granting you a small advantage even in areas you don't focus much on. You can add half your proficiency bonus, rounded up, to any Dexterity and Intelligence ability checks, skills, and saving throws you make that don't already include your proficiency bonus.

Additionally, your relative swiftness makes you harder to hit. When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. And, you're immune to effects that manipulate time, such as spells like slow, or time stop.

Rewind

At 6th level, when you make a saving throw and fail, you can use your reaction and spend 2 sorcery points to turn back time. Armed with knowledge from the future, you adjust your course of action accordingly. You reroll the saving throw with advantage and take the second result.

In addition, you may cast either the haste and slow spells as a bonus action with no components once per short or long rest.

Advanced Chronomancy

At 14th level, your mastery over time has improved enough that you become more efficient in spellcasting and can choose to resist the effects of temporal magic should they be detrimental to you. You may spend 2 sorcery points as a reaction to gain one of the following effects.

  • When an attack would hit or miss, roll a d100. On an even result the attack misses, and vice versa with an odd result.
  • When a saving throw would half the damage on a successful save. You roll a d20, on a 10 or lower you take the damage, on an 11 or higher you take no damage.

Timewalker

At 18th level, you can use your bonus action to spend 6 sorcery points to pluck yourself from 1 round in the future to join you in the present.


Your future self appears in an unoccupied space you can see within 30 feet of you and takes their turn alongside yours. Your two selves share hit points, spell slots, resources, and status effects. Any changes or new effects- including incapacitation or death- added/removed from your present self are mirrored to your future self; however, any changes to your future self are not mirrored. Due to already witnessing this event, your future self cannot be surprised and has advantage on attack rolls, ability checks, and saving throws during this turn. Additionally, other creatures have disadvantage on attack rolls against them.


At the end of your turn, both you and your future self vanish as the timeline repairs itself, merging you back into one singular entity. While vanished, you are undetectable, invulnerable, and cannot move or take any actions. At the end of your next turn, you appear where your future self vanished, in the state you were in.


Additionally, you no longer age and you may take an action to spend 10 spell points to cast the time stop spell once without expending resources or a 9th level spell slot. Once you use this feature, you can't use it again until after a rest.

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Sorcerous Origin: Clockwork Soul

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

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

Manifestations of Mechanus
d6 Manifestation
1 Large, spectral cogwheels appear hovering behind you.
2 The hands of a clock appear in your eyes.
3 Your skin glows with a golden, metallic sheen.
4 Your features become unnaturally angular, like geometric objects.
5 Your spellcasting focus takes the form of a miniature Spawning Stone or other creations of Primus.
6 The ringing of a clock can be heard by you and those affected by your magic.
Clockwork Soul Origin Spells
Sorcerer Level Spells
1st Blade Ward, Protection from Good and Evil
3rd Heat Metal
5th Glyph of Warding
7th Arcane Eye
9th Animate Objects
11th Guards and Wards

Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

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

Bulwark of Law

Starting at 6th level, you can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.


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

Trance of Order

Starting at 14th level, you gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10.

Once you use this action, you can’t use it again until after you finish a long rest, or until you expend 4 sorcery points to use it again.

Clockwork Cavalcade

At 18th level, you summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:

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

Once you use this action, you can’t use it again until you finish a long rest, or until you expend 5 sorcery points to use it again.

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Sorcerous Origin: Divine Soul

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

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

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

Divine Soul Origin Spells
Sorcerer Level Spells
1st Shield of Faith, Word of Radiance
3rd Lesser Restoration
5th Spirit Guardians
7th Guardian of Faith
9th Greater Restoration
11th Heal

Divine Magic

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

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

Affinity Spells
Good Cure Wounds
Evil Inflict Wounds
Law Bless
Chaos Bane
Neutral Protection from Evil and Good

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 1d8 and add it to the total, possibly changing the outcome.

You can use this Feature a number of times equal to your Charisma Modifier. You regain 1 use of this feature when you finish a short rest, and all uses when you finish a long rest.

Empowered Healing

At 6th level, you gain resistance to radiant and necrotic damage, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 2 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Spectral Wings

At 14th level, you can use an action to manifest a pair of spectral wings that appear on your back with a wingspan of almost four times your height. While the form is in use, you have a flying speed equal to your current walking speed + 5 x half your sorcerer level feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

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

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining or you have over 3 levels of exhaustion, you can spend 4 sorcery points to regain a number of hit points equal to half your hit point maximum and remove 1 level of exhaustion you currently have.

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Sorcerous Origin: Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Bloodline Origin Spells
Sorcerer Level Spells
1st Blade Ward, Chromatic Orb
3rd Hold Person
5th Fear
7th Elemental Bane
9th Hold Monster
11th True Seeing
Draconic Ancestry

You can speak, read, and write Draconic. Also, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Dragon Damage Type Breath Weapon
Amethyst (Gem) Force 30' cone (STR save)
Black (Chromatic) Acid 20' by 60' line (DEX save)
Blue (Chromatic) Lightning 20' by 60' line (DEX save)
Brass (Metallic) Fire 20' by 60' line (DEX save)
Bronze (Metallic) Lightning 20' by 60' line (DEX save)
Crystal (Gem) Radiant 30' cone (CON save)
Copper (Metallic) Acid 20' by 60' line (DEX save)
Emerald (Gem) Psychic 30' cone (INT save)
Gold (Metallic) Fire 40' cone (DEX save)
Green (Chromatic) Poison 50' cone (CON save)
Red (Chromatic) Fire 40' cone (DEX save)
Sapphire (Gem) Thunder 30' cone (CON save)
Silver (Metallic) Cold 60' cone (CON save)
Topaz (Gem) Necrotic 30' cone (CON save)
White (Chromatic) Cold 60' cone (CON save)

Breath Weapon. You can use your action to exhale the destructive energy of your ancestors. It deals damage in an area according to your ancestry. When you use your breath weapon, all targets in the area must make a saving throw, the type of which is also determined by your ancestry. A creature takes 3d8 damage on a failed save, and half as much damage on a successful one. The damage increase to 6d8 at 5th level, 9d8 at 11th, and 12d8 at 17th level.

Once you use your breath weapon, you can't use it again until you finish a short or long rest, or until you expend 4 sorcery points use it again.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, you have resistance to the damage type associated with your Draconic Ancestry, and your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 15 + your Dexterity modifier.

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You also gain draconic claws, with count as natural weapons with which you are proficient in. You use your Charisma Modifier for the attack and damage rolls of your claws. Your claws deal 1d8 piercing or slashing damage on a hit.

Elemental Affinity

At 6th level, the draconic influence from your blood begins show through even more than before, you grow fangs and sprout horns reminiscent of your ancestry. When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Sorcerer level to the damage roll of that spell.

Dragon Wings

At 14th level, the draconic influence on you grows further prevalent, you grow a tail and your horns become more prominent. You gain the ability to sprout a pair of dragon wings from your back with a wingspan of almost four times your height, gaining a flying speed equal to your current walking speed + 30 feet. You can sprout these wings as a bonus action on your turn. They last until you choose to dismiss them as a bonus action.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Form

At 18th level, you gain the ability to cover most of your body in draconic scale armor that is a part of you, when you do this you become immune to your draconic ancestry damage type, you add your Constitution modifier to your Armor Class, you can make two attacks with your claws when you take the attack action, and your claws now deal 2d8 slashing damage + your Charisma modifier + your proficiency bonus + your Sorcerer level and are considered magical for the duration of this transformation.
This form lasts for 1 hour. If you're wearing armor when you manifest your scales, the armor is destroyed, and clothing is damaged.


In addition, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 2 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 120 feet.
For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw has advantage against your aura for 24 hours.

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Sorcerous Origin: Elemental Borne

The arcane energies within you are a manifestation of raw a primordial element. Perhaps you were born in a border region between the Material Plane and the Elemental Planes. Or perhaps you trace your heritage back to a powerful Elemental. You have an innate understanding of an elemental magic, and are able to manipulate it in the battlefield to great effect as if breathing.

Elemental Birthright

Your elemental heritage has great effect upon your spells and speach. Starting at 1st level, choose an element from the table below. Along with that element comes it's own spell list and benefits.

Elemental Birthright
Element Damage Language Bonus
Earth Bludgeoning Terran +2 to Armor Class
Electricity Lightning Auran +2 to Initiative Bonus
Fire Fire Ignan +2 to Spell Damage Rolls
Ice Cold Aquan +2 to Spell Save DC
Sorcerer Level Earth Spells Electricity Spells Fire Spells Ice Spells
1st Earth Tremor, Magic Stone Savaran's Lightning Arc, Shocking Grasp Create Bonfire, Hellish Rebuke Armor of Agathys, Ray of Frost
3rd Earthen Grasp Lael's Crackling Line Scorcher Snowball Swarm
5th Erupting Earth Call Lightning Fireball Sleet Storm
7th Stone Shape Jumping Jolt Wall of Fire Ice Storm
9th Wall of Stone Fingers of Lightning Flame Strike Cone of Cold
11th Investiture of Stone Investiture of Lightning Investiture of Flame Investiture of Ice

Elemental Override

Also at 1st level, you can warp magics to your whim to be more in tuned with you. Your spells deal extra damage equal to your Charisma Modifier. And over the course of a rest, you can change the damage type of a spell, magic item, or effect, to the damage type of your elemental birthright.

Elemental Sense

Finally at 1st level, you can sense your elemental birthright around you within a 1 mile radius, and can tell how big it is, where it is, how it was made, and how long it's been around.

Elementally Charged

Starting at 6th level, whenever you're subjected to your elemental birthright damage, you regain a number of hitpoints equal to the damage dealt instead of taking damage.

Heart of Power

Also at 6th level, whenever you start casting a spell that deals your elemental birthright damage, your magic erupts from you. This eruption causes creatures of your choice that you can see within 15 feet of you to take your elemental birthright damage equal to your sorcerer level + 1d12. Also, when you deal damage with your elemental birthright, you can spend 4 sorcery points to deal maximum damage instead of rolling.

Fury of the Soul

At 14th level, when you are hit by an attack within 30 feet of you, you can use your reaction to deal your elemental birthright damage to the attacker. The damage equals twice your sorcerer level.

Additionally, you can spend 1 sorcery point to ignore resistance to your elemental birthright, and treat immunity as resistance for 1 hour.

Elemental Walk

Also at 14th level, you gain the ability to transform and travel distances through your elemental birthright or through a conduit for your elemental birthright. While in an elemental form or traveling through your element, you have advantage on all Strength, Dexterity, and Constitution saving throws. Depending on your elemental birthright, you can do the following:


Earth: You gain a burrow speed of 90 feet, unlike normal burrow speed however, you can move through solid or liquid earth or stone as if it was nothing and without destabilizing it or taking any damage from it.


Electricity: You gain a hover speed of 90 feet. As a bonus action, you can take on a form of static electricity that allows you to travel over conductive metal surfaces, electrical wires, data lines, or even cables. When you choose to return to your physical form, you're shunted out through the nearest exit or close to the ground as possible.


Fire: You gain a flying speed of 90 feet. As a bonus action, you can transform into a gaseous wave of heat, and can travel through pipes and vent like structures. When you choose to return to your physical form, you're shunted out through the nearest exit or close to the ground as possible.


Ice You gain a swimming speed of 90 feet, unlike normal swimming speed however, you can travel through solid, liquid, or gaseous water as if it was nothing and without destabilizing it or taking any damage from it.

Soul Blitz

At 18th level, you gain immunity to bludgeoning damage taken from falling, and you gain resistance to all nonmagical damage.

In addition, on your turn you can use your action to unleash a massive blast of your elemental birthright's element around you to deal damage. As an action, every object and creature (except you) within a 60 foot radius centered on you takes 25d6 of your elemental birthright in damage.

Once you use this action, you can’t use it again until you finish a long rest, or until you expend 6 sorcery points to use it again.

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Investiture Spells


Link to more spells:1st, 2nd 3rd


Investiture of Flame

6th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Druid, Sorcerer, Warlock, Wizard

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:


• You are immune to fire damage and have resistance to cold damage.


• All of your attacks now deal extra 4d10 fire damage.


• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d12 fire damage.


• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d12 fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect, is blinded for one round.

Investiture of Ice

6th-level Transmutation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Druid, Sorcerer, Warlock, Wizard

Until the spell ends, ice rimes your body, and you gain the following benefits:


• You are immune to cold damage and have resistance to fire damage.


• You can move across difficult terrain created by ice or snow without spending extra movement.


• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d12 fire damage.


• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 5d12 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Investiture of Lightning

6th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Druid, Sorcerer, Warlock, Wizard

Lightning arcs across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spells duration. The lightning doesn't harm you. Until the spell ends you gain the following benefits:


• You are immune to lightning damage, and you have advantage on Dexterity related checks and saving throws.


• All your movement speed is doubled, you gain a Hover speed equal to your current walking speed and all of your attacks deal an extra 2d10 lightning damage.


• Any creature that moves within 5 feet of you for the first time or ends its turn there takes 1d12 lightning damage.


• You can use your bonus action to transform into a bolt of lighting and move your full movement in a straight line without provoking opportunity attack, Any creature that's within 5 feet of your path or directly in it must make a Dexterity saving throw. A creature takes 5d12 lightning damage on a failed save, or half as much on a successful one. Also, a creatures that fails their save against this effect, is deafened for one round.

Investiture of Stone

6th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Druid, Sorcerer, Warlock, Wizard

Until the spell ends, bits of rock spread across your body and float around you, and you gain the following benefits:


• Your AC increases by +2, and you have resistance to bludgeoning, piercing, and slashing damage.


• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.


• Any creature that moves within 5 feet of you for the first time or ends its turn there takes 2d10 bludgeoning damage from floating stone.


• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid or liquid earth or stone as if it was air and without destabilizing it. If you're still inside of earth or stone when the spell ends, you're gently shunted 10 feet out of the earth or stone.

CoffeeSorcerer69 | The Sorcerer, Reworked
19

Sorcerous Origin: Fighting Spirit

Your innate magic coalesces into raw power, and your fists crackle with arcane might. Arcane Brawler sorcerers might have come from backgrounds of abuse, and one day hit back harder than anyone thought possible. They might have developed protective shells against trauma that grew to manifest literally. They might have been raised as monks, and grown to find something very different inside. Whatever their path, Arcane Brawlers are massively powerful combatants with arcane fury crackling just below the surface.

Arcane Combatant

Starting at 1st level, your hands crackle with arcane energy and martial might. You are proficient in unarmed strikes and improvised weapons.

You roll a d6 in place of the normal damage of your unarmed and improvised strikes. This die increases to a d8 at 6th level, a d10 at 11th level, and a d12 at 17th level.

Your unarmed strikes are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks.


Additionally, you gain the following benefits:

  • Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
  • While not wearing armor, you add your Charisma Modifier to your Armor Class.
  • You add your Charisma Modifier to Strength, Dexterity, and Constitution attack and damage rolls, ability checks, skill checks, and saving throws that you make.
  • When calculating your Carrying Capacity, Push, Drag, Lift, High Jump, and Long Jump, you multiply them all by your Charisma Modifier.

Also, whenever you finish a rest, you gain a number of Temporary Hit Points equal to your Charisma Modifier.

Sorcerous Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Moreover, you can cast your arcane burst or one of your cantrips in place of one of those attacks.

Unstriken

Also at 6th level, when you would take damage from an attack roll or saving throw effect, you may use your reaction to spend 3 sorcery points and momentarily create a magical shield causing the damage, and any subsequent damage from similar attacks or effects, to miss you - being blocked or seemingly never touching you. This shield-like ability lasts until the start of your next turn.

Break Action

At 14th level, you can make split second decisions in the midst of combat on a moments notice. When taking the attack action, you can spend 4 Sorcery points to make another attack with your fist or improvised weapon or take an object interaction.

Additionally, upon casting your arcane burst, you can make a melee attack to the closest target within your melee range in the same breadth.

Prime Form

Also at 14th level, your inner magical strength has truly manifested itself into your physical form. You now have the following benefits:

  • Your add your Proficiency Bonus to your Armor Class.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You gain a Hover speed equal to your Walking Speed.
  • Your movement speed increases by a number of feet equal to five times half your sorcerer level.
  • When you hit with an unarmed strike, you may force the target to make a Strength saving throw. On a fail, they are knocked backward a number of feet equal to 5 x your sorcerer level.

Sorcerous Force

Finally at 18th level, you now know how to strike with such power that a nova of arcane force expands outward from your points of strike. When you hit with a melee attack, you may expend 5 sorcery points to force every creature within a 50 foot cone of the attack to make a Dexterity saving throw. A target takes 5d12 thunder damage and 5d12 force damage on a failed save, or half as much damage on a successful one.


Additionally, all nonmagical objects and structures within a 100 foot cone of the attack is immediately shattered or severely damaged, and creatures within 10 feet of the attack are deafened for 1d6 rounds.

CoffeeSorcerer69 | The Sorcerer, Reworked
20

Sorcerous Origin: Giant Soul

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

Giant Soul Origin Spells

When choosing this origin, you pick one of the below sets of giant spells. Which decides the type of giant powers you use.

Sorcerer Level Cloud Spells Fire Spells Frost Spells Hill Spells Stone Spells Storm Spells
1st Fog Cloud, Thunder-clap Burning Hands, Green-Flame Blade Armor of Agathys, Frostbite Purify Food and Drink, Shillelagh Hunters Mark, Magic Stone Shocking Grasp, Thunder-wave
3rd Mirror Image Flame Blade Rime's Binding Ice Enlarge / reduce Earthen Grasp Gust of wind
5th Gaseous Form Flame Stride Sleet Storm Create Food and Water Erupting Earth Call Lightning
7th Freedom of Movement Fire Shield Ice Storm Vitriolic Sphere Stone Shape Storm Sphere
9th Seeming Immo-lation Cone of Cold Rein-carnate Trans-mute Rock Destructive Wave
11th Word of Recall Sun-beam Freezing Sphere Heroes' Feast Bones of the Earth Wind Walk

Jotun Resilience

The resilience of giants flows through your body. At 1st level, you gain an AC of 13 + your Constitution modifier when you aren't wearing any armor, and your hit point maximum increases by 1, and it increases by 1 whenever you gain a level in this class. Also, you can speak, read and write Giant, and gain proficiency in simple weapons.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Soul of Lost Ostoria

At 6th level, spells you cast have the following benefits:
Cloud Giant. Immediately after you cast a spell, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 + five times your Sorcerer Level.


Fire Giant. You gain a bonus to the damage rolls of your spells. The bonus equals twice your Constitution modifier (minimum of +2).
Frost Giant. Immediately after you cast a spell, you gain temporary hit points equal to your Sorcerer Level. But if the spell is Armor of Agathys, you instead increase its temporary hit points by an amount equal to your Constitution modifier (minimum of 1) + your Sorcerer Level.
Hill Giant. Immediately after you cast a spell, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to five times your Constitution modifier (minimum of 5 feet). A target can choose to fail this save.
Stone Giant. Immediately after you cast a spell, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn.
Storm Giant. Immediately after you cast a spell, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1) + your Sorcerer Level.

Additionally, you have advantage on saving throws against the poisoned condition.

Rage of Fallen Ostoria

Starting at 14th level, you gain the ability to channel the souls of your ancestors into your physical form. As a bonus action, you can increase your size by one category — from Medium to Large, for example.


This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits:

  • You gain a number of Temporary Hit Points equal to twice your Sorcerer Level.
  • Your reach increases 10 feet.
  • Your walking speed increases by 15 feet.
  • You have advantage on Strength checks and Strength saving throws.
  • You gain a bonus to the attack and damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1).

Once you use this ability, you can't use it again until after you finish a rest, or until you spend 2 sorcery points to use it again.

Blessing of the All Father

At 18th level, your Constitution score increases by 2, up to a maximum of 22.
Also, you gain the following benefits:

  • You no longer age or suffer the effects of aging.
  • You no longer need to eat, drink, or sleep.
  • A critical hit against you becomes a normal hit.
  • You have resistance to all damage.
  • You deal an extra 1d6 damage to your melee and spells.

In addition, you can now use Rage of Fallen Ostoria freely twice between rests, but no more than once on a turn. If you use that feature while under its effects, it increases your size from Large to Giant, and all of the benefits stack with each other, but only double.

CoffeeSorcerer69 | The Sorcerer, Reworked
21

Sorcerous Origin: Gravity Shifter

Your innate magic comes from the primordial force that controls the cosmos... gravity. You may have gained these powers after an incident with a rogue entity from the outer planes or you you may have encountered a gravitational phenomenon in the void of space.

No matter what gave you your powers, you have learned to exert your will in order to control gravity around you.

Gravity Shifter Origin Spells
Sorcerer Level Spells
1st Magic Stone, Magnify Gravity
3rd Immovable Object
5th Pulse Wave
7th Gravity Sinkhole
9th Animate Object
11th Gravity Fissure

Armor of Anti-gravity

Starting at 1st level, you're immune to forced movement, difficult terrain, and to damage you would take as a result of falling. Also your Armor Class now equals 13 + your Charisma modifier.

Additionally, you also learn the Feather Fall spell it doesn't count against your spells known, and you can cast it at will.

Surge of Gravity

At 1st level, you can spend an action to let forth a vibrant warbling energy to surround creatures of your choice, this energy lets you exert you control of gravity onto a number of creatures or areas equal to your Charisma modifier, by either reducing the gravity around them to speed them up or increasing it to slow them down. This ability lasts for 2 rounds. An unwilling creature directly targeted by this ability must make a Strength saving throw against your spell save DC, if the creature succeeds then they're unaffected by the ability for 2 rounds.


You can use this ability a number of times equal to half your sorcerer level (rounded up). You regain half of your uses of this feature (rounded down) when you finish a short rest, and all uses when you finish a long rest.

  • Reduce Gravity. Creatures that you reduce the gravity around or creatures that enter an area of reduced gravity, gain a +4 to their Armor Class and gain an additional 30 feet of movement speed. They also have advantage on Strength and Dexterity checks and saving throws for the duration of the ability.
  • Increase Gravity. Creatures that you increase the gravity around or creatures that enter an area of increased gravity, gain a -4 to their Armor Class and lose half of their movement speed. They also have disadvantage on Strength and Dexterity checks and saving throws for the duration of the ability.

You can target twice as many creatures or areas and your uses are doubled at 14th level.

Motes of Gravitation

At 6th level, you can use a bonus action to spend 3 sorcery points to create a number of motes equal to twice your Charisma modifier, these motes are vibrant colored orbs of warbling energy that orbit around you in a 5 foot radius. You can use these motes in the following ways:

  • Grab. As a bonus action, you can send a mote out to grab a target and hold it in a mote, an unwilling target must make a Dexterity saving throw against your spell save DC. A target held by a mote is considered paralyzed and can spend each of its turns making a Strength saving throw against your spell save DC to escape from the mote. When you have grabbed a target they begin to orbit you.
  • Attack. As an action, you can send the mote flying at a target forcing the target to make a Dexterity saving throw against your spell save DC. On a failed save, they take 4d10 magical bludgeoning damage, and half as much damage on a successful one.
  • Push. As an action, you can push a target up to 50 feet away or less, the target must make a Strength saving throw against your spell save DC or fall prone taking 2d10 magical bludgeoning damage. Any objects in the direction the target is being pushed, are damaged and the target takes 1d10 nonmagical bludgeoning damage for every object it hits.

These motes can reach a distance equal to your movement speed, if you do nothing with a mote on your turn other than moving it then the mote immediately goes back to orbiting around you. If a mote is hit with Dispel Magic or Counterspell then the mote dissipates, the motes are however immune to remove curse. If a mote has Shield cast against it then the mote returns immediately to you.

Shift Gravity

At 14th level, you gain the ability to shift the gravity around you. As an action or bonus action, you can shift the gravity relative to you gaining the following effects below for 1 hour.

  • You gain a flying hover speed equal to twice your current walking speed + 30 feet, and no longer provoke opportunity attack while you're not incapacitated.
  • If you fly into or land on an object or structure 5 feet wide or bigger, you can choose to walk on the object or structure as if it's normal terrain no matter the direction or orientation of it.
  • You automatically succeed on all Dexterity (Acrobatics) Checks and Dexterity saving throws while you're not incapacitated, and you can control your fall trajectory.

When this ability ends, a wave of lethargy sweeps over you forcing you to forfeit all actions for 1 minute

Black Hole

At 18th level, you can use an action to spend 8 sorcery points to create a small black hole in a range of 200 feet of you, spanning a 50 foot radius for 1 minute. All things within a 50 foot radius of the black hole must succeed on a Strength saving throw against your spell save DC or be pulled towards it, taking 18d10 magical bludgeoning damage, or half as much on a successful save.

CoffeeSorcerer69 | The Sorcerer, Reworked
22

Sorcerous Origin: Gunpowder Blood

Your trigger finger itches and there is black powder in your blood. Perhaps the yet untold legends of the gunslingers coalesced upon you as their avatar. Perhaps the immortal soul that dwells within you echoes with the deeds from a future holder you will never know.

Perhaps you are not the latest in a line of legendary gunslingers but the first, or maybe linear time just doesn't much care. The point is guns are in your blood, literally.

Gunpowder Blood Origin Spells
Sorcerer Level Spells
1st Compelled Duel, Vicious Mockery
3rd Fortune's Favor
5th Conjure Barrage
7th Fabricate
9th Conjure Volly
11th True Seeing

Gunslingers Proficiencies

Starting at 1st level, you gain proficiency with Firearms, Smith's Tools, Tinker's Tools, and you can speak, read, and write one exotic language of your choice.

During a short or long rest you can use Tinker's or Smith's Tools to craft ammunition. During a short rest you can craft a number of pieces of ammunition equal to your proficiency bonus. And during a long rest you can craft a number of pieces of ammunition equal to 2d6 + your proficiency bonus.

The materials required to make a single bullet is: half a single Sheet of Paper, a quarter handful of Gunpowder, and a half handful of Metal or Lead Pellets.

Gunpowder Euphoria

At 1st level, the black powder in your blood is agitated by the rigors of combat, raising your prowess to inhuman heights. As a bonus action you can enter a state of Gunpowder Euphoria, gaining the following benefits for one minute.

  • If you're not wielding a gun when you activate this feature then you create a revolver of pure magical force, if you do not have ammo to load into your gun in this state then you can spend a sorcery point to fully reload your gun.
  • All firearm attacks you make in this state count as magical.
  • You may use your Charisma Modifier, instead of Dexterity, to calculate firearm attack and damage rolls.
  • As long as you are not wearing heavy armor your movement speed increases by 10 feet
  • You add your Charisma modifier to your armor class (minimum of 1)
  • Creatures do not gain opportunity attack against you while in this state.
  • You can use your currently held gun as an arcane focus.

You may enter this state a number of times equal to your proficiency bonus or until you spend 2 sorcery points to use this feature again. you regain all uses after a rest.

Empowered Shot

At 6th level, You've learned how to pour raw sorcerous energy into your bullets, drastically increasing its destructive potential. When you make a firearm attack you may spend a number of sorcery points up to twice your proficiency bonus (minimum of 1). If that attack hits it deals an additional 1d6 damage per point spent. This additional damage can be one of the following: fire, force, lightning, or radiant.

Additionally, while in your Gunpowder Euphoria you can attack twice, instead of once, whenever you take the Attack action on your turn

Gunpowder Mirage

At 14th level, The burning of Blackpowder fills the air around you with dizzying fumes and it becomes hard to tell what is and isn't real, or maybe you're just that good. Whenever you are in a state of Gunpowder Euphoria you may spend 2 sorcery points as a reaction to gain either of the following effects.

  • When an attack would hit you roll a d6, and on an odd result the attack instead misses.
  • When a saving throw would half the damage on a successful save. You roll a d20, on a 10 or lower you take the damage, on an 11 or higher you take no damage.
  • When an attack you made with a firearm misses you may reroll that attack with advantage attack.

Doubled Barrel

Finally at 18th level, the black nature of your powers reaches its prime in a hail of gunfire and sulfur, and everyone is seeing double. When you enter a state of Gunpowder Euphoria you may spend 4 sorcery points to create a smoky double-image of yourself, halving the duration of your Gunpowder Euphoria by doing so.

This Double-Image is a perfect copy of you, including your gear and being in a halved state of Gunpowder Euphoria. It uses your statistics at the time it's created except it and all of its gear are only partially corporeal, a creation of gunsmoke and magic, and as such has resistance to all damage.

Your Double-Image can move and take actions and bonus actions and does so within the same turn as you, but it may not cast any spells except cantrips and if it expends sorcery points they come from your pool. These actions do not need to be the same actions that you take.

You share the Double-Image's senses and are considered to occupy its space for the purpose of any spells you cast, and may choose either space when determining effects. When your Gunpowder Euphoria ends the Double-Image vanishes in a crack of gunfire and the lingering scent of sulfur.

CoffeeSorcerer69 | The Sorcerer, Reworked
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Sorcerous Origin: Infernal Blood

Your innate magic comes from infernal power that can be traced back to the Nine Hells of Baator, power infused into your blood or that of your ancestors. Such power most often manifests itself as the result of a pact or bargain made with a powerful devil, such as a Pit Fiend or an Erinyes.

You may have endured a near death experience at the hands of a devil and been forever tainted by the encounter, or perhaps your bloodline includes a powerful Tiefling whose ancestry has manifested in an unusual way. Regardless of circumstance, fell power now surges through you, both a blessing and a curse.

Infernal Blood Origin Spells
Sorcerer Level Spells
1st Hellish Rebuke, Produce Flame
3rd Detect Thoughts
5th Incite Greed
7th Banishment
9th Infernal Calling
11th Soul Cage

Devil's Sight

Beginning at 1st level, Your infernal heritage grants you the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 feet. You can speak, read, and write Infernal.

Infernal's Progeny

At 1st level, the infernal blood you possess grants you innate understanding of devils and their machinations. You can speak, read, and write Infernal, and gain proficiency in one of the following skills of your choice: Deception, Persuasion, Insight, or Intimidation. Whenever you make an ability check to conceal or discover a hidden agenda or other deceptive loophole in a contract, deal or other type of bargain you make, you can add double your proficiency bonus to the check.

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

Devilish Power

At 6th level, You gain resistance to fire and poison damage, and you grow horns and a tail and your skin gets a red or black tint to it, if you're a tiefling then nothing changes. When you roll damage for a spell that deals fire or poison damage, you can add twice your sorcerer level to the damage roll.

Infernal Sorcery

Also at 6th level, when you cast a sorcerer spell, you can cast it by expending spell points as normal or by spending a number of sorcery points equal to the spell's level. If you cast a spell using sorcery points, it requires no material components.

Devil Form

Upon reaching 14th level, you can temporarily let the infernal power infused within your body take over. You gain the ability to harness your true devil power, you have advantage on Charisma rolls against fiends and can detect the location of any devil within 60 feet of you. When you activate your Devil Form, you gain the following benefits:

  • You gain truesight out to a range of 60 feet.
  • Enemy creatures have disadvantage on saving throws against being charmed and frightened when you're in their sight.
  • You're immune against being charmed, frightened, and forced sleep.
  • Your Armor Class increases by +3.
  • As a reaction to you or an allied creature failing an attack roll, ability check, or saving throw, you can spend 2 sorcery points to add 1d8 to the roll, potentially turning a failure into a success.

Your Devil Form lasts for 1 minute. After you've used this feature you can't use it again until you finish a short or long rest, or until you spend 5 sorcery points to use this ability again.

True Devil

Finally at 18th level, you gain immunity to fire and poison damage. and you take on the inscrutable nature of the most persuasive devils. Any magic or ability that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.


Additionally, your Devil Forms duration increases by a number of minutes equal to your Charisma modifier (minimum of 2 minutes). While in your Devil Form, as an action, you can sprout wings with a wingspan of your height multiplied by four, with these wings you have a flying speed of 60 feet. If you already have wings then they grow bigger and stack with your current flying speed.

CoffeeSorcerer69 | The Sorcerer, Reworked
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Sorcerous Origin: Mythic Eyes

Some say you’re blessed, others might say you’re a monster, you might say you’re both. Distantly descended from a powerful creature with ocular powers, your eyes manifest magic that affects those within your visual perspective. You may have found yourself quite alone ever since your eyes awakened. Depending on the type of eye you choose, the moment your powers awoke may even be a moment of great trauma as you burned or nearly petrified those closest to you.

Mythic Eyes Origin Spells
Sorcerer Level Enchantment Spells Incineration Spells Petrification Spells
1st Charm Person, Mind Sliver Faerie Fire, Firebolt Magnify Gravity, Mold Earth
3rd Mind Whip Heat Metal Hold Person
5th Fast Friends Fireball Slow
7th Charm Monster Fire Shield Resilient Sphere
9th Geas Flame Strike Hold Monster
11th Mental Prison Sunbeam Flesh to Stone

Mythic Eye

At first level, looking at creatures causes unnatural sensations as well as powerful magical effects to manifest within them. Choose one type mythic eye from the following options, your choice determines what spells and abilities you receive at certain levels.


Mythic Eyes of Enchantment. Your beautiful gaze invokes prolonged stares and curious glances. You have advantage on Charisma checks directed at creatures within 30 ft of you so long as you can see them and they can see you. After an hour has passed since you last looked at that creature, they realize they were charmed and may look back on you harshly for influencing their mood (DM’s Discretion). Additionally, your Armor Class equals 10 + your Charisma modifier + your Dexterity modifier while you are not wearing armor.


Mythic Eyes of Incineration. Your heated gaze triggers an increased internal heat, profuse internal sparking, and eventually combustion. Once on your turn (no action required), you can choose to turn your gaze to all targets you can see within 60 feet of you. Those targets suffer fire damage equal to your Proficiency Bonus and cannot benefit from resistance to fire damage until the end of your next turn. You can choose to avert your gaze from certain targets, making them immune to this feature, but you are considered blind to those targets until the start of your next turn. Also, thanks to your eyes: you can see the thermal signatures of everything around you, and the ambient environment. You have advantage on Wisdom (Perception) Checks based on sight made to perceive creatures which are warmer or colder than the environment around them.


Mythic Eyes of Petrification. Your freezing gaze causes a brief stunning sensation, and for those that die by your magic to become petrified in some solid substance (often stone, ice, or glass). Once on your turn (no action required), you can choose to turn your gaze to all creatures you can see within 30 ft of you. Those creatures have their movement speed reduced by 15 feet, and cannot make attacks of opportunity until the start of your next turn. You can choose to avert your gaze from certain creatures, making them immune to this feature, but you are considered blind to those creatures until the start of your next turn.


The ability gained from this feature is always active, unless your eyes are covered or you are otherwise blinded.

Unparalleled Sight

Also at 1st level, by focusing the power of your eyes, you can invoke your Origin Spells forcing the magic to flow directly through your eyes. When casting your Origin Spells, you don't suffer disadvantage from a hostile creature being within 5 feet of you or from being within melee range of a hostile creature, and they do not require verbal, somatic, or material components. To gain this benefit, you cannot be blinded.

Additionally, you can add your Charisma Modifier to all Wisdom (Insight, Perception), and Intelligence (Investigation) Checks.

Mythical Magics

Your affinity with the magic of myth gives you the option to learn some non-sorcerer spells that are a mix of defense, divination, and tracking. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Mythic Eyes Expanded Spell List
Spell Level Spells
Cantrips Guidance, Resistance, Toll the Dead
1st Bane, Bless, Detect Evil and Good, Detect Poison and Disease, Hex, Hunters Mark, Identify
2nd Augury, Find Traps, Locate Animals or Plants, Locate Object, Magic Aura
3rd Bestow Curse, Clairvoyance, Nondetection, Magic Circle, Remove Curse
4th Arcane Eye, Death Ward, Divination, Locate Creature
5th Circle of Power, Dispel Evil and Good, Legend Lore, Scrying
6th Find the Path, Harm, Heal
7th Symbol
8th Holy Aura
9th Foresight

Spells that you learn from this feature do not require any material components to cast if they require any.

CoffeeSorcerer69 | The Sorcerer, Reworked
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Panicked Gaze

When reaching 6th level, your visual prowess makes harming you difficult. When a creature within 30ft of you that you can see and that can see you targets you with an attack or a harmful spell, you can use a reaction to force the target to make a saving throw based on your mythic eye. On a failure the target must choose a new target or lose the spell as the intensity of your gaze becomes too much to follow. Enchantment: Wisdom. Incineration: Dexterity. Petrification: Constitution.

Additionally, your mythic eye grants you the following benefits:


Enchantment. You gain resistance to psychic damage, and you have advantage on saving throws against being charmed. You become immune to psychic damage and you automatically succeed on saving throws against the charmed condition at 18th level.


Incineration. You gain resistance to cold and fire damage, and you have advantage on saving throws against being frightened. You become immune to fire damage and you automatically succeed on saving throws against the frightened condition at 18th level.


Petrification. You gain resistance to bludgeoning, piercing, and slashing damage, and you have advantage on saving throws against being petrified. You become immune to nonmagical bludgeoning, piercing, and slashing damage and become immune to the petrified condition at 18th level.

Mystic Perception

At 14th level, you’ve learned to draw on the legendary powers associated with your eyes. You cannot use these abilities while blinded.


Enchantment. When a creature has immunity to the charmed condition, you can spend 4 sorcery points to suppress that immunity until the end of your next turn. When the creature’s immunity returns, the effects of that spell end.


Incineration. As an action you can spend 4 sorcery points to engulf a creature you can see within 60ft in intense flames for the next minute. Right now, and as an action on subsequent turns you can force the target creature to make a Dexterity saving throw. It takes 10d6 fire damage on a failed saving throw or half as much on a successful one. On a failed save, the target is terribly burned, reducing its movement speed by half and granting it disadvantage on attack rolls until it is healed magically. Once a minute has elapsed or the target is killed, this ability ends.


Petrification. As an action you can spend 4 sorcery points to target a creature that can see your eyes within 30 feet of you, you can force it to make a Constitution saving throw if you can see the creature. A creature that fails the save begins to petrify and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. A creature petrified in this way has vulnerability to bludgeoning and thunder damage.

Ascendant Sight

Upon reaching level 18, your eyes can cut through the fog of normal sight, increasing your visual powers to their apex. You have truesight out to a range of 120ft, and gain new abilities according to your mythic eye.


Enchantment. If a creature fails its saving throw against one of your Visual Magic spells, their eyes glow just like your own. Choose another creature within 30ft of the original target, that your original target can see. That creature also becomes a target of this spell. Repeat this ability until a creature succeeds on their saving throw against this spell.


Incineration. When a creature you can see suffers fire damage within 60ft of you. You can cause the damage roll of that fire damage to be the maximum or minimum result.


Petrification. When you force a creature to make a saving throw with any spell from your Visual Magic list, or your Mystic Perception ability, if it fails by 5 or more you instantly petrify them. A creature petrified in this way is vulnerable to bludgeoning and thunder damage. They are petrified until the spell or ability would normally end or be saved against.

CoffeeSorcerer69 | The Sorcerer, Reworked
26

Sorcerous Origin: Phoenix Sorcery

Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you. That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.

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

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

Phoenix Sorcery Origin Spells
Sorcerer Level Spells
1st Burning Hands, Fire Bolt
3rd Scorcher
5th Minute Meteors
7th Fire Shield
9th Flame Strike
11th Sunbeam

Ignite

Starting at 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Additionally, you can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Mantle of Flame

At 1st level, you can unleash the phoenix fire that blazes within you.

As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Any creature takes fire and radiant damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
  • Whenever you roll fire or radiant damage on your turn, the roll gains a bonus equal to your Charisma modifier.

You can use this feature a number of times equal to your Charisma modifier. You regain 1 use of this feature when you finish a short rest, and all uses when you finish a long rest.

Phoenix Spark

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

If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 5 hit point, and each creature within 10 feet of you takes fire and radiant damage equal to half your sorcerer level + your Charisma modifier.

If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire and radiant damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.

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

Fire in the Veins

Also at 6th level, you gain resistance to fire and radiant damage. In addition, spells you cast ignore resistance to fire and radiant damage, and you can treat immunity to fire damage as resistance to fire and radiant damage.

Nourishing Fire

At 14th level, your fire magic soothes and restores you. When you expend a spell slot to cast a spell that includes a fire damage, you recover a number of hit points equal to the spells level times 4.

Form of the Phoenix

At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:

  • You have a flying speed of 40 feet and can hover.
  • You have resistance to all damage, and immunity to all sources of fire and radiant damage except your own.
  • When you deal fire damage in any form, you can add your sorcerer level to the damage.
CoffeeSorcerer69 | The Sorcerer, Reworked
27

Sorcerous Origin: Psionic Mind

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might? As an Psionic Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Psionic Origins
d6 Origin
1 You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.
2 A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.
3 You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.
4 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours.
5 As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
6 Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!
Psionic Mind Origin Spells
Sorcerer Level Spells
1st Dissonant Whispers, Mind Sliver
3rd Calm Emotions
5th Sending
7th Summon Aberration
9th Rary's Telepathic Bond
11th True Seeing

Psionic Magics

When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the conjuration, divination, enchantment, or illusion spell from the bard, sorcerer, warlock, or wizard spell lists.

Telepathy

Also at 1st level, your mind awakens to the ability to communicate via telepathy, and detect the psychic energy within others. You can detect the location of any creature within 120 feet of you that has an Intelligence Ability Score of 3 or higher. However, if the creature has successfully hidden themselves from you, you cannot detect them.

Also, as an action, choose one or more creatures you can see or know, up to a number of creatures equal to your Proficiency Bonus

The chosen creatures can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the targets recognize you as the creature they're communicating with.

You and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't understand any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

Psionic Sorcery

At 6th level, you gain resistance to psychic damage, and you have advantage on all Intelligence, Wisdom, and Charisma saving throws. Also, when you cast any spell of 1st level or higher from your Origin Spells, or Psionic Magics features, you can cast it by expending spell points as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no components,.

Revelation in Flesh

At 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

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

Warping Implosion

At 18th level, You can unleash a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after, each creature within 60 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 5d12 force and 5d12 bludgeoning damage and is pulled straight towards the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

CoffeeSorcerer69 | The Sorcerer, Reworked
28

Sorcerous Origin: Planeswalker

Your innate power comes from the entirety of the planes. The planes call out and awaken those they chose to travel the multiverse. Once awakened a planeswalker has a knack for knowledge about creatures not from the material plane. Some of the greatest planeswalkers use this knowledge to travel the multiverse and establish themselves as rulers.
Others seek to help those unable to defend themselves in need of a hero. Sometimes planewalkers establish themselves on a particular plane and align themselves with it, calling it home. Their form, attitude, and spells taking on the form of the plane they spend much of their time on. Or a planeswalker may create a demiplane of their own and sculpt it elements and powers they find most comfortable.

Planeswalker Origin Spells
Sorcerer Level Spells
1st Eldritch Blast, Protection from Evil and Good
3rd Spiritual Weapon
5th Magic Circle
7th Banishment
9th Dispel Evil and Good
11th True Seeing

Interplanar Knowledge

Starting at level 1, you gain proficiency in the Arcana skill. In addition, when you make a Intelligence (Arcana) check related to the planes or creatures not from the Material Plane you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Planar Magics

Your affinity for planar magic gives you the option to learn some non-sorcerer spells that focus on trickery, and planar reaching. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Planeswalker Expanded Spell List
Spell Level Spells
1st Detect Evil and Good, Find Familiar
2nd Arcanist's Magic Aura, Flock of Familiars
3rd Galder's Tower, Nondetection
4th Arcane Eye, Secret Chest
5th Contact Other Plane, Planar Binding
6th Forbiddance, Planar Ally

Plane Step

Starting at 1st level, reality and the planes bind you a little less than they do everyone else. Your walking speed increases by 5 feet, and after you cast a spell you can teleport up to the remaining movement speed you have to an unoccupied space you can see, which takes movement as if you had moved.

Planar Affinty

At 6th level, you can choose one of the following damage types when you finish a rest: acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder. You gain resistance to that damage type until you choose a different one with this feature. In addition, spells you cast ignore resistance of the damage type you choose. When you reach 14th level, and again at 18th level, you can choose another damage type.

Planar Sorcery

Also at 6th level, when you cast a spell of 1st level or higher from your Sorcerer Spellcasting feature, you can cast it by spending a number of sorcery points equal to the spell's level. When you cast a spell in this way it requires no material components. Also, when you cast a spell from your Planeswalker Expanded Spell List, it requires no material components.

Walk through Eternity

At 14th level, you learn the plane shift spell which doesn't count against your spells known. As an action, you can cast plane shift with this feature, without expending a spell slot, only targeting yourself and without requiring components. When you cast it in this way, you ignore the rules of planar travel of the planes you jump to and from. Once you use this feature, you can't use it again until you finish a short or long rest, or until you expend 8 sorcery points to use it again.

World Sculpter

Finally at 18th level, the magic of the planes grants you the ability to not just travel through, them but create your own artificial world through an intense effort by imparting a shard of your own planeswalker spark within it. You learn the demiplane spell which doesn't count against your number of spells known. This use of demiplane is special. It opens to a planet or island-like demiplane in the astral sea that you can shape up to 10 miles at most in each dimension. The border of this demiplane can be: An impassable fog, an island-like cliff that drops off, or an atmosphere. While in your demiplane, you can spend an hour creating and shaping it as you like forming forests, mountains, and even complex structures, but you cannot create creatures. If you create a new demiplane, any creatures inside the extra-dimensional space are expelled into the new demiplane.

As a bonus action, you can spend 6 sorcery points to plane shift yourself and 5 other targets of your choice to your demiplane and to return to your prior location.
As an action, you may turn your demiplane into a traveling demiplane, functioning similarly to spelljammers or nautiloids. You can shift your demiplane to another plane or another point of space in the current plane by expending 8 sorcery points as an action. Also as an action, you may begin to move your demiplane at spelljamming speeds of 300 million miles a day or a tactical speed of 1000 feet per turn.

While in your demiplane your base AC becomes 15, and you only have to roll a 17-20 to score a critical hit. Your demiplane is now considered your Native Plane. If you die outside of your demiplane, your body and gear discorporates instead of dying, appearing at a spot of your choice within your demiplane 24 hours later as if you've had a long rest. You must wait one week before being able to do so again.

CoffeeSorcerer69 | The Sorcerer, Reworked
29

Sorcerous Origin: Runechild

The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren.

The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

Runechild Origin Spells
Sorcerer Level Spells
1st Blade Ward, Hex
3rd Arcanist's Magic Aura
5th Glyph of Warding
7th Death Ward
9th Passwall
11th Contingency

Essence Runes

Starting at 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes, and vice versa. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

Manifest Inscriptions

At 1st level, you can reveal hidden glyphs and enchantments that surround you to others. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 30 feet of you to reveal themselves with a glow for 10 minutes.

This glow is considered dim light for a 5 foot radius around the mark or glyph. You can see these marks, runes, glyphs, and wards naturally without expending a charged rune.

Sigilic Augmentation

At 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks and saving throws with the chosen ability score for 5 minutes. You can choose to maintain this benefit additional rounds by expending a charged rune at the end of the effect.

Glyphs of Aegis

At 6th level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d12 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.


Additionally, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can hold a number of glyphs equal to your Constitution Modifier, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll a number of d12's and subtract the number rolled from the damage roll. A glyph is then lost for each d12 rolled.

Runic Torrent

At 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have. You also add 1d12 to your damage roll for every glyph expended.


In addition, You have a flying hover speed equal to your current walking speed, and damage you take from spells or magical effects is reduced by a number equal to your sorcerer level to a minimum of 0.

Arcane Exemplar Form

At 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 6 minutes + 1 minute for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:

  • Your flying and walking speeds increase by 20 feet.
  • Your spell save DC and spell attack bonus increase by 2.
  • You have resistance to force damage, and damage from spells.
  • When you cast a spell, you regain hit points equal to twice the spell’s level. (2 hit points if it's a cantrip)

When your Arcane Exemplar form ends, a wave of lethargy sweeps over you forcing you to forfeit all actions until your next turn.

CoffeeSorcerer69 | The Sorcerer, Reworked
30

Sorcerous Origin: Sea Blood

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

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

Sea Blood Origin Spells
Sorcerer Level Spells
1st Frostbite, Create or Destroy Water
3rd Enthrall
5th Tidal Wave
7th Watery Sphere
9th Maelstrom
11th Wall of Ice

Soul of the Sea

Starting at 1st level, your tie to the sea grants you the ability to breathe underwater, you also have a swim speed equal to your walking speed and you ignore any drawbacks caused by a deep underwater environment.

Additionally, you have an aptitude in all forms of water magic and you can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Curse of the Sea

At 1st level, you learn the secret of infusing your spells with a watery curse.

When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):


Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Constitution modifier.
Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.

Watery Defense

At 6th level, you gain resistance to fire and cold damage.

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

You can use this feature a number of times equal to your Charisma modifier. You regain 1 use of this feature when you finish a short rest, and all uses when you finish a long rest.

Shifting Form

At 14th level, you gain the ability to enter a liquid state while moving.

When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.

On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Water Soul

At 18th level, your being is altered by the power of the sea. You gain the following benefits:

  • After you've used your Watery Defense reaction, you gain a bonus to your AC equal to your Charisma Modifier.
  • You no longer age or suffer the effects of aging.
  • You no longer need to eat, drink, or sleep.
  • A critical hit against you becomes a normal hit.
  • You have resistance to bludgeoning, piercing, and slashing damage.

CoffeeSorcerer69 | The Sorcerer, Reworked
31

Sorcerous Origin: Shadowborn

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. Roll on the Shadow Sorcerer Quirk table.

Shadowborn Sorcerer Quirks
1d6 Quirks
1 You are always icy cold to the touch.
2 You don't appear to breathe no matter how hard you're breathing (though you must still breathe to survive)
3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event sometimes surprises you.
5 You have trouble remembering that living creatures and corpses should be treated differently.
6 You blinked. Once. Last week.
Shadowborn Origin Spells
Sorcerer Level Spells
1st Arms of Hadar, Toll the Dead
3rd Blur
5th Bestow Curse
7th Shadow of Moil
9th Enervation
11th Circle of Death

Constitution of the Dark

The magic that you command is shadow magic that's infused into your being directly from the shadowfell, you can see through magical darkness. At 6th level, your hit point maximum can't be reduced.

Born of Shadows

Starting at 1st level, you can see normally in darkness or dim light out to 240 feet. You can detect if anything might be made of or use shadow magic and have advantage on ability checks, attack rolls, or saving throws against such things. And you can see ethereal creatures and objects.

Shadow Walk

At 6th level, You gain resistance to necrotic damage, and the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You are considered hidden and have advantage on the first attack you make before the end of your next turn.

Strength of Death

At 6th level, your existence in a twilight state between life and death has made you difficult to defeat. When damage reduces you to 0 or lower hit points, you can make a Constitution saving throw (DC 5 + half the damage taken rounded down). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points or lower by radiant damage or by holy items.

You can use this Feature a number of times equal to your Charisma Modifier. You regain 1 use of this feature when you finish a short rest, and all uses when you finish a long rest.

Hounds of Omen

At 14th level, you gain the ability to call forth the howling dogs of the darkness to hunt your foes. As a bonus action, you can spend 4 sorcery points to summon 4 Shadow Mastiffs to target a number of creatures equal to your Charisma modifier that you can see within 120 feet of you. The Shadow Mastiffs uses their normal statblock with the following changes:

  • They appear with a number of temporary hit points equal to twice your sorcerer level.
  • They can move through other creatures and objects as if they were difficult terrain. A mastiff takes 1d4 force damage if it ends its turn inside an object.
  • At the start of its turn, the mastiffs automatically knows its targets locations. If the targets were hidden, they're no longer hidden from you and the mastiffs.

The mastiffs appear in unoccupied spaces of your choice within 30 feet of its targets. The mastiffs all take their turns after yours. On ones turn, it can move towards only one of its targets on its turn by the most direct route, and it can only use its actions or reactions to attack or dodge its target. The mastiffs can make opportunity attacks, but only against its current target.

Additionally, while the mastiffs are within 5 feet of any of their targets, the targets have disadvantage on saving throws and attack rolls against you or any spells you cast. A mastiffs disappears if it's reduced to 0 hit points, if all of its targets are reduced to 0 hit points, or after 6 hours.

Umbral Form

At 18th level, you gain immunity to necrotic damage, and can take the hide action in any amount of shadows when you do this you are considered heavily obscured.

As a bonus action you can transform yourself into a shadowy form. In this form, you have immunity to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 1d4 force damage if you end your turn inside an object. This form lasts for 5 minutes.

Alternatively, you can choose to remain in this form for 10 minutes, but you can't use the attack action, or cast a harmful spell. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Once you use this feature, you can't do so again until you finish a short or long rest, unless you spend 5 sorcery points to use it again.

CoffeeSorcerer69 | The Sorcerer, Reworked
32

Sorcerous Origin: Soul Forge

As an Oathbreaker is running through the forest filled with only fear, they turn and see only a short and stout cloaked figure axe in hand and the moonlight gleaming off it. As the Oathbreaker draws their mace they notice the cloaked figure has moved closer and holds their now broken mace with blood staining their blade.

A Soul Forge is a being naturally connected to the magics of the forge. Commonly associated with dwarves or warforged. These naturally talented craftsmen and craftswomen are able to craft magical weapons infused with pieces of their own soul that grow along with them.

Soul Forge Sorcerer Origin Spells
Sorcerer Level Spells
1st Sword Burst, Zephyr Strike
3rd Spiritual Weapon
5th Spirit Shroud
7th Freedom of Movement
9th Steel Wind Strike
11th Blade Barrier

Bonus Proficiencies

Starting at 1st level, you gain proficiency with Martial Weapons, Jewelers Tools, Smiths Tools, and you can speak, read, and write one exotic language of your choice.

Soul Weapon

At 1st level, you use your arcane blood and natural knowledge to forge a weapon out of your soul. When you do this, you may choose any nonmagical weapon to forge.

You forge this weapon by using half of your soul. You must spend 2 hours to make it. When you do so, you can choose to incorporate a maximum of three items into the forging process, taking the items abilities into your Soul Weapon. But incorporating an item doubles the time spent forging. You can discorporate your Soul Weapon as an action, returning your soul and items. Your Soul Weapon doesn't disappear if you die. Your Soul Weapon grants you the following features:

  • Your Soul Weapon is magical.
  • As you wield your Soul Weapon you gain a bonus to your AC equal to your Charisma Modifier.
  • Your Soul Weapon can't harm you, unless you want it to.
  • Your Soul Weapon uses your Charisma Modifier, instead of Strength or Dexterity.
  • You can use your Soul Weapon as an Arcane Focus.
  • While you wield your Soul Weapon you can add your Charisma Modifier to any Constitution saving throw you make to maintain your concentration on a spell.
  • You can summon your Soul Weapon to your hand as an action, bonus action, or reaction, causing it to teleport instantly to your hand regardless of it's location or if it's being held or wielded by another creature.

Additionally, your Soul Weapon gains an attack and damage bonus at later levels, +1 at 5th level, +2 at 11th level, and +3 at 17th level.

Remnant Magic

At 6th level, you've learned to reap the remnants of magic sown by your spells. Your spells deal extra damage equal to your Charisma Modifier. And when you cast a spell, your next non-spell attack that hits deals an extra 1d10 force damage + 1d10 per spell level.

Also, when an enemies movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the target instead of a melee attack. The spell must have a casting time of 1 action and only strikes at the target.

Greater Soul Weapon

At 14th level, as your body becomes stronger so does your soul which resides within your Soul Weapon. You gain the ability to add one of the listed magical effects of your choice to your Soul Weapon, you can change the magical effect when you make a new Soul Weapon. Your Soul Weapon gains a second magical effect of your choice at 18th level.

  • Elemental Weapon: Your Soul Weapon now deals an extra damage type of your choice: acid, cold, fire lightning, poison, or thunder, the extra elemental damage is 8d6, and you gain immunity to that damage type while holding your Soul Weapon. You can change the element of this magical effect during a long rest.
  • Celestial Weapon: Your Soul Weapon now deals an extra 4d12 damage depending on your alignment. Good deals radiant damage, neutral deals psychic damage, and evil deals necrotic damage. You're immune to this damage type and it changes with your alignment.
  • Leach Weapon: Your Soul Weapon now deals an extra 6d8 damage, when you hit a creature with your Soul Weapon you regain lost hit points equal to half of the overall damage dealt by you. If you have your maximum hit points, then you gain a number of temporary hit points with a maximum equal to twice your sorcerer level.
  • Planar Weapon: When your Soul Weapon is not in your hand, and is within a 120 foot radius of you. You can choose to cast spells through your Soul Weapon as if you were casting them from your Soul Weapons position. Additionally as reaction to your Soul Weapon not being on your person, you can choose to teleport to your Soul Weapon regardless of it's location or if it's being wielded by another creature and begin wielding it.
  • Breaker Weapon: Your Soul Weapon now deals an extra 12d4 force damage. When you make an attack roll you ignore any armor that the target is wearing. If you score a critical hit, the targets AC is decreased by 1 till the end of combat (Minimum of 10 AC).

Forge Walker

Finally at 18th level, you have hammered out your arcane power to its near completion. You gain the following benefits:

  • When you cast a spell, you can make a weapon attack against one creature within your weapons range.
  • You no longer need to drink, eat, or sleep.
  • Your attacks now score a critical hit on rolls of 18-20. And critical hits against you becomes a normal hit.
  • You have resistance to bludgeoning, force, piercing, and slashing damage.
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Sorcerous Origin: Stone Soul

Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.

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

Stone Soul Origin Spells
Sorcerer Level Spells
1st Blade Ward, Shield
3rd Earthen Grasp
5th Erupting Earth
7th Stone Skin
9th Wall of Stone
11th Bones of the Earth

Bonus Proficiencies

Beginning at 1st level, you gain proficiency with shields, and martial weapons. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Metal Magic

Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Stone Soul Extended Spell List
Spell Level Spells
1st Compelled Duel, Searing Smite, Thunderous Smite, Wrathful Smite
2nd Branding Smite, Magic Weapon
3rd Blinding Smite, Elemental Weapon
4th Staggering Smite, Stone Shape
5th Banishing Smite, Destructive Wave
6th Blade Barrier, Flesh to Stone

Stone's Ability

Also at 1st level, your connection to stone gives you increased sense and fortitude. You gain tremorsense out to 60 feet, and your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

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

Earthen Crash

At 6th level, you can't be affected by the petrified condition. And your strikes land like a boulder drop, seemingly cracking the ground on impact. Once per round, you can deal extra damage to a target, if the attack hits, it deals an extra 2d10 Bludgeoning damage. If the attack misses, then you can use it again on your next attack. This extra damage increases to 3d10 at 14th level, and 4d10 at 18th level.

Stone Aegis

At 6th level, your command of earth magic grows stronger, allowing you to harness it for yours or an allies’ protection.

As a bonus action, you can grant an aegis to you or one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + half your sorcerer level (rounded up). This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to burrow through the ground to an unoccupied space you can see within 5 feet of the attacker. You can only do this if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker.

Stone's Edge

At 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

Earth Master's Aegis

At 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to five creatures to gain its benefits.

Your body has become fine tuned with the earth, you gain the following benefits:

  • When you cast a spell, you can make a weapon attack against one creature within your weapons range.
  • You no longer age or suffer the effects of aging.
  • You no longer need to eat, drink, or sleep.
  • A critical hit against you becomes a normal hit.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
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Sorcerous Origin: Storm Blood

Your innate magic comes from the power of elemental air. Many with this power can trace their magic mack to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Storm Blood Origin Spells
Sorcerer Level Spells
1st Fog Cloud, Shocking Grasp
3rd Gust of Wind
5th Wind Wall
7th Storm Sphere
9th Control Winds
11th Wind Walk

Wind Speaker

The arcane magic you command is infused with elemental air, this grants you aptitude in all forms of air magic. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can manipulate the the world around you through elemental air magic in the following ways:

  • Blindsight: You have blindsight with a range of 60 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Whirling Gust: You can cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell as part of the same action. Doing so allows you to fly up to 10 feet in a direction of your choice without provoking opportunity attack. You remain in the air until the end of your next turn, until you move, or you choose to leap onto an elevated platform within your reach. No matter what you do, when you fall from this height, you float down gently and don't take any fall damage.
    The flight distance increases to 20 feet at 5th level, 30 feet at 11th level, and 40 feet at 17th level.
  • Overcharge: You can spend 2 sorcery points to ignore resistance to lightning and thunder damage, and treat immunity as resistance of other creatures and objects for up to 1 hour or until you choose to end this feature.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage, and when you roll lightning or thunder damage, you can spend a 3 sorcery points to deal maximum damage, instead of rolling.

In addition, you learn the Call Lightning spell and it doesn't count against your spells known. When casting it, you can expend 4 sorcery points to cast it as a bonus action and can choose to spend a number of additional sorcery points up to a maximum of half your Sorcerer level rounded down. Each additional sorcery point you spend equates to one additional turn after the inital casting of the spell where you are able to bring the lightning down as a bonus action instead of an action.

Storm Guide

Also at 6th level, you gain the ability to partially control the weather around you.

If it is raining, you can use an action to cause the rain to freeze or stop falling in a 100-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 150-foot-radius sphere centered on you. The wind blows in that direction for up to ten minutes or until you use this feature again. This feature can alter the speed of the wind from 5-30 miles per hour.

Storm's Fury

At 14th level, whenever a creature within 60 feet of you hits you with an attack, you can use your reaction to deal lighting and thunder damage to them equal to your sorcerer level and push them up to 20 feet away from you in a straight line if they're within 10 feet of your, knocking them prone if they are no more than one size larger than you. If there are other hostile creatures within 15 feet of the attacker when they hit you, they must make a dexterity saving throw or take the half the amount of lightning damage (rounded up).
Also, you learn the Whirlwind spell and it doesn't count against your spells known.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage, and you learn the Control Weather spell and it doesn't count against your spells known.

You gain a magical flying speed that equals your current walking speed + 30 feet, and you no longer take fall damage. As an action, you can reduce your flying speed by 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 5 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

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Sorcerous Origin: Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Origin Spells
Sorcerer Level Spells
1st Chaos Bolt, Resistance
3rd Arcanist's Magic Aura
5th Dispel Magic
7th Confusion
9th Wall of Force
11th Globe of Invulnerability

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell of 1st level or higher, roll a d6. If the Result is even, nothing happens. If the result is a odd, roll on the Wild Magic Surge Table.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw.

You have a number of uses of this ability equal to your 1 + your Charisma modifier (minimum of 2). You regain 1 use of this feature when you finish a short rest, and all uses when you finish a long rest.

Magical Interference

Also at 1st level, you can force another creature of your choice to make a Charisma saving throw. On a failed save, the target must roll on the wild magic table. On a success, they are unaffected.

Bend Luck

At 6th level, you gain resistance to force damage. You have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d6 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either roll, or both rolls.

Spell Bombardment

At 18th level, You gain immunity to force damage, and the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on one of the dice, you can choose to do maximum damage instead. You can also expend a hit dice or 4 sorcery points for this effect.

In addition, your unfiltered access to magic allows you to more easily manipulate your spells, You gain three additional Metamagic options of your choice.

Chaos Lance

4th Level Evocation


  • Casting Time: 1 action
  • Range: Self (120-foot line)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer

A beam of shifting, chaotic energy shoots out from your hand in a line 5 feet wide and up to 120 feet long. Each target in the area must make a Dexterity saving throw, taking 2d8 + 6d6 damage on a failed save, or half as much damage on a successful save. Choose one of the d8's; the number rolled on that die determines the spell's damage type, as shown below.


d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
d8 Damage Type
5 Lightning
6 Poison
7 Psychic
8 Thunder

If you roll the same number on both d8s, another beam shoots out in a direction from where the last beam ended. Roll damage for the new beam, which could cause another beam to shoot again.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. You only need to roll the same number on two d8s for another beam to be created.


Alternative Wild Magic Surge Table

When you choose this subclass you have a choice between using the Wild Magic Surge Table, or the Positive/Negative Surge Tables. (located after the wild magic surge table)


Once you've chosen which table set you're going to use, that's the only table set you can use for your Wild Magic Surges. (Unless your DM says otherwise)


When rolling on the Positive/Negative Surge Tables you roll on both the positive and negative surge tables.

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Wild Magic Surge table
d100 Effect
1-2 Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls.
3-4 You regain all expended sorcery points.
5-6 You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each.
7-8 You cast fireball as a 3rd-level spell centered on yourself. Damage caused by this feature cannot reduce a creature to 0 hit points.
9-10 You cast magic missile as an Xth-level spell targeting a creature of the DMs choice, where X equals your Charisma modifier (minimum of 1).
11-12 Your height changes by 1d6 inches. If the roll is odd, you shrink. If the roll is even, you grow. If this effect is already in place when you roll this, you return to your original height. A remove curse spell can end this effect.
13-14 You cast hypnotic pattern centered on yourself.
15-16 You cast spiritual weapon in the nearest unoccupied space, and it immediately attacks you if possible. The weapon moves on the shortest path toward you before each of your turns and attacks you if possible. It disappears if you fall unconscious.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast grease centered on yourself. The grease puddle moves with you.
21-22 Creatures have disadvantage on saving throws against the next spell you cast before your next long rest that involves a saving throw.
23-24 Your eyes and hair turn a random color determined by a 1d6. 1- red, 2- orange, 3- yellow, 4- green, 5-blue, 6-purple. If this effect is already in place when you roll this, they return to your original color. A remove curse spell ends this effect.
25-26 You gain one of the following incorporeal traits based on your alignment until your next long rest. Good- a halo floats above your head. Neutral- a flower blooms on your head. Evil- you sprout large devil horns.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 Up to 4 creatures you choose within 30 feet of you take 4d10 lighting damage.
31-32 You cast blink.
33-34 Maximize the damage of the next damaging spell you cast before you finish a long rest.
35-36 Roll a d6. 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. If this effect is already in place when you roll this, you return to your original age. A remove curse spell ends this effect.
37-38 You cast inflict wounds on the nearest creature within 30 feet of you at the end of your next turn. If there aren’t any creatures nearby, you cast it on yourself.
39-40 You cast cure wounds as a 1d4th level spell on yourself.
41-42 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.
43-44 You cast thunder step as a 3rd level spell.
45-46 You cast levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, rainbow colored bubbles float out of your mouth.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 You cast astral projection on only yourself.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60 You regain an expended spell slot of 5th level of lower (player choice).
61-62 For the next minute, your voice booms three times as loudly when you speak.
63-64 You cast fog cloud centered on yourself. The fog cloud moves with you.
65-66 You cast call lightning, but it lasts 3 rounds instead of the usual 10 minutes.
67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 You and each creature within 30 feet of you becomes invisible for the next minute.
71-72 You gain resistance to all damage for the next minute.
73-74 A creature of your choice within 60 feet of you becomes poisoned.
75-76 You glow with golden bright light in a 30-foot radius for the next minute, and your hair becomes gold and stands straight up. Any creature that ends its turn within 5 feet of you is blinded by your radiant glory until the end of its next turn.
77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you until your next long rest.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast mirror image.
87-88 You cast fly on yourself and every creature in a 30 foot radius with a duration of 1 minute instead of the usual 10.
89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91-92 If you die within the next minute, you immediately come back to life with full hit points, rolling on this table when you do so (even if you already surged that turn).
93-94 You cast enlarge on yourself.
95-96 You and all creatures within 30 feet of you gain vulnerability to all damage for the next round.
97-98 You are surrounded by faint (but lively) music until your next long rest.
99-100 Choose any surge you want (besides this one).
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Positive Surge Table
d20 Positive Effect
1 Your favorite smell fills the air around you..
2 You immediately become quenched and satiated
3 Small plants grow to full bloom around your feet.
4 Your clothes become cleaned, and faded dyes return to full brightness.
5 Your body becomes sheathed in a thin layer of protective energy. You gain temporary hitpoints equal to the spell’s level + your spellcasting ability modifier.
6 You are innervated. Your movement speed increases by 15 feet until the end of your next turn.
7 The energy of the spell flashes brightly. A creature of your choice within 5 feet of the target of the spell must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn.
8 The energy of the spell becomes raw and without defined form. If the spell deals damage, you can choose to change its damage type to force damage.
9 With a surge of energy, you are able to shift your position. You may immediately teleport to a point of your choice within 15 feet of you.
10 Arcs of chaotic energy emanate from the spell. A random hostile creature within 15 feet of the target of the spell takes 2d10 force damage.
11 Enemy attacks are pushed away from you. The next attack against you before the start of your next turn has disadvantage.
12 The air around you crackles. Until the start of your next turn, if a creature within 30 feet of you hits you with an attack, you can use your reaction to deal 1d12 lightning damage to the attacker. This damage increases by 1d12 for every level of the spell above 1st.
13 If you cast a spell before the end of your next turn, roll on this table and gain a positive effect.
14 You become energetic. You gain the effects of the haste spell until the end of your next turn, ignoring the lethargy effect.
15 The spell becomes amplified. If the spell deals damage, it deals an extra 1d10 damage to each target, increasing by an additional 1d10 for every level of the spell above 1st.
16 If you take damage from a spell before the start of your next turn, you can roll 1d12 and reduce the damage by the number rolled.
17 The spell becomes unusually stable. If the spell requires concentration, you have advantage on constitution saving throws you make to maintain it.
18 The spell seems to guide itself towards your targets. You have advantage on the attack roll, and targets have disadvantage on saving throws, for this spell.
19 The spell is efficient, allowing you to siphon excess magical energy. You regain expended spell points equal to your Proficiency Bonus.
20 Roll twice on this table and gain both effects, rerolling 20s.
Negative Surge Table
d20 Negative Effect
1 Roll twice on this table and suffer both effects, rerolling 1s.
2 The spell requires additional energy to cast. You must expend extra spell points or sorcery points equal to your Proficiency Bonus.
3 The spell becomes erratic and hard to aim. You have disadvantage on the attack roll, and targets have advantage on saving throws, for this spell.
4 The spell becomes unstable, requiring extra effort to hold it in place. If the spell requires concentration, you have disadvantage on constitution saving throws you make to maintain it.
5 If you take damage from a spell before the start of your next turn, you take an additional 1d12 damage.
6 The spell bleeds away energy. If the spell deals damage, it deals 1d10 less damage to each target, decreasing by an additional 1d10 for every level of the spell above 1st.
7 Electricity courses through your muscles, causing you to tense up. You suffer the effects of the slow spell until the end of your next turn.
8 If you cast a spell before the end of your next turn, roll on this table and suffer a negative effect.
9 Static energy builds up in your body, waiting for something to ignite it. Until the start of your next turn, if a creature hits you with an attack, you take an additional 1d12 lightning damage. This damage increases by 1d12 for every level of the spell above 1st.
10 Enemy attacks are drawn to you. The next attack against you before the start of your next turn has advantage.
11 Arcs of chaotic energy emanate from the spell. A random friendly creature within 15 feet of the target of the spell takes 2d10 force damage.
12 Your position becomes unstable, and you blink side to side wildly. You immediately teleport to a random point within 15 feet of you.
13 The spell fails to coalesce and penetrate defenses properly. If the spell deals damage, targets with resistance to the damage have immunity instead.
14 A flash of light bursts straight into your face. You must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn.
15 You are enervated. Your movement speed decreases by 15 feet until the end of your next turn.
16 Some of the spell’s energy backfires. You take force damage equal to the spell’s level + your spellcasting ability modifier.
17 You suffer a faint, harmless ringing in your ears for the next minute.
18 Fractal, lightning-like scars appear on your hands and arms, which disappear when you receive magical healing.
19 You immediately become thirsty and hungry.
20 The smell you hate the most fills the air around you.
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Extra Spells

Burst Strikes

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (A melee weapon)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

As a part of an action used to cast this spell, you must make a melee attack with a weapon against one creature within the spells range, otherwise the spell fails. On a hit, the target suffers the attacks normal effects, an ethereal copy of your weapon appears around the original creature or a different creature that you can see within the spells range making a separate attack roll for the weapon. The ethereal weapon deals 1d8 force damage.


The spell creates more than one ethereal weapon when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. You can direct the weapons at the same target or at different ones. Make a separate attack roll for each weapon.


Shift Blade

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock

You summon a shard of vile planar energy and plunge it into a nearby foe. You teleport to an unoccupied location in range and make a melee spell attack at a creature within in reach, dealing 1d8 force damage on a hit. After your attack you immediately teleport back to your original location.


The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Static Bolts

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V,S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Wizard

You send a hail of sparks towards your foes. Make two ranged spell attacks against targets within range. You have advantage on the attack roll if the target is wearing metal. On a hit, the target takes 1d6 lightning damage. You can direct the sparks at the same target or different ones.


The spell creates more sparks when you reach higher levels: four sparks at 5th level, six sparks at 11th level, and eight sparks at 17th level.

Dazzling Spark

1st-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Warlock

You fire a streak of flickering light towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 lightning damage and has disadvantage on attack rolls and ability checks requiring sight until the end of your next turn.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d8 for each slot level above 1st.

Electrify

1st-Level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the end of your next turn, the target takes 3d6 lightning damage and must make a Strength saving throw. On a failed save, the target becomes stunned until the end of their next turn.


The spell ends after dealing damage, or at the end of your next turn, whichever occurs first.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d6 lightning damage per spell slot level above 1st.

Rewind

1st-Level Conjuration


  • Casting Time: 1 reaction, which you take when you start or end your next turn
  • Range: Self
  • Components: V, S, M (A wristwatch)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

In a blur, you return to the same space where you began your last turn. You cannot return to the same space if it's currently occupied.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can rewind back an additional turn for each slot level above 1st.

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Presence of Mind

1st-Level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (A sprinkle of salt)
  • Duration: 1 hour
  • Classes: Cleric, Sorcerer, Warlock

You send magic into your future, readying yourself should you be placed in sudden danger. If you are surprised while under the effects of this spell, you immediately cease to be. Also, if your initiative is below 15 you can choose to make it 15. Once these effects occur, the spell ends.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it's duration increases by 1 hour per spell slot level above 1st.

Savaran's Lightning Arc

1st-Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A pinch of copper or gold powder)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

You snap your fingers and watch as lightning arcs towards a target that you can see within range, ignoring half cover if the target has at least 3 pounds of metal on it. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 2d10 lightning damage, and it can't take reactions until the start of it's next turn.

If you roll maximum damage, the arcing magic leaps from the target to a different target of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d10 lightning damage per spell slot level above 1st.

Chaotic Bond

2nd-Level Enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer

Choose a creature within 60 feet of you. You create a magical bond between you and the target that lasts until the spell ends. While the bond is active, the magic flow between you. Every time you or your bonded ally cast a spell, the caster can choose to cast its spell as if it were the other : You can cast spells as if you were your ally, using its senses and its position to determine the targets of the spells; and your ally can cast spells as if it were you, using your own senses and position. The caster still uses its own spellcasting modifier, concentration and spell save DC when the effects of a spell require them.

Crackle

2nd-Level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

You create three arcs of lightning striking targets in range. You can direct them at one target or several. Make a ranged spell attack for each arc. On a hit, the target takes 2d8 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become shocked, stunning them until the start of their next turn.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.

Lael's Crackling Line

2nd-Level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bit of Fulgurite)
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

A line of crackling energy 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity Saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Planar Adaptation

2nd-Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A bit of stone or earth from your home plane)
  • Duration: 24 hours
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

Your spell allows up to 2 creatures within range to be protected from the negative natural effects of the plane on which you are currently on. This includes such things as extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes inherent in the plane itself such as curses and alignment shifts.

The effects of gravity or special entrapping traits are not negated by this spell, nor does it provide protection against creatures or extreme/non-natural phenomena within the plane.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can select an additional creature within range for each slot level above 3rd.

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Cronwier's Unerring Mage Spear

3rd-Level Conjuration


  • Casting Time: 1 action
  • Range: 560 feet
  • Components: V, S, M (A metal spear head)
  • Duration: Special
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

You make a motion as if throwing a spear and as you're about to throw, a spear of pure magical energy forms into your hand and a streaks across the battle field at a target of your choice. Make a ranged spell attack at the target of your choice.

On a hit, the target takes 2d8 force damage and 2d8 piercing damage and the spear reappears in your hand allowing you to throw it a second and third time at another target or the same target at the start of your next turn as an attack action. After the third throw or a miss the spell ends.

On a miss, the target must make a Dexterity Saving Throw or be struck by the spear from behind ending the spell. On a fail, the target take 1d8 force damage and 1d8 piercing damage. On a success the target takes half damage.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can throw the spear an additional time after a successful attack.

Electrocute

3rd-Level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

A massive arc of lightning leaps from your hand to a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d12 lightning damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Power Surge

3rd-Level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer

The magic flowing through your veins empowers you. For the duration of the spell, every time you roll damage, you can add your sorcerer level to the roll.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spells duration increases by 1 minute for each spell slot level above 3rd level.

Spirit Blade

3rd-Level Conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Cleric, Sorcerer, Warlock

You conjure a blade which embodies your nature that lasts until the spell ends, unless you dismiss it as a bonus action. It counts as a simple melee weapon with which you are proficient and cannot be disarmed, and uses your spellcasting ability type depends on your alignment; radiant damage for good, force damage for neutral, and necrotic damage for evil. On a hit, the target takes 3d8 of the relevant damage type + your spellcasting ability modifier.

Slashing with this spell cuts through objects and terrain like walls. All nonmagical items or objects in the area that aren't being worn or carried are cut as well.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


Jumping Jolt

4th-Level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

You release an arc of lighting at a creature within range. Make a ranged spell attack roll against the target. On hit, the target takes 4d12 lightning damage, and you can cause the spell to jump to another target within 20 feet of the first target making a new attack roll for each target. The spell cannot jump to a target out of the spells range. The spell can jump a maximum of five times.

On a miss, the target takes half as much damage and the spell does not jump to a new target.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the starting damage increases by 1d12 for each slot level above 4th.

Astral Projection

5th-Level Necromancy


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (For each creature you affect with this spell, you must provide one jacinth worth at least 100 gp and one ornately carved bar of silver worth at least 100 gp)
  • Duration: Special
  • Classes: Cleric, Sorcerer, Warlock, Wizard

You project your astral body into the Astral Plane (the spell projects your body to the material plane if you are already on the astral plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age, it's immune to psychic damage, and resistant to all other forms of damage.

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Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing your physical body instantly.


Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.


The spell ends for you when you use your action to dismiss it. When the spell ends, you return to your physical body, and you awaken.


The spell might also end early for the caster. A successful dispel magic spell used against an astral or physical body ends the spell for that caster. If a caster’s original body or its astral form drops to 0 hit points, the spell ends for the caster. If the spell ends and the silver cord is intact, the cord pulls the caster’s astral form back to its body, ending its state of suspended animation.


If you are returned to your body prematurely, you cannot cast this spell again until after you finish a rest.

Chaotic Storm

5th-Level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer

A storm of chaotic magic start raging in a 30-foot radius around you, twisting and tearing up the space and reality within the area. Each creature in that area must succeed on a Charisma saving throw or be teleported on a free space of your choice within the area of the spell. A creature can choose to fail that saving throw willingly.

Fingers of Lightning

5th-Level Evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (a bit of fur; a piece of amber, glass or a crystal rod; and four copper pins)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

Your hands arc with electricity as you create 5 lines, each 100 feet long and 5 feet wide, emanating from you in directions of your choice. Each line has its own direction and can overlap, but they must all fit within a 180 degree angle from you. Each creature within the area of a line must make a Dexterity saving throw. On a failed save, a creature takes 8d6 lightning damage plus 1d6 additional lightning damage for each line's area that they are within beyond the first, or half as much damage on a successful save.

The lightning ignites flammable objects in the area that aren’t being worn or carried.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an additional line of lightning for each slot level above 5th.


Magical Resonance

5th-Level Divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until you cast Magical Resonance again
  • Classes: Sorcerer, Warlock

You learn the last spell that the target has cast. For the duration, you can cast that spell yourself using your own spell slots, it counts as a spell for your spellcasting class.

Planar Bubble

5th-Level Abjuration (ritual)


  • Casting Time: 1 action
  • Range: Self (15-feet radius)
  • Components: V, S, M (A sprinkling of silver dust.)
  • Duration: 1 hour
  • Classes: Cleric, Sorcerer, Warlock

This spell creates an area around the target creature that emulates its native planar environment. Thus, a character hailing from the Material Plane would have normal gravity, temperature, magic, and so on.

Aolaxs' Hallow Blast

6th-Level Evocation (Ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S,
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer

You raise both hands as you swell with powerful magics reminiscent of ancient myth and release it forming a line 300 feet long and 20 feet wide blasting out from you in a direction you choose. Every target of your choice in the line must make a Charisma saving throw. A target takes 10d10 radiant or necrotic damage on a failed save, or half as much damage on a successful one. The target is killed if this damage leaves them with 0 hit points. The beam destroys everything in its path that isn't worn or carried by a target.

If a target is killed by this spell, their body, soul, and all non magical equipment they were wearing is evaporated. The creature can be restored to life only by means of a true resurrection or a wish spell.

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Tasha's Otherworldly Guise

6th-Level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
  • Duration: 10 minutes
  • Classes: Cleric, Sorcerer, Warlock

Uttering an incantation of power, you draw on the magic of the Outer Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

  • The damage types you're immune to depend on your alignment; Evil Aligned: You're immune to fire and poison damage. Good Aligned: You're immune to radiant and necrotic damage. Neutral Aligned: You're immune to force and psychic damage.
  • You are immune to the poisoned and the charmed conditions.
  • Spectral wings appear on your back, giving you a flying speed of 60 feet.
  • You have a +2 bonus to AC.
  • All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls.
  • You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

Electrical Interdiction

7th-Level Evocation


  • Casting Time: 1 reaction, taken when a creature within range moves, uses an action, bonus action, reaction, or legendary action, or interacts with an object
  • Range: 100 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer

Just before the event can occur, you blast the triggering creature with lightning, forcing it to make a Dexterity saving throw. On a failed saving throw, the target takes 10d12 lightning damage and must make a Constitution saving throw. On a successful Dexterity saving throw, the target takes half damage and no other effects.


If the target fails the Constitution saving throw, the action or effect that triggered this spell is foiled. Any spell slots or abilities that the target would have expended are still expended. Its speed is reduced to 0 feet for the rest of the turn, and if it is the target's turn, the turn ends immediately.


At Higher Levels. When you cast this spell using a spell slot of 8th level, the damage dealt increases by 2d12 for each slot level above 7th.


Mass Astral Projection

8th-Level Necromancy


  • Casting Time: 1 Hour
  • Range: Self (10-feet radius)
  • Components: V, S, M (For each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp)
  • Duration: Special
  • Classes: Cleric, Sorcerer, Warlock, Wizard

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age, it's immune to psychic damage, and resistant to all other forms of damage.


Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing your physical body instantly.


Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.


The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.


The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

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Sorcerer's Guise

8th-Level Conjuration


  • Casting Time: 10 days
  • Range: Self
  • Components: V, S, M (An object you've imbued with your magic for 1 hour a day for 1 month, which is then consumed by the spell)
  • Duration: Special
  • Classes: Sorcerer

Uttering an incantation and forcing the weave to conform to your will, you conjure your internal reserves of magic to show your true form. You gain the following benefits until the spell ends:

  • You are immune to nonmagical damage, and resistance to magical and psionic damage.
  • You are immune to the blinded, charmed, deafened, frightened, paralyzed, and poisoned conditions.
  • You have a climbing, flying, hover, swimming, and walking speed of 60 feet.
  • Your memories cannot be manipulated by any means.

This spell is unaffected by antimagical effects, and can only be dispelled by a dispel magic of 9th level with an equivalent magical artifact that is destroyed in the dispelling.

Conflageration

9th-Level Evocation


  • Casting Time: 1 action
  • Range: Self (120-foot radius)
  • Components: S, M (a white glove inscribed with an arcane sigil)
  • Duration: Instananeous
  • Classes: Cleric, Sorcerer, Warlock

You snap your fingers, and a moment later an explosion erupts outwards from that point that can be heard up to a mile away. Every creature within 120 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire and 10d6 thunder damage and is knocked prone, and takes half as much damage on a successful one. This spell does double damage to objects and structures and all open earth in the area is rendered barren.

Permanency

9th-Level Transmutation


  • Casting Time: 1 reaction that you take when you finish the casting of a spell
  • Range: Self (5-foot radius)
  • Components: V, S, M (25,000 gp worth of diamond dust)
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Warlock, Wizard

When you finish the casting of a spell of 8th level or lower that has a duration of a round or minute, such as Shield, Haste, Cloudkill, or Reverse Gravity. You can change the spells duration to Until Dispelled. If the spell requires concentration, it no longer requires it.

Optional Damage Type Rules


Weapon & Spell damage customization:

When you gain a spell or feature that deals damage, you can select a different damage type from the corresponding list. The change is permanent and decided when you gain the spell or feature. In addition, you can choose to change an exotic damage type to an elemental damage type, but not the other way around.

Physical Elemental Esoteric
Slashing Fire Radiant
Piercing Cold Necrotic
Bludgeoning Acid Psychic
Poison Force
Lightning
Thunder

Resistances:

You may opt to change a feature that grants you resistance or immunity to a damage to another type from the corresponding list.


If a feature grants you both a damaging ability and resistance or immunity you must choose the same damage type for both.


Features from your class or race that grant you resistance or immunity to poison cannot be changed to a different damage type unless you have more than one feature that does so.


Items:

Spells and abilities granted by items (such as scroll) cannot be changed in this way. Some scrolls may provide otherwise unobtainable damage choices. If you scribe this scroll, you learn the spell and it deals the type specified by the scrolls.


Learning new versions of the same spell

You can learn a base spell multiple times, selecting a different damage type each time.


When scribing or researching a spell that you already know a different damage version of, the gold and time you must spend to copy that into your spellbook is halved. This stacks with a Wizards "Savant" feature, quartering the time requirement.

Why

I Made

This Homebrew

This was made to give the Sorcerer its own propper identity, and thanks to SwordMeow's Tweaked Sorcerer. I got started, it took a while before I finally got here. But here we are at what I think is the end.

So, feel free to contact me on things that you feel important, or want me to try and make. Just don't expect much from me, cause this took me 2 years from start to finish. All because it felt like there was no identity to the sorcerer, and because I thought sorcerers needed a way to recover sorcery points.

Tweaked Sorcerer By SwordMeow


Cover Art: By Alexandra Malmquist

More Credits

GrabageWriter deserves credit for helping me make and balance some things.


I put the links to all the sources I got the subclasses from.

The Mythic Eyes Sorcerer
The Soul Forge Sorcerer
The Sea Blood Sorcerer
The Bloodborne Sorcerer
The Storm Sorcerer
The Elemental Borne Sorcerer
The Draconic Bloodline Sorcerer
The Divine Soul Sorcerer
The Shadow Sorcerers

Careful with this one, it's to another GM Binder page.

The Wild Magic Sorcerer
Gravity Shifter Origin Spells

I made this one from scratch, so for the spells I think they're either page 184 or 186 in the Explorer's Guide to Wildermount.

The Runechild Sorcerer
The Chronomancy Sorcerer
Stone Soul Sorcerer
Gunpowder Soul Sorcerer

Not the original homebrew and I made my own personal changes. I would like to provide credit the original Homebrew because they really deserve it.

Clockwork Soul
Optional Damage Type Rules

This one I didn't make, I just wanted to make a gmbinder page for it.

Official Spell Point Rule

I just did a bit of tweaking to it.

Here's my Discord if you want to contact to me: CoffeeSorcerer69™#5258
I'm updating this constantly and tweaking things.
 

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