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CoffeeSorcerer69 | The Sorcerer, Revised
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## 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. \columnbreak ### 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. #### Quick Build You can make a sorcerer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. 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. ### 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. \pagebreak
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### 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 | You power arises from your famaily's bloodline. You are related to some powerful creature, or you inherited a blessing or a curse. | | 2 | You are the reincarnation of 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. | \columnbreak ### 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, or it could be a source of pride that you keep on constant display. ##### Supernatural Marks | d6 | Supernatural Marks | |:----:|:-------------| | 1 | Your eyes are an unusual color, such as red or turquoise. | | 2 | You have an extra toe on one foot. | | 3 | You have strange runic markings all over your body. | | 4 | Your hair grows at a prodigious rate. | | 5 | You wrinkle your nose repeatedly while you're chewing. | | 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. | \pagebreak
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##### Sorcerer | Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | — | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | 4 | Font of Magic | 4 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | 6 | Metamagic (3), Sorcerous Restoration | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | 8 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | 10 | Internal Focus Improvement | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | 12 | Metamagic (6), Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | 14 | Magic Sense (1) | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | 16 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | 18 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | 20 | Metamagic (9), Metamagic Mastery | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | 22 | Magic Sense (2) | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | 24 | Ability Score Improvement | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | 26 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | 28 | Metamagic (12), Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | 30 | Magic Sense (3) | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | 32 | Ability Score Improvement | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | 34 | - | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | 36 | Body of Magic, Sorcerous Origin feature | 6 | 19 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | 38 | Ability Score Improvement | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | 40 | Arch-Sorcerer | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
___ ### 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 - **Tools:** None ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - Two daggers \pagebreak
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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 for the sorcerer spell list. #### Cantrips At 1st level, you know four 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 Slots The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either spell slot. #### Spells Known of 1st Level and Higher You know two 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 have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. You can also spend 2 days of ingame time to meditate on your arcane power to change a number of spells equal to your Constitution modifier instead of having to gain a level in this class. #### Spellcasting Ability Constitution 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 Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution modifier
**Spell attack modifier** =
your proficiency bonus +
your Constitution modifier
\columnbreak #### Internal Focus When you cast spells that require a material component, you can ignore that component unless it has a value, such as the specially marked sticks, bones, or similar tokens worth at least 25 gp for the *augury* spell, in which case the components are required. At 5th level, all of your attacks count as magical, and you can use your Constitution modifier for Arcana checks instead of Intelligence. ### Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power. There are too many to upkeep this list, and they're all linked at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 3rd, 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 but once you choose it you cannot change it. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. When you choose one spell over another then it still counts as a sorcerer spell for you, but it will count as a spell known if you take it. ### 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 4 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level unless you use a wish spell or something like it. You regain all expended sorcery points when you finish a long rest. #### Empowering Reserves When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check. #### Imbue Magic As an action, you can touch one nonmagical item and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the item is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks or having resistance to nonmagical attacks. #### Sorcerous Constitution As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled. If you have taken damage at one point then the temporary hit points are used to heal you. You can reattach limbs when you heal this way. \pagebreak
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#### Deflect Magic As a reaction, you can spend a number of sorcery points equal to twice the spell slot level that you're deflecting to deflect a spell into the distance (2 sorcery points if it's a cantrip). You cannot deflect spells with a range of touch, or a spell that isn't targeting you. You also can't deflect spells of 9th level. #### Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. **Creating Spell Slots.** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. **Converting a Spell Slot to Sorcery Points.** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. ##### Creation/Cost of Spell Slots | Spell Slot Level | Sorcery Point Cost | |:----:|:-------------| | 1st | 2 | | 2nd | 3 | | 3rd | 4 | | 4th | 5 | | 5th | 6 | | 6th | 10 | | 7th | 12 | | 8th | 14 | ### Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You gain two more at 6th, 10th, and 14th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. #### Augmented Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 4 sorcery points to change the first saving throw required for one target 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. #### 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. \columnbreak #### Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. #### 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 touch, you can spend 1 sorcery point to make the range of the spell 30 feet. #### Delayed Spell When you cast a spell, you can delay it occuring until the start of your next turn by spending 1 sorcery point (expending the spell slot as normal). When the start of your next turn begins, you can choose to delay it once more, for 1 more sorcery point. #### 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. #### Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage die up to your Charisma modifier (minimum of 1). You must use the new rolls. You can use Empowered Spell even if you have already used a different metamagic option during the casting of the spell. #### Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. #### Heightened 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 one target of the spell disadvantage on its first saving throw made against the spell. #### Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, 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 (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, *magic missle* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are. #### Overcharged Spell When you cast a spell that deals damage, you can spend a number of sorcery points equal to twice the spells level to double the damage (2 sorcery point if the spell is a cantrip). \pagebreak
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#### 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. #### 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. #### Elemental Spell When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder. You can use Elemental Spell even if you have already used a different metamagic option during the casting of the spell. #### Double Spell When you cast a spell that targets only one creature and doesn’t have a range of self, 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 and not have a range of self. (1 sorcery points if the spell is a cantrip.) To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, *magic missle* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are. #### 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. #### Slippery Spell when you cast a spell, you can spend 5 sorcery points to make it unbreakable by the spells counterspell, dispel magic, and remove curse. If the spells are upcasted to 6th level or higher then they can still effect the spell. #### Switch Spell When you are concentrating on a spell, you can use a bonus action on your turn and spend 2 sorcery point to change that spell to a different spell. The new spell must be of a lower level than the original, and is considered to be cast at the lowest possible level. If the original spell had a target, that target must still be valid for the new spell; for example, you cannot switch a spell you have cast on someone else to a spell with a range of Self. The new spell's duration is equal to whatever time remained of the old spell's duration or its standard duration, whichever is shorter. You cannot switch a spell more than once. #### Invisible Spell When you cast a spell with a duration of instantaneous that other creatures can see, you can expend 1 sorcery point to make any visual manifestations of the spell's casting invisible. You can use Invisible Spell even if you have already used a different Metamagic option during the casting of the spell. \columnbreak #### Focused Spell When you cast a spell, that has concentration, you can spend extra sorcery points equal to the spells level to automatically succeed on the Constitution saving throw (1 sorcery point if the spell is a cantrip). ### Sorcerous Restoration When you reach 3rd level, you've learned how to recover some of your arcane energy by going into a trance like state to focus your arcane powers. Once per day when you finish a short rest, you recover any expended sorcery points up to a maximum of half of your sorcery points. ### 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. ### Magic Sense When you reach 7th level and again at 11th, and 15th level, Your body has become more in tune with the magic around it that you're beginning to be able to see it at will, you can cast Detect Magic a number of times without expending a spell slot, you also have advantage on Constitution saving throws to keep Concentration on the spell when it's cast this way. You can cast it 1 time at 7th level, 2 times at 11th level, and 3 times at 15th level. You regain one use on a short and all uses on a long rest. Additionally, you gain advantage on all arcana checks you make. ### Metamagic Mastery At 10th level, you've begin to master your ability to alter essential parts of spells. You can choose 3 Metamagic options 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 Metamagic applied to them. You can change the Metamagic options effected by this ability once every long rest. Metamagics like Twin Spell cannot be effected by this ability. ### Body of Magic At 18th level, the magic flowing through your body causes you to age slower. For every 50 years that pass, your body only ages 1 year. You can also no longer be magically aged, and no longer require food and water. ### Arch-Sorcerer At 20th level, you choose 3 meta magics in your arsenal to become your signature meta magics (you cannot change these after you choose them). Once you've chosen your signature meta magics. You can apply these meta magics to a spell that you have already applied meta magic to, without expending any sorcery points. For Meta Magics like Twinned Spell or Focused Spell, instead of not costing sorcery points only costs half sorcery points rounded down. \pagebreak
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### Chronomancy Sorcerer 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, chronomancers 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. ##### Chronomancy Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Gift of Alacrity or Identify* | | 3rd | *Immovable Object or Fortunes Favor* | | 5th | *Haste or Slow* | | 7th | *Freedom of Movement or Death Ward* | | 9th | *Temporal Shunt or Far Step* | | 11th | *Contingency or Scatter* | #### Subtle Acceleration Starting 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 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 Constitution modifier. #### Rewind At 6th level, when you make a saving throw and fail, you can use your reaction and spend 4 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. You can use this ability a number of times equal to you Constitution modifier. In addition, you may spend 3 sorcery points to cast either the haste or slow spells as a bonus action action. \columnbreak #### 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 don't spend any sorcery points when you use your Quickened Spell or Extended Spell Metamagic options, and your Extended Spell Metamagic option can quadruple a spell’s duration if you choose to, to a maximum duration of 96 hours. You can also use either or both of these Metamagic options even if you have already used a different Metamagic option during the casting of a spell. #### 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 he or she was in. Additionally, you no longer age and you may take an action to spend 10 sorcery points to cast the time stop spell once without expending resources or a spell slot. Once you use this feature, you must finish a short or long rest to use it again. \pagebreak
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### Cosmic Sorcerer The sun, the moon, and the stars speak to you in the voiceless language of cycles. The natural flow of the seasons tugs at your blood as the tide acts upon the oceans, pushing and pulling with gentle insistence regardless of the storm's fury, the dragon's flight, or the antics of otherworldly primordials. Just as the constellations move around the sky in a steady, imperturbable cadence, your spells are strong and unshakable, and tied to energies that can outlast all others. ##### Cosmic Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Guiding Bolt or Chromatic Orb* | | 3rd | *Blur or Flaming Sphere* | | 5th | *Slow or Fireball* | | 7th | *Sickening Radiance or Otiluke's Resilient Sphere* | | 9th | *Dawn or Wall of Light* | | 11th | *Sun Beam or Wall of Ice* | #### Stellar Defense Starting at 1st level, you utilize the stars for protection. This manifests itself in a swirling shield patterned with constellations and stars, and just when the enemy thinks they've struck, it turns out it was all a mirage. Calculate your AC as 10 + Dexterity modifier + Constitution modifier, and whenever an enemy misses you with an attack, you may use your reaction to teleport up to 10 feet. #### Sun and Moon At 6th level, you learn to manipulate the energies of the Sun and Moon. Whenever the you cast a spell which deals Radiant or Fire damage, you may have it deal the other damage type instead. For example, you could fill a Fireball with Lunar energy and deal Radiant damage with it instead. Sun and Moon can be used to affect cantrips. Additionally, you add Moonbeam to your list of spells known, this does not count against your number of spells known. At night you can expend 3 sorcery points to cast the Moon Beam spell without concentration, after doing so you must finish a short or long rest. You gain addiotional uses of this ability at later levels, 2 at 14th level, and 3 at 18th level. \columnbreak #### Celestial Infusion At 14th level, you begins to become one with the energies of your spells. When casting a spell of 1st level or higher that deals damage to an enemy, you're enveloped in cosmic energies. These energies last for two turns, or until you cast a spell which would envelop yourself in a new energy type. When casting a spell that deals fire damage, you wrap yourself in Sunlight, gaining resistance to cold damage and deal fire damage equal to half your sorcerer level (rounded up) to any creature that hits you with a melee attack. When casting a spell that deals damage that is not fire or radiant, you wrap yourself in starlight, gaining resistance to radiant damage and dealing force damage to equal to half your sorcerer level (rounded up) to any creature that hits you with a melee attack. #### Cosmic Body At 18th level, you can become more than a mere mortal and can go even further than such. You no longer age unless you wish to, and you never need to eat drink or sleep unless you wish to. Furthermore, as a move action, and you may now teleport up to 30 feet. In addition you can spend 8 sorcery points to truly channel to cosmic energies of the universe. This form last for 1 hour, when you transform you gain the following benefits: * You gain resistance to non-magical damage as the energies in your body resist the mundane. * You received a number of temporary hit points equal to twice your sorcerer level and you gain additional temporary hit points equal to the spell slot that you cast in this form. * You gain a flying speed equal to your movement speed. * All of your spells deal additional force or radiant damage equal to twice their spell slot level. \pagebreak
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### Divine Soul Sorcerer 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 | *Guiding Bolt or Shield of Faith* | | 3rd | *Prayer of Healing or Lesser Restoration* | | 5th | *Create Food and Water or Spirit Guardians* | | 7th | *Guardian of Faith or Death Ward* | | 9th | *Greater Restoration or Dawn* | | 11th | *Heal or Harm* | #### 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. 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 or paladin spell lists. | Affinity | Spell | |:----:|:-------------| | Good | *Cure Wounds* | | Evil | *Inflict Wounds* | | Law | *Bless* | | Chaos | *Bane* | | Neutral | *Protection from Evil and Good* | \columnbreak #### 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 2d4 and add it to the total, possibly changing the outcome. You can use this Feature a number of times equal to your Constitution Modifier. You regain all expended uses when you finish a short or long rest. #### Empowered Healing At 6th level, 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 a bonus action to manifest a pair of spectral wings that appear on your back. While the form is in use, you have a flying speed equal to your current walking speed + 10 feet. The wings last for 10 minutes, 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 8 sorcery points to regain a number of hit points equal to half your hit point maximum and removes any level of exhaustion you currently have. \pagebreak
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### Draconic Bloodline Sorcerer 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 | *Chromatic Orb or Cause Fear* | | 3rd | *Dragons Breath or Hold Person* | | 5th | *Elemental Weapon or Fear* | | 7th | *Elemental Bane or Conjure Minor Elementals* | | 9th | *Passwall or Geas* | | 11th | *Scatter or True Seeing* | #### Draconic Ancestry Starting at 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. | Dragon | Damage Type | |:----:|:-------------| | Black | *Acid* | | Blue | *Lightning* | | Brass | *Fire* | | Bronze | *Lightning* | | Copper | *Acid* | | Gold | *Fire* | | Green | *Poison* | | Red | *Fire* | | Silver | *Cold* | | White | *Cold* | #### Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, 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 13 + your Dexterity modifier. You also gain natural claws that you're considered proficient in, the claws deal 1d4 slashing damage + your Constitution modifier. \columnbreak #### Elemental Affinity At 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Sorcerer level to one damage roll of that spell. You can also cast the dragon breath spell once without expending a spell slot, the damage type is associated with your draconic ancestry and you cannot change it. You gain additional Dragon Breath charges at 14th, and 18th level. #### Elemental Enforcement Also at 6th level, you gain resistance to your draconic ancestry damage type, and whenever you cast a spell that deals damage in general, you can spend 1 sorcerer point to deal additional damage equal to your Constitution Modifier. The element of the additional damage is decided by your draconic ancestry. #### Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current walking speed + 20 feet. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. 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 ancestery damage type, you add your Constitution modifier to your Armor Class and your claws now deal 2d6 slashing damage + your Constitution modifier + your proficiency bonus 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 4 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. \pagebreak
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### Fey Bloodline Sorcerer Your innate magical abilities come from the magic of creatures of the Feywild that was linked in the blood of your ancestors. Sorcerers of this origin typically are able to trace their descent from the satyrs which breed rapidly with other races, however other fey creatures may have either made deals with your ancestors or reproduced with them. A small percent of these bloodlines may be well known, however, most of them are obscure due to the flighty nature of fey. ##### Fey Bloodline Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Faerie Fire or Entangle* | | 3rd | *Calm Emotions or Moonbeam* | | 5th | *Plant Growth or Protection from Energy* | | 7th | *Confusion or Conjure Woodland Beings* | | 9th | *Geas or Awaken* | | 11th | *Scatter or Conjure Fey* | #### Fey Descent You can speak, read, and write Sylvan. Additionally, whenever you make a Charisma check when interacting with the Fey, your proficiency bonus is doubled if it applies to the check. Your link to the Fey Wild allows you to learn spells normally associated with the Druid 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 Druid 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. #### Natural Traveler Starting at 1st level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. #### Fey Dash At 6th level, whenever you take damage, you can use your reaction to teleport in a puff of mist up to 30 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your Constitution modifier and you regain all uses after a long rest. #### Presence of the Fey Wild At 6th level, you can use an action to spend 3 sorcery points to emit an aura of calming energy. This aura lasts 1 minute, or until you lose your concentration (as if you were concentrating on a spell). All hostile creatures within 30 feet of you have disadvantage on attack rolls targeting you. At 14th level all hostile creatures in the aura have disadvantage on saving throws against any spell you cast. \columnbreak #### Sylvan Descent At 14th level, your ancestors from the fey give you some perks. You have advantage on saving throws against being charmed, are immune to disease and poison-type damage, and magic cannot put you to sleep. You also gain advantage on saving throws against being grappled and are immune to be being paralyzed. #### Misty Ride At 18th level, you have gained the ability to transport others instead of just yourself. As a bonus action, you can expend 4 sorcery points to teleport a creature or object of any size within 30 feet of you to a distance of 60 feet away from yourself. If the target is a creature, it must make a Constitution saving throw against your spell save DC to resist being teleported. You can also spend 6 sorcery points to teleport a group of willing creatures equal to half of your sorcerer level out of danger, alternatively you can send yourself to the Fey Wilds and regain a spell slot of 5th or lower. You can still see the fight and watch from a distance, however, you can only stay for no longer than 1 minute while in combat. ##### Misty Swap _2nd-level Conjuration_ ____ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (A vial of water and silver dust) - **Duration:** 5 rounds --- You speak an arcane word from the Fey Wild ___ You can target a creature within 30 feet of your, once you target the creature for the duration of the spell you can use a reaction to immediately vanish in a puff of silver mist swapping places with the targeted creature. ___ Once you use the reaction you must recast the spell to do this again. ___ If the creature doesn't notice you cast the spell then the creature becomes confused for 1 round. ___ - **Classes:** Sorcerer, Warlock, Wizard - **Subcalsses:** Circle of Dreams Druid, Trickery Domain Cleric \pagebreak
CoffeeSorcerer69 | The Sorcerer, Tweaked
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### Fireheart Sorcerer The arcane energies within you are a manifestation of raw primordial fire. Perhaps you were born in a border region between the Material Plane and the Plane of Elemental Fire. Or perhaps you trace your heritage back to a powerful Efreeti. You have an innate understanding of fire magic, and are able to manipulate it in the battlefield to great effect. Some sorcerers who claim this origin are consumed by pyromaniac urges, as their desire to burn and destroy overtakes reason. Others become references in the applied study of evocation magic. Whatever the circumstances, the control of embers comes as naturally to you as breathing. ##### Fireheart Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Burning Hands or Hellish Rebuke* | | 3rd | *Aganazzar's Scorcher or Scorching Ray* | | 5th | *Fireball or Melf's Minute Meteors* | | 7th | *Fire Shield or Wall of Fire* | | 9th | *Immolation or Flame Strike* | | 11th | *Investiture of Flame or Sunbeam* | #### Fire Within Your inner flame grants you aptitude in all forms of fire magic but you can't learn ice magics. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from any spell list if the chosen spell deals fire damage. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Spells that don’t deal fire damage must still be chosen from the sorcerer spell list, as normal. 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. #### Heart of Fire Starting at 1st level, whenever you start casting a spell that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (rounded up). In addition, using the Optional Damage Type Rules listed on the last page, you can make all of your spells deal exclusively fire damage. \columnbreak #### Fire in the Veins At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage, and you can spend 1 sorcery point as a reaction to treat immunity to fire damage as resistance to fire damage for 1 hour. #### Burning Blood At 6th level, you gain the ability to partially control the heat and fire around you. You can use your action to dramatically increase the temperature in a 20-foot radius sphere centered on you. The heat is enough to make creatures sweat and make liquid simmer. During this effect, light flames dance across your body, and your eyes shed dim light in a 30 foot radius for 10 minutes. You may end this effect as a bonus action. Additionally, during this effect you can spend 4 sorcery points to make all of your attacks gain extra fire damage equal to half of your Sorcerer level. Any creature that hits you during this effect takes fire damage equal to your sorcerer level. #### Fury of the Flame At 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals twice your sorcerer level, and ignores resistance and immunity to fire damage. #### Fiery Soul At 18th level, you gain immunity to fire damage. In addition, on your turn you can use your action to spend 10 sorcery points to create A massive burst of flames around you dealing fire damage equal to half of your hitpoints. The damage ignores both resistance and immunity. \pagebreak
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### Frost Blood Sorcerer The arcane energies within you are a manifestation of raw primordial ice. Perhaps you were born in a border region between the Material Plane and the Plane of Elemental Ice. Or perhaps you trace your heritage back to a powerful Frost Elemental. You have an innate understanding of ice magic, and are able to manipulate it in the battlefield to great effect. Some sorcerers who claim this origin are consumed by cryomantic urges, as their desire to freeze and create overtakes reason. Others become references in the applied study of evocation magic. Whatever the circumstances, the control of frost comes as naturally to you as breathing. ##### Frost Blood Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Armor of Agathys or Ice Knife* | | 3rd | *Snilloc's Snowball Swarm or Gust of Wind* | | 5th | *Sleet Storm or Water Walk* | | 7th | *Ice Storm or Watery Sphere* | | 9th | *Cone of Cold or Hold Monster* | | 11th | *Investiture of Ice or Wall of Ice* | #### Cold Within Your inner ice grants you aptitude in all forms of ice magic but you can't learn fire magics. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from any spell list if the chosen spell deals cold damage. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Spells that don’t deal cold damage must still be chosen from the sorcerer spell list, as normal. 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. #### Heart of Ice Starting at 1st level, whenever you start casting a spell that deals cold damage, icy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take cold damage equal to half your sorcerer level (rounded up). In addition, using the Optional Damage Type Rules listed on the last page, you can make all of your spells deal exclusively cold damage. \columnbreak #### Frost in the Veins At 6th level, you gain resistance to cold damage. In addition, spells you cast ignore resistance to cold damage, and you can spend 1 sorcery point as a reaction to treat immunity to cold damage as resistance to cold damage for 1 hour. #### Frozen Blood At 6th level, you gain the ability to partially control the cold and ice around you. You can use your action to dramatically decrease the temperature in a 20-foot radius sphere centered on you. The cold is enough to make creatures shiver and make liquid frost over. During this effect, a light mist of frost dances across your body, and your eyes shed dim light in a 30 foot radius for 10 minutes. You may end this effect as a bonus action. Additionally, during this effect you can spend 4 sorcery points to make all of your attacks gain extra cold damage equal to half of your Sorcerer level. Any creature that hits you during this effect takes cold damage equal to your sorcerer level. #### Fury of the Cold At 14th level, when you are hit by a melee attack, you can use your reaction to deal cold damage to the attacker. The damage equals twice your sorcerer level, and ignores resistance and immunity to cold damage. #### Frozen Soul At 18th level, you gain immunity to cold damage. In addition, on your turn you can use your action to spend 10 sorcery points to create A massive burst of ice and cold around you dealing damage cold equal to half of your hitpoints. The damage ignores both resistance and immunity. ##### Frost Storm *_7th-level Evocation_* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous ___ A storm made of sheet of roaring frost appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 8d12 cold damage on failed save, or half as much damage on a successful one. ___ The ice damages objects in the area and freezes objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell. ___ - **Classes:** Cleric, Druid, Sorcerer, Wizard \pagebreak
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### Gravity Shifter Sorcerer 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 maybe you 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 | *Catapult or Magnify Gravity* | | 3rd | *Immovable Object or Levitate* | | 5th | *Slow or Pulse Wave* | | 7th | *Gravity Sinkhole or Freedom of Movement* | | 9th | *Animate Object or Far Step* | | 11th | *Gravity Fissure or Scatter* | #### Armor of Anti-gravity Starting at 1st level, you no longer suffer from fall damage and your AC is calculated with your Constitution modifier instead of your Dexterity, AC = 10 + Constitution modifier. Additionally, you also learn the Feather Fall spell which doesn't count against your spells known you can also cast it using 1 sorcery point. #### Surge of Gravity At 1st level, you can spend an action to let forth a vibrant blue 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 Constitution 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 Constitution saving throw against your spell save DC, if the creature succeeds then they become immune to the ability for 2 rounds. You can use this ability a number of times equal to half your sorcerer level (rounded up). You recover all uses after a short or 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 max AC and gain an additional 20 feet of movement speed. They also have advantage on 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 AC and lose 20 feet of movement speed. They also have disadvantage on Dexterity checks and saving throws for the abilities duration. You can target twice as many creatures or areas and your uses are doubled at 14th level. \columnbreak #### Motes of Gravitation At 6th level, you can use a bonus action to spend 4 sorcery points to create a number of motes equal to twice you Constitution modifier, these motes are vibrant blue colored orbs of warbling energy and orbit around you in a 4 foot wide circle. You can use these motes in a few ways: * **Grab.** As an action, you can send a mote out to grab an item or creature and hold it in a mote, an unwilling creature must make a Dexterity saving throw against your spell save DC. A creature held by a mote is considered paralyzed and can use its turn to make a Strength saving throw against your spell save DC to escape from the mote. When you have a grabbed creature then they orbit you. * **Attack.** As an action, you can send the mote flying at a target forcing a creature to make a Dexterity saving throw against your spell save DC. On a failed save, they take force damage equal to your sorcerer level and half as much on a successful one. * **Push.** As an action, you can push an object or a creature up to 50 feet away, the creature must make a Strength saving throw or fall prone taking bludgeoning damage equal to your sorcerer level. Any objects in the direction the creature is being pushed, are damaged and the creature takes 6 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 Dispell 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 pocket of gravity around you. By spending 6 sorcery points to shift your pocket of gravity you gain the the following abilities below for 1 hour. * You can use an action to gain a magical flying speed equal to your current walking speed + 20 feet and no longer provoke opportunity attack, while you're not incapacitated. * If you fly into or land on an object 5 feet wide you can choose to walk on the object as if it's normal terrain no matter if it's side ways or upside down. * You have advantage on all Dexterity checks and saving throws while you're not incapacitated, and you can control your fall trajectory. * You can also use an action to double your movement speed for 10 minutes, you can stop the effect with a bonus action. You can do this once every short or long rest. #### Black Hole At 18th level, you can use an action to spend 15 sorcery points to create a small black hole in a range of 180 feet of you, spanning 20 feet for 1 minute. All creatures in a 50 foot radius must succeed on a Strength saving throw against your spell save DC or be pulled towards it taking force damage equal to 3x your sorcerer level. A creature that is sucked into the black hole has all of their mundane items crushed and items in the terrain are sucked into the black hole and crushed unless they are magical. You can choose a number of creatures within range of the black hole to be unaffected. \pagebreak
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### Hemomancy Sorcerer Your innate magic manifests through your command of blood. Hemomancers, as such sorcerers are called, use their own blood to fuel and empower their spells. Later on, this magic extends to their foes, draining vitality and causing them to bleed out more rapidly. Over time, their bodies have learned to adapt to the frequent exsanguination required to fuel their sorcery. One can easily recognize a Hemomancer from his or her ruddy complexion, at least out of combat. The numerous scars over the hands and forearms are also quite telling, unless concealed by robes. Some Hemomancers have such an increased level of hematopoiesis that they must do regular phlebotomies lest it result in health problems. ##### Hemomancy Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Hex or Inflict Wounds* | | 3rd | *Hold Person or Cloud of Daggers* | | 5th | *Vampiric Touch or Life Transference* | | 7th | *Death Ward or Stone Skin* | | 9th | *Animate Object or Hold Monster* | | 11th | *Blade Barrier or Harm* | #### Hemomancer's Fortitude Starting at 1st level, you are immune to poison damage and the poison condition, you gain proficiency in 4 martial weapons of your choice, and your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition, you have advantage on Constitution saving throws from an attack, and you're Sorcerous Constitution ability lets you roll 2d4 instead of 1d4 for every sorcery point expended. #### Crimson Infusion At 1st level, you can mix your blood into your attacks, adding raw magical power to them. When you cast a spell that deals damage or use a weapon, you can spend one of your hit dice to deal an additional 1d6 force damage with the spell or weapon attack. This damage increases to 2d6 at 6th level, 3d6 at 14th level, and 4d6 at 18th level. #### Sanguine Conversion At 6th level, if you start combat with no sorcery points you can convert a number of hit dice or hit points into sorcery points, and vice versa. 1 hit dice or 6 hit points = 2 sorcery points. In addition you've become resistant to non-magical bludgeoning, piercing, and slashing damage. \columnbreak #### Crimson Weapon At 6th level, you gain the ability to recreate weapons that you've seen before. As a bonus action, you can spend 6 sorcery points or 18 hit points to summon a +1 weapon of your choice for 20 minutes, you have proficiency in this weapon and it's considered magical, and uses your Constitution modifier instead of Strength or Dexterity for the weapons attack bonus. The weapon has infinite ammunition if it requires it. The weapon is made of your solidified blood and has the same stats of the base weapon and you have extra attack with your Crimson Weapon. The weapon also deals additional force damage equal to half your sorcerer level. When you make a successful attack roll then you gain hit points equal to half the damage. In addition, the weapon becomes +2 at 14th level and +3 at 18th level. #### Shape Blood At 14th level, you gain the ability to shape blood weather it's from yourself or spilled from another. You can use your action to spend 3 sorcery point or 9 hit points and choose a spot of blood that you can see within 50 feet of you and that fits within a 5 - foot sphere for 20 minutes. You can manipulate it in two of the three following ways. You split and crystalize the blood to form 6 small weapons like daggers, balls, or spikes. The daggers deal 2d4+1 slashing damage, the balls deal 2d4+1 bludgeoning damage, and the spikes deal 2d4+1 piercing damage. You can make the blood into 3 10 foot long tendrils on your back that you can make a melee attack roll with when an enemy is within 10 feet of you. These tendrils deal 2d8 slashing or piercing damage. You can crystalize the blood and form wings on your back, the wings grant you a magical flying speed equal to your movement speed. For the duration the wings are out you cannot take fall damage. After the duration is up then the blood returns to it original state and must have the effect reapplied to it. #### Sanguine Armor At 18th level, you've become resistant to necrotic damage and all forms of bludgeoning, piercing, and slashing damage, you can use all three of the effects of your shape blood ability at once, and you gain extra attack with it. Your control over blood expands even further. As a bonus action, you can spend 8 sorcery points or 24 hit points to create a set of +3 magical armor made of your own solidified blood for 20 minutes, you have proficiency in this armor and it replaces your current armor. The armor can only go up to medium and uses your Constitution modifier. While the armor is active. If an enemy attack misses you, you can take your reaction to make a melee or spell attack. If an enemy attack hits and deals piercing or slashing damage, then you can take your reaction to attack with your crimson armor. If the attack is a melee attack then you make a melee spell attack dealing piercing or slashing damage on a hit. If the attack is ranged within 100 feet of you then you make a ranged spell attack dealing piercing or slashing damage on a hit. If you take 100 points of damage while the armor is active, then the armor is destroyed and must be reformed. \pagebreak
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### Lightning Borne Sorcerer Your innate magic comes from the power of elemental lightning. 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 or lightning creatures such as vaati or djinn. Whatever the case, the magic of lightning permeates your being. Lightning Borne Sorcerer are a different form of storm sorcerer, instead of taking up the power of a storm. They take up only the power of lightning. ##### Lightning Borne Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Expeditious Retreat or Zephyr Strike* | | 3rd | *Misty Step or Hold Person* | | 5th | *Lightning Bolt or Haste* | | 7th | *Elemental Bane or Freedom of Movement* | | 9th | *Far Step or Steel Wind Strike* | | 11th | *Chain Lightning or Investiture of Lightning* | #### Lightning Speed Starting at 1st level, you utilize your lightning fast reflexes for protection. This manifests itself in random sparks of electricity in the air, when an enemy thinks they've struck, it turns out you're already gone. You calculate your AC as 10 + Dexterity modifier + Constitution modifier, and whenever an enemy misses you with an attack, you may use your reaction to teleport up to 10 feet away. 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. #### Overpowering Lightning At 1st level, spells you cast ignore resistance to lightning damage, and you can spend 1 sorcery point as a reaction to treat immunity to lightning damage as resistance to lightning damage for 1 hour. In addition, using the Optional Damage Type Rules listed on the last page, you can make all of your spells deal exclusively lightning damage. #### Lightning Dash At 6th level, you gain resistance to lightning damage, your body being suffused with lightning allows you to move at high speeds that are faster than the eye can see. You can lightning dash up to a distance equal to half your movement speed as if it were movement without provoking opportunity attack. You move this way a number of times equal to your Constitution Modifier + half your sorcerer level (rounded up), at 18th level you gain unlimited uses. Additionally, all of your attacks deal extra lightning damage equal to your Constitution modifier. \columnbreak #### Lightning in the Blood At 6th level, the quickened spell metamagic now only costs you 1 sorcery point and you can apply it to spells that you've already applied metamagic to. Additionally you no longer suffer lethargy unless you have at least 1 point of exhaustion, and you may spend 3 sorcery points to cast the haste spell. #### Lightning Surge At 14th level, when you are hit by an attack within 10 feet of you, you can use your reaction to deal lightning damage to the attacker. The lightning damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you, and 10 feet on a successful save. #### Cloak of the Lightning Spirit At 18th level, you gain immunity to lightning damage, and you can use your power of lightning to its fullest potential to transform into what some would call lightning spirit. As a bonus action, you can spend 10 sorcery points to truly channel your lightning. This form last for 10 minutes, when you transform you gain the following benefits: * You gain resistance to non-magical damage as the lightning you channel doesn't let the mundane touch you. * You receive a number of temporary hit points equal to twice your sorcerer level. * You have advantage on attack rolls against targets wearing metal. * You gain all of the effects and abilities of the Investiture of Lightning spell. Additionally, you can spend 8 sorcery points to cast the Lightning Investiture spell. You can cast the spell like this twice every short or long rest. ##### Investiture of Lightning *6th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ 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. ___ • Your movement speed is doubled, and all of your attacks deal extra 2d8 lightning damage. ___ • Any creature that moves within 5 feet of you for the first time or ends its turn there takes 1d10 lightning damage. ___ • You can use your bonus action to 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 5d8 lightning damage on a failed save, or half as much on a successful one. ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard \pagebreak
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### Once Departed Soul Sorcerer Like all things living, weather at birth or later in life, you died but you later awoke from the slumber of death. Not to the touch of your god to bring you to your next life, but the touch of another. Perhaps it was a loved longing to see or even hear you again, or perhaps it was necromancy gone too far. Nonetheless, you've come back to consciousness in the living world, but you yourself are no longer of the living. There is something different about you, that most find supernatural like a ghost trying to reclaim its place in this strange world. ##### Once Departed Soul Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *False Life or Sanctuary* | | 3rd | *Gentle Repose or Warding Bond* | | 5th | *Life Transference or Speak with Dead* | | 7th | *Banishment or Death Ward* | | 9th | *Antilife Shell or Raise Dead* | | 11th | *Create Undead or True Seeing* | ##### Once Departed Soul Sorcerer Quirks | 1d4 | Quirks | |:----:|:-------------| | 1 | You are always icy cold to the touch. | | 2 | People seem to recognize you, typically historians. | | 3 | You have faint visions of the one who brought you back, as if a part of you is with them. | | 4 | When you feel threatened your physical form turns ghostly for a few moments. | #### Spectral Training Starting at 1st level, as your spirit now resides in the brink you gain darkvision 60ft, some of the skills you learned during your life come back to you. Cantrips learned this way count as sorcerer cantrips for you, but they don’t count against your number of cantrips known. Choose one of the following presets to represent your long departed life: **Jester.** You learn the vicious mockery and minor illusion cantrips. You can cast tasha’s hideous laughter once with this feature and regain the ability to do so when you finish a long rest. **Mage.** You learn two of the following cantrips: acid splash, fire bolt, shocking grasp, poison spray, ray of frost, or thunderclap. You additionally learn one of the following cantrips: control flames, gust, mold earth, or shape water. **Priest.** You learn the sacred flame and spare the dying cantrips. You can cast shield of faith once with this feature and regain the ability to do so when you finish a long rest. **Thief.** You gain proficiency with one finesse or ranged martial weapon. Once per round, you can deal additional damage equal to half your level (rounded down, minimum of one) to one creature you hit with a weapon attack. **Warrior.** You gain proficiency with two melee martial weapons, or one martial weapon and shields. You also gain proficiency with medium armor. \columnbreak #### Bittersweet Soul At 1st level, when you expend a sorcerer spell slot, your mind is flooded with memories of your long departed life with your dearest one, and you gain temporary hit points equal to the spell slot expended. And your body disappears if your soul becomes separated from it and rematerializes when your soul is returned to the physical world. In addition, you don't age and can't be magically aged, and you don't require food and water. You may also learn any one language of your choice that you may have known before your death. #### Arms of the Departed At 6th level, you utilize your ghostly misplacement for protection. This manifests itself in swirling ethereal mist, when an enemy thinks they've struck, it turns out you're like a ghost. You now calculate your AC as 10 + Dexterity modifier + Constitution modifier, and whenever an enemy misses you with an attack, you may use your reaction to teleport up to 10 feet away. #### Body of the Departed At 6th level, your physical displacement in the world of the living allows you to avoid assaults on you. When you are hit with an attack you may use your reaction to spend 3 sorcery points and momentarily turn into a ghost causing the attack, and any subsequent attacks, to miss you - passing through you as if you were not there. This shade form lasts until the start of your next turn or until you're hit by force damage. #### Resilient Soul At 14th level, you gain a natural flying speed equal to your current walking speed, and you gain an additional benefit based on the preset you chose in your Spectral Training feature: **Jester:** Once per short or long rest, you can give them yourself advantage on any attack roll, saving throw, or ability check. You can use this ability after the original roll, but before the outcome is revealed. **Mage:** When you cast one of you Spectral Training cantrips, you add your Charisma modifier to the damage it deals. **Priest:** You gain resistance to radiant and necrotic damage. When you cast spare the dying to stabilize a dying creature, the stabilized creature also regains 1d6 hit points. **Thief:** You learn a Fighting Style from the Ranger’s list. You can't take a fighting style more than once. In addition you gain extra attack with ranged weapons. **Warrior:** You learn a Fighting Style from the Paladin’s list. You can't take a fighting style more than once. In addition you gain extra attack with melee weapons. #### Departure At 18th level, you gain advantage on your death saving throws and the spells true resurrection and astral projection become part of the sorcerer spell list for you. In addition, you can spend 8 sorcery points to transform into a Ghost, while in this form you keep all of your stats and hit points and have all of the abilities and physical attributes of a Ghost, this transformation lasts for 10 minutes. If you die by any means you don't pass on and instead become a ghost, you wait one week and then your body is reformed as if the ressurection spell was cast on you. \pagebreak
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### Runechild Sorcerer 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 | *Hex or Hunters Mark* | | 3rd | *Knock or Arcane Lock* | | 5th | *Glyph of Warding or Dispel Magic* | | 7th | *Elemental Bane or Polymorph* | | 9th | *Animate Objects or Geas* | | 11th | *Guards and Wards or 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. \columnbreak #### 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 1d8 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 d8's and subtract the number rolled from the damage roll. A glyph is then lost for each d8 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 1d6 to your damage roll for every glyph expended. In addition, You have a flying speed equal to your current walking speed, and you have advantage on saving throws against spells and other magical effects. #### 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: * You have a flying speed equal to your current walking speed + 20 feet. * Your spell save DC is increased by 2. * You have resistance to damage from spells. * When you cast a spell of 1st level or higher, you regain hit points equal to twice the spell’s level. When your Arcane Exemplar form ends, a wave of lethargy sweeps over you forcing you to forfeit all actions until your next turn. \pagebreak
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### Sea Blood Sorcerer 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 | *Create or Destroy Water or Fog Cloud* | | 3rd | *Blur or Enthrall* | | 5th | *Wall of Water or Tidal Wave* | | 7th | *Control Water or Watery Sphere* | | 9th | *Maelstrom or Control Winds* | | 11th | *True Seeing or 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. \columnbreak #### 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 Constitution score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or 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: * 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. \pagebreak
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### Shadowborn Sorcerer 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 Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Inflict wounds or Arms of Hadar* | | 3rd | *Blur or Ray of Enfeeblement* | | 5th | *Vampiric Touch or Bestow Curse* | | 7th | *Shadow of Moil or Blight* | | 9th | *Enervation or Creation* | | 11th | *Harm or Circle of Death* | ##### 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. | #### Constitution of the Dark The magic that you command is shadow magic that's infused into your being directly from the shadowfell, You have resistance to necrotic damage, and you can see through your own magical darkness. At 6th level, your hit point maximum can't be reduced except by holy means. In addition, using the Optional Damage Type Rules, you can make all of your spells deal exclusively necrotic damage. spells you cast ignore resistance to necrotic damage and you can spend 1 sorcery point as a reaction to treat immunity to necrotic damage as resistance to necrotic damage for 1 hour. #### Born of Shadows Starting at 1st level, you have darkvision of 120 feet. You can detect if any creatures are made of or use shadow magic and have advantage on saving throws and attack rolls against such creatures. #### Shadow Walk At 6th level, you gain 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 the turn. \columnbreak #### 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 Constitution Modifier. You recover all uses on a short or long rest. #### Dire Hound of Ill Omen At 14th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 4 sorcery points to summon a dire hound of ill omen to target a number of creatures equal to your Charisma modifier that you can see within 120 feet of you. The dire hound uses the dire wolf’s statistics, with the following changes: * The hound counts as a Monstrosity not a Beast. * It appears with a number of temporary hit points equal to your sorcerer level. * It can move through other creatures and objects as if they were difficult terrain. The hound takes 4 force damage if it ends its turn inside an object. * At the start of its turn, the hound automatically knows its targets locations. If the targets were hidden, they're no longer hidden from you and the hound. The hound appears in an unoccupied space of your choice within 30 feet of its targets. Roll initiative for the hound. On its 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 hound can make opportunity attacks, but only against its current target. Additionally, while the hound is within 5 feet of any of its targets, the targets have disadvantage on saving throws and attack rolls against you or any spells you cast. The hound disappears if it is reduced to 0 hit points, if all of its targets are reduced to 0 hit points, or after 10 minutes. #### Umbral Form At 18th level, you become immune to necrotic damage, and can take the hide action in any amount of shadows when you do this you are considered heavily obscured. You can spend 6 sorcery points as a bonus action to 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 6 force damage if you end your turn inside an object. This form lasts for 3 minute. Alternatively, you can choose to remain in this form for 10 minutes, but you can't use the attack action/reaction. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. \pagebreak
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### Shadow Magic Sorcerer You are a creature warped by shadow, for your innate magic comes from the shadows that make up 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. ##### Shadow Magic Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Bane or Dissonant Whispers* | | 3rd | *Pass without Trace or Shadow Blade* | | 5th | *Fear or Major Image* | | 7th | *Confusion or Phantasmal Killer* | | 9th | *Mislead or Passwall* | | 11th | *Mental Prison or Scatter* | #### A Shadow Beyond Sight Starting at 1st level, you can flicker from the vision of your foes as your magic ensnares them. When you hit a creature with a spell attack from a sorcerer spell, or it fails its saving throw against a sorcerer spell, you can mark it with dark magic. Until the end of your next turn, you become invisible to that creature as long as you aren't within 10 feet of it. You can use this feature a number of times equal to your Constitution modifier, you regain all uses on a short or long rest. Additionally, you have resistance to psychic damage, and using the Optional Damage Type Rules, you can make all of your spells deal exclusively psychic damage. spells you cast ignore resistance to psychic damage and you can spend 1 sorcery point as a reaction to treat immunity to psychic damage as resistance to psychic damage for 1 hour. #### Eyes of the Dark At 1st level, you can see normally in the dark and dim conditions with a range of 120 feet, and you can see through your own magical darkness and can see through others magical darkness. Additionally you can expend 2 sorcery points to see through others magical darkness for 1 hour. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition you can cast it by spending 2 sorcery points or by expending a spell slot. #### Shadow Walk At 6th level, you gain 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 the turn. #### Cloak of Dancing Shadows At 6th level, you can spend 3 sorcery points as a bonus action to dawn a protective cloak of dancing shadows for 5 minutes. The protective force of the shadows increases your movement speed and jumps by 15 feet, and your AC increases by 5. you can spend 1 sorcery point to extend the duration to 1 + half your Constitution modifier (rounded down) of hours. \columnbreak #### Eclipse Dome At 14th level, you gain the ability to weave the shadows around you like a shield or protective cover to support you and your allies. As an action you can spend 6 sorcery points to summon and weave the shadows around you into a dome of magical darkness, you can select creatures that you can see within 60 feet of you. You know the locations of all creatures within the dome, you also gain temporary hit points equal to twice your level while inside the dome. Any non-selected creature that is inside the dome or goes inside of it has the following effects applied to it until it leaves the dome: * if the creature doesn't have darkvision it suffers the blinded condition, if they have darkvision it's reduced to 5 feet. * All creatures have disadvantage on all attack rolls and ability checks that requires sight. * Attack rolls against the creature have advantage. * The creatures perspective of time is warped to feel like 1 minute equals 1 hour. You and any selected creatures can see perfectly fine in the dome and have advantage on all rolls against any non-selected creature within the dome. The dome lasts for 5 minutes, and the only way for a non-selected creature to avoid all of the listed effects is a source of magical light of 6th level or higher. Additionally, creatures with true sight are unaffected by this ability and it doesn't effect any other form of sight that doesn't rely on visual eye sight like tremor sense. #### Umbral Wave At 18th level, you become immune to psychic damage and can take the hide action in any amount of shadows when you do this you are considered heavily obscured. As an action you can spend 6 sorcery points to cause a wave of shadow magic to envelope creatures of your choice in shadows. creatures that are hit by this ability must make an Intelligence saving throw or be blinded by light warping shadows. On a failed save they become beacons of darkness blinding them for 2 rounds that you can use 5 feet of movement on your turn to teleport to, you're also granted advantage on all attack rolls against these creatures. On a success they're only blinded until the end of the next creatures turn. \pagebreak
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### Stone Soul Sorcerer 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 | *Earth Tremor or Shield* | | 3rd | *Earthbind or Maximilian's Earthen Grasp* | | 5th | *Erupting Earth or Meld into Stone* | | 7th | *Stone Shape or Stone Skin* | | 9th | *Transmute Rock or Wall of Stone* | | 11th | *Bones of the Earth or Investiture of Stone* | #### Bonus Proficiencies 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* | | 3rd | *Blinding Smite, Elemental Weapon* | | 4th | *Staggering Smite* | #### Stone's Durability At 1st level, your connection to stone gives you extra fortitude. 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 Constitution 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. \columnbreak #### Stone Aegis At 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection. As a bonus action, you can grant an aegis to 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 teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level. #### 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 force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell. In addition you gain extra attack with melee weapons, melee spells, and your Stone Aegis reaction. #### 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. \pagebreak
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### Storm Sorcerer 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 Sorcerer Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Witch Bolt or Fog Cloud* | | 3rd | *Gust of wind or Warding Wind* | | 5th | *Wind Wall or Call Lightning* | | 7th | *Storm Sphere or Freedom of Movement* | | 9th | *Control WInds or Steel Wind Strike* | | 11th | *Chain Lightning or Investiture of Wind* | #### 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 use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. If you are prone then you only fly up 5 feet, afterwards you aren't considered prone but you lose 10 feet of movement speed for 1 round. #### Heart of the Storm At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning and thunder damage each equal to a quarter of your sorcerer level (rounded up). \columnbreak #### 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 stop falling in a 50-foot-radius sphere centered on you. You can end this effect as a bonus action. You can also spend 3 sorcery points to cast the Tidal Wave spell; you must finish a short or long rest to use this ability again. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind. You can also spend 3 sorcery points to cast the Wind Wall spell without concentration; you must finish a short or long rest to use this ability again. If it is stormy, you can use a bonus action to control whenever the lightning strikes in the sky. You can also spend 3 sorcery points to cast the Call Lightning spell without concentration; you must finish a short or long rest to use this ability again. At later levels you gain an additional use of the storm guide spells at, 14th level (2nd use), and 18th level (3rd use) #### Storm's Fury At 14th level, when you are hit by an attack within 10 feet of you, you can use your reaction to deal lightning and thunder damage to the attacker. The lightning and thunder damage both equal half your sorcerer level rounded up. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you, and 10 feet on a successful save. #### Wind Soul At 18th level, you gain immunity to lightning and thunder damage. You gain a magical flying speed equal to your current walking speed + 30 feet, and you no longer take fall damage. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Constitution 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. You can also spend 12 sorcery points to summon a storm to strike a number of creatures equal to half your sorcerer level (rounded down) with lighting and thunder, or push them around into objects to concuss them. The storm lasts for 5 minutes and in that time you can use your action to strike creatures with a bolt of lightning or push them 30 feet in a direction of your choice with a gale. A creature being struck by your lightning must make a Dexterity saving throw or take lighting and thunder damage both equal to your sorcerer level and half damage on a successful save. A creature pushed by your wind must succeed on a Strength saving throw or be pushed 30 feet in a direction of your choice, the creature must then make a Dexterity saving throw or fall prone taking bludgeoning damage equal to half your sorcerer level rounded up. If there is an object in the direction of the creature being pushed then they take bludgeoning damage equal to half your sorcerer level. Once you have selected the creatures they are all affected by the same action you choose. \pagebreak
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### Weapon Soul Sorcerer A criminal is pursued by two adventures, thinking he has escaped he stops to catch his breath only for one to morph into a scythe and be swung by the other, splitting him clean in half. A cheerful halfling whistles a tune while he leads the way through a forest, his arm morphed into a axe to cut through foliage in his way. A battered half orc warrior finally falls to a horde of Gnolls, dropping his rune encrusted broadsword, when one picks it up he hears a voice whispering in his mind and he instantly turns on his kin, hacking them all to pieces. Some unique individuals, weather it be from a curse, arcane experimentation or some unusual family bloodline, they have gained the ability to morph their bodies from those of flesh to cold tempered steel. ##### Weapon Soul Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Thunderous Smite or Inflict Wounds* | | 3rd | *Branding Smite or Cloud of Daggers* | | 5th | *Blinding Smite or Blink* | | 7th | *Staggering Smite or Otiluke's Resilient Sphere* | | 9th | *Steel Wind Strike or Destructive Wave* | | 11th | *Blade Barrier or Disintegrate* | #### Born of The Blade Starting at 1st level, you become proficient in medium armor and martial weapons. You can pick up to 4 weapons to partly transform into to start with. You can use a bonus action to turn one of your limbs into part of one of your chosen weapons, you cannot be disarmed of this weapon when used like this unless you lose your limb. These weapons and your weapon limbs can be used as a focus for your spellcasting and extends all of your spells range by 5 feet. These weapons also have slight magical properties being considered magical for overcoming resistance. You can study a weapon over the course of a short rest to be able to transform into a perfect copy it. Your total number of weapon forms cannot exceed a number equal to your Constitution modifier + half your proficiency bonus. (rounded up) You cannot copy another sentient weapon or an artifact level weapon in this way, you also cannot copy magic properties on weapons just the weapon itself. \columnbreak #### Full Weapon Form At 6th level, you can use your action to spend 4 sorcery points to fully morph into one of your chosen weapons. While in this form you have the following statistics **Speed.** You naturally hover up to 5 feet off the ground normally, you are considered to have a walking speed equal to half your movement speed. You also ignore difficult terrain **Blindsight.** You have blindsight out to a range of 80ft, but beyond that are blind. You're a Weapon. When you take the attack action you can make attack with the weapon of the form you are currently in, i.e. a long sword attack if you are currently in the form of a longsword. Also, while in the hands of a creature, you can decide to give advantage or disadvantage to their roll, but doing so uses your reaction. You also gain resistance to damage from non magical sources. #### Extra Attack At 6th level, when you take the attack action on your turn you can make an extra attack. This applies to both melee spells and normal melee attacks. In addition, when you are being wielded by another creature they have extra attack when you using you to make the attack action. #### Empowered Wielder At 14th level, You can extend some power to whoever wields your weapon form, providing them the following benefits Whenever you cast a spell on yourself you can also cast it on your wielder You can add you Constitution modifier to attack and damage rolls made with your full or partial weapon form Whenever you or your welder is attacked you can use your reaction to parry the attack, letting you add your Constitution modifier to both your AC for that attack. #### Accursed Bearer At 14th level, whenever a creature picks up your weapon form you can spend 4 sorcery points to force the creature to make a Wisdom saving throw against your spell DC to take over their body for as long as they are in contact with you. You can use this creatures physical stats but your mental stats and you can use any of your sorcerer abilities as well as physical abilities your bearer has access to. #### Artifact of Legend At 18th Level, you can add one kind of enchantment to all of your weapon forms over the course of a long rest. These enchantments can be anything but they must have been on a weapon you've previously studied to be used and you can only have one enchantment active at a time and you can swap them out upon a short rest. Additionally you gain the following effects: * You no longer age or suffer the effects of aging and you cannot be magically aged. * 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. \pagebreak
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### Wild Magic Sorcerer 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 | *Catapult or Chaos Bolt* | | 3rd | *Arcanist's Magic Aura or Enlarge/Reduce* | | 5th | *Counterspell or Dispel Magic* | | 7th | *Confusion or Polymorph* | | 9th | *Animate Objects or Wall of Force* | | 11th | *Globe of Invulnerability or Scatter* | #### 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 sorcerer cantrip or spell of 1st level or higher, you can choose to roll a d20. If you roll a 10 or lower, roll on the Wild Magic Surge table to create a random magical effect. Alternatively, you can choose to automatically fail making you 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 Constitution modifier + half your sorcerer level (rounded up), and you regain all expended uses when you finish a short or long rest. In addition, you can force another creature of your choice to make a Constitution saving throw. On a fail the target must roll on the wild magic table, on a success they are unaffected. #### Bend Luck At 6th level, 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. \columnbreak #### 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 number. #### Spell Bombardment At 18th level, 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 for this effect but you suffer half the damage from using this feature in this way. In addition, your unfiltered access to magic allows you to more easily manipulate your spells, You gain three additional Metamagic options of your choice.
##### Alternative Wild Magic Surge Table When you choose this sub class you have a choice between using the Wild Magic Surge Table, or the Raw Magic Surge Table. (located after the wild magic surge table) Once you've chosen which table you're going to use, that's the only table you can use for your Wild Magic Surges. (Unless your DM says otherwise) When rolling on the Raw Magic Surge Table you must 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.
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| d100 | Effect| |:---:|:---:| | 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 |Your hair falls out but grows back within 24 hours. | 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 | No effect. | | 2 | The smell of your favorite food fills the air around you. | | 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 10 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 1d8 lightning 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 1d4 lightning damage to the attacker. This damage increases by 1d4 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 1d6 damage to each target, increasing by an additional 1d6 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 1d8 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 a 1st level spell slot if you have expended any. If you have the Font of Magic feature, you can choose to regain 2 sorcery points instead. | | 20 | Roll twice on this table and gain both effects, rerolling 20s. | \columnbreak ##### 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 a spell slot of 1st level or higher, or else the spell fails. If you have the Font of Magic feature, you can choose to expend 2 sorcery points instead. | | 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 1d8 force damage. | | 6 | The spell bleeds away energy. If the spell deals damage, it deals 1d6 less damage to each target, decreasing by an additional 1d6 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 1d4 lightning damage. This damage increases by 1d4 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 1d8 lightning damage. | | 12 | Your position becomes unstable, and you blink side to side wildly. You immediately teleport to a random point within 10 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 | No effect. |
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## Sorcerer Spell List page 1
##### Cantrips (0 Level) - Acid Splash - Blade Ward - Booming Blade - Grave Hand or Chill Touch - Control Flames - Create Bonfire - Dancing Lights - Firebolt - Friends - Frostbite - Green-Flame Blade - Gust - Infestation - Light - Lightning Lure - Mage Hand - Magic Stone - Mending - Message - Minor Illusion - Mold Earth - Poison Spray - Prestidigitation - Produce Flame - Ray of Frost - Shape Water - Shocking Grasp - Sword Burst - Thunderclap - Toll the Dead - True Strike (don't use this) \columnbreak ##### 1st Level - Absorb Elements - Armor of Agathys - Burning Hands - Catapult - Cause Fear - Chaos Bolt - Charm Person - Chromatic Orb - Color Spray - Command - Comprehend Languages - Create or Destroy Water - Detect Magic - Disguise Self - Earth Tremor - Expeditious Retreat - False Life - Feather Fall - Find Familiar - Fog Cloud - Grease - Hellish Rebuke - Hunter's Mark - Ice knife - Jump - Longstrider - Mage Armor - Magic Missile - Ray of Sickness - Sanctuary - Shield - Silent Image - Sleep - Thunderwave - Witch Bolt (Dice are 2d12) \columnbreak ##### 2nd Level - Aganazzar's Scorcher - Alter Self - Arcane Lock - Blindness/Deafness - Blur - Calm Emotion - Cloud of Daggers - Continual Flame - Crown of Maddness - Darkness - Darkvision - Detect Thoughts - Dragon's Breath - Dust Devil - Earthbind - Enhance Ability - Enlarge/Reduce - Enthrall - Flame Blade - Flaming Sphere - Flock of Familiars - Gentle Repose - Gust of Wind - Hold Person - Invisibility - Knock - Levitate - Magic Weapon - Maximilian's Earthen Grasp - Melfs Acid Arrow - Mind Spike - Mirror Image - Misty Step - Misty Swap - Pass Without Trace - Pyrotechnics - Ray of Enfeeblement - Scorching Ray - See Invisibility - Shadow Blade - Shatter - Silence - Skywrite - Snilloc's Snowball Swarm - Spider Climb - Suggestion - Warding Wind - Web \columnbreak ##### 3rd Level - Animate Dead - Bestow Curse - Blink - Call Lightning - Catnap - Clairvoyance - Counterspell - Daylight - Dispel Magic - Erupting Earth - Fear - Feign Death - Fireball - Flame Arrows - Fly - Gaseous Form - Glyph of Warding - Haste - Hunger of Hadar - Hypnotic Pattern - Leomunds Tiny Hut - Life Transference - Lightning Arrow - Lightning Bolt - Magic Circle - Major Image - Meld into Stone - Melf's Minute Meteors - Nondetection - Phantom Steed - Protection from Energy - Remove Curse - Sending - Sleet Storm - Slow - Speak with Dead - Spirit Guardians - Stinking Cloud - Summon Lesser Demon - Thunder Step - Tidal Wave - Tongues - Vampiric Touch - Wall of Sand - Wall of Water - Water Breathing - Water Walk - Wind Wall
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## Sorcerer Spell List page 2
##### 4th Level - Banishment - Blight - Charm Monster - Compulsion - Cofusion - Conjure Minor Elementals - Conjue Woodland Beings - Control Water - Death Ward - Dimension Door - Dominate Beast - Elemental Bane - Evards Black Tentacles - Fabricate - Find Greater Steed - Fire Shield - Freedom of Movement - Galder's Speedy Courier - Greater Invisibility - Guardian of Faith - Hallucinatory Terrain - Ice Storm - Locate Creature - Otiluke's Resilient Sphere - Phantasmal Killer - Polymorph - Shadow of Moil - Sickening Radiance - Stone Shape - Stone Skin - Storm Sphere - Summon Greater Demon - Vitriolic Sphere - Wall of Fire - Watery Sphere \columnbreak ##### 5th Level - Animate Objects - Bigby's Hand - Cloudkill - Cone of Cold - Conjure Elemental - Contact Other Plane - Control Winds - Creation - Danse Macabre - Dominate Person - Dream - Enervation - Far Step - Flame Strike - Geas - Hold Monster - Immolation - Infernal Calling - Insect Plague - Maelstrom - Mislead - Modify Memory - Negative Energy Flood - Passwall - Planar Binding - Raise Dead - Rary's Telepathic Bond - Reincarnate - Seeming - Skill Empowerment - Steel Wind Strike - Synaptic Static - Telekinesis - Teleportation Circle - Wall of Force - Wall of Light - Wall of Stone \columnbreak ##### 6th Level - Arcane Gate - Blade Barrier - Bones of the Earth - Chain Lightning - Circle of Death - Conjure Fey - Create Undead - Disintegrate - Drawmij's Instant Summons - Eyebite - Flesh to Stone - Forbiddance - Globe of Invulnerability - Investiture of Flame - Investiture of Ice - Investiture of Stone - Investiture of Wind - Magic Jar - Mass Suggestion - Mental Prison - Move Earth - Otiluke's Freezing Sphere - Planar Ally - Primordial Ward - Programed Illusion - Scatter - Soul Cage - Sunbeam - Tenser's Transformation - True Seeing - Wall of Ice - Wind Walk ##### 7th Level - Conjure Celestial - Crown of Stars - Delayed Blast Fireball - Etherealness - Finger of Death - Fire Storm - Frost Storm - Forcecage - Mirage Arcane - Mordenkainen's Sword - Plain Shift - Power Word Pain - Prismatic Spray - Project Image - Reverse Gravity - Symbol - Teleport - Whirlwind \columnbreak ##### 8th Level - Abi-Dalzim's Horrid Wilting - Antimagic Field - Antipathy/Sympathy - Control Weather - Demiplane - Dominate Monster - Earthquake - Feeblemind - Glibness - Incendiary Cloud - Maddening Darkness - Mind Blank - Power Word Stun - Sunburst - Tsunami ##### 9th Level - Foresight - Gate - Imprisonment - Invulnerability - Mass Polymorph - Meteor Swarm - Power Word Kill - Prismatic Wall - Psychic Scream - Storm of Vengeance - Time Stop - True Polymorph - Wish
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CoffeeSorcerer69 | The Sorcerer, Revised
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# 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. | Physical | Elemental | Exotic | |:---:|:---:|:---:| | Slashing | Fire | Radiant | | Piercing | Cold | Necrotic | | Bludgeoning | Acid | Psychic | | - | Poison | Force | | - | Lightning | - | | - | Thunder | - | ### Resistances: You may also opt to change feature that grants you resistance or immunity to 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.** ### 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. \pagebreak
Why I Made This Homebrew
I made this is, because I felt that the Sorcerer is treated as the bastard child by WotC. It feels as if they never wanted to make it in the first place. So they just added a couple of the things that the wizard couldn't do so they could say that the sorcerer is just as powerful as the wizard because the wizard can't use meta magic. It's made all the worse with all the shitty yesmen that hate the sorcerer because it competes with the wizard. So instead of waiting for WotC to do something about it, I decided to do something myself. Cover Art: [From a Nerdarchy Article](https://nerdarchy.com/tier-2-sorcerer-spells-and-unearthed-arcana-metamagic-in-5e-dd/)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### 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 Cosmic Sorcerer](https://forums.giantitp.com/archive/index.php/t-438630.html "title") ##### [The Weapon Soul Sorcerer](https://www.dndbeyond.com/subclasses/424630-blade-soul-sorcerer "title") ##### [The Sea Blood Sorcerer](https://media.wizards.com/2017/dnd/downloads/26_UASorcererUA020617s.pdf "title") ##### [The Storm Sorcerer](http://dnd5e.wikidot.com/sorcerer:storm1. "title") ##### [The Fireheart and Frost Blood Sorcerers](http://dnd5e.wikidot.com/sorcerer:pyromancy "title") ##### [The Draconic Bloodline Sorcerer](http://dnd5e.wikidot.com/sorcerer:draconic-bloodline "title") ##### [The Divine Soul Sorcerer](http://dnd5e.wikidot.com/sorcerer:divine-soul "title") ##### [The Shadowborn Sorcerer & Decay Spell](https://www.gmbinder.com/share/-M6ibigryPTC4u33vSVu "title") Careful with this one, it's to another GM Binder page. ##### [The Wild Magic Sorcerer](http://dnd5e.wikidot.com/sorcerer:wild-magic "title") ##### [Gravity Shifter Origin Spells](https://thetrove.net/Books/Dungeons%20&%20Dragons/5th%20Edition%20(5e)/Core/Explorer%27s%20Guide%20to%20Wildemount.pdf "title") I made this one from scratch, so for the spells I think they're either page 184 or 186. ##### [The Runechild Sorcerer](http://dnd5e.wikidot.com/sorcerer:runechild "title") ##### [The Chronomancy Sorcerer](https://www.dandwiki.com/wiki/Time_Sorcery_(5e_Subclass) "title") ##### [Stone Soul Sorcerer](http://dnd5e.wikidot.com/sorcerer:stone "title") ##### [Optional Damage Type Rules](https://www.reddit.com/r/UnearthedArcana/comments/felp96/optional_custom_damage_type_rules_link_in_the/ "title") This one I didn't make, I just wanted to make a gmbinder page for it. ##### Here's my Discord if you want to contact to me: CoffeeSorcerer69™#5258 ##### I'm updating this constantly and tweaking things. ##### I had to make a new document because the original one was beginning to bug out.