Sorcerous Origin Spell Variants

by gockblock

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Sorcerous Origin Spell Variants

More Magic for Sorcerers

Boasting the fewest spells known and fewest unique spells of any class, Sorcerers are not quite the wellsprings of magic they claim to be. With the release of Tasha's Cauldron of Everything comes the new official way of improving the sorcerer's design: Sorcerous Origin spells. This homebrew aims to expand this concept outside the Aberrant Mind and Clockwork Soul, bringing more spells to each official Sorcerous Origin.

Divine Soul

Variant Divine Magic

1st level Divine Soul feature (enhances Divine Magic)

  You learn additional spells when you reach certain levels in this class. Select two affinities from the following list: Good, Evil, Law, Chaos, Neutrality. Your chosen affinities can be different from your alignment, but you may not choose opposite ends of the same axis. You learn the spells from the tables below corresponding to your chosen affinities. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the cleric spell list.

Good Affinity Spells
Sorcerer Level Spells
1st cure wounds
3rd prayer of healing
5th revivify
7th death ward
9th greater restoration

Evil Affinity Spells
Sorcerer Level Spells
1st inflict wounds
3rd ray of enfeeblement
5th animate dead
7th blight
9th danse macabre

Law Affinity Spells
Sorcerer Level Spells
1st bless
3rd calm emotions
5th remove curse
7th banishment
9th planar binding

Chaos Affinity Spells
Sorcerer Level Spells
1st bane
3rd crown of madness
5th curse
7th freedom of movement
9th destructive wave

Neutrality Affinity Spells
Sorcerer Level Spells
1st protection from evil and good
3rd zone of truth
5th spirit guardians
7th divination
9th dispel evil and good

Note: some may feel two spells per level is too much for a sorcerer that gets to choose spells from another spell list. In that case, only select one affinity.

Draconic Bloodline

Draconic Magic

1st level Draconic Bloodline feature

  You learn additional spells when you reach certain levels in this class. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. You learn the spells from the Draconic Spells table below, as well as those on the table of your draconic ancestry.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the sorcerer or wizard spell list.

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

Black Dragon Spells
Sorcerer Level Spells
1st cause fear
3rd acid arrow
5th water breathing
7th vitriolic sphere
9th insect plague

Blue Dragon Spells
Sorcerer Level Spells
1st witchbolt
3rd dust devil
5th lightning bolt
7th storm sphere
9th wall of stone

Brass Dragon Spells
Sorcerer Level Spells
1st sleep
3rd suggestion
5th windwall
7th charm monster
9th telepathic bond

Bronze Dragon Spells
Sorcerer Level Spells
1st thunderwave
3rd gust of wind
5th tidal wave
7th watery sphere
9th control winds

Copper Dragon Spells
Sorcerer Level Spells
1st hideous laughter
3rd spike growth
5th slow
7th confusion
9th geas

Gold Dragon Spells
Sorcerer Level Spells
1st shield
3rd scorching ray
5th counterspell
7th polymorph
9th dream

Green Dragon Spells
Sorcerer Level Spells
1st ray of sickness
3rd invisibility
5th stinking cloud
7th hallucinatory terrain
9th cloudkill

Red Dragon Spells
Sorcerer Level Spells
1st burning hands
3rd Aganazzar’s scorcher
5th fireball
7th wall of fire
9th immolation

Silver Dragon Spells
Sorcerer Level Spells
1st identify
3rd hold person
5th tiny hut
7th ice storm
9th legend lore

White Dragon Spells
Sorcerer Level Spells
1st ice knife
3rd snowball swarm
5th sleet storm
7th fireshield (chill shield only)
9th cone of cold

Note: spells for each dragon color were curated in part from the innate spellcasting variant feature of some dragons.

Shadow Magic

Shadowfell Magic

1st level Shadow Magic feature

  You learn additional spells when you reach certain levels in this class, as shown on the Shadowfell Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list.

Shadowfell Spells
Sorcerer Level Spells
1st inflict wounds, false life
3rd pass without trace, shadow blade
5th nondetection, summon shadowspawn
7th blight, shadow of moil
9th antilife shell, creation

Note: Summon Shadowspawn is a new spell available in Tasha's Cauldron of Everything. Replace this spell with raise dead if you do not have access to that spell.

The Eyes of the Dark feature includes learning the spell darkness. If you feel three 2nd-level spells is too much for your game, remove one of the 2nd-level spells made available on this list.

Storm Sorcery

Storm Magic

1st level Storm Sorcery feature

  You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer or wizard spell list.

Storm Spells
Sorcerer Level Spells
1st fog cloud, thunderwave
3rd shatter, skywrite
5th call lightning, fly
7th ice storm, storm sphere
9th control winds, destructive wave

Note: the spell change upon level up could also include weather-based spells from the druid spell list, but as written in the above feature, this would allow for too many off-flavor spells. Talk to your GM to see if other weather-based spell are right for you. This could also include the selection of higher level spells, such as tsunami, control weather, and storm of vengeance which would normally not be available to a Storm Sorcerer.

Wild Magic

Wilder Magic

1st level Wild Magic feature

  As an action, you can expend a spell slot of 5th level or lower to attempt to cast a Sorcerer spell you do not know of equal to or lower level than the spell slot you expended. Before you resolve the spell, you must make a Charisma saving throw. The DC is 10 + twice the level of the spell slot you expended.

On a successful save, you cast the spell as normal. On a failed save, you cast a different spell, randomly determined on the tables below. In addition, you trigger a Wild Magic Surge.

Starting at 14th level, any time you roll on the tables below you can roll twice and use either number.

1st-Level Spells
d6 spell
1 burning hands
2 chaos bolt
3 color spray
4 faerie fire
5 fog cloud
6 thunderwave

2nd-Level Spells
d6 spell
1 blur
2 gust of wind
3 heat metal
4 acid arrow
5 scorching ray
6 shatter

3rd-Level Spells
d6 spell
1 fear
2 feign death
3 fireball
4 gaseous form
5 sleet storm
6 stinking cloud

4th-Level Spells
d4 spell
1 confusion
2 conjure minor elementals
3 black tentacles
4 ice storm

5th-Level Spells
d4 spell
1 animate objects
2 cloudkill
3 cone of cold
4 flame strike

Note: this class feature is almost exactly the same as the Mizzium Apparatus from GGR p179. This felt much more thematic than certain set spells and is much less clunky than randomly determining subclass spells every day, which was the original feature. Some might assume this is too strong, but it is only the equivalent of an uncommon magic item.

Another potential issue is that a sufficiently high level wild magic sorcerer might get to the point of effectively knowing every 1st and 2nd level spell. This is not until very high levels, so should not be an issue.

The guaranteed Wild Magic Surge was added to combat the issue that surging relies entirely on the DM.

If the ability to choose is deemed too powerful, the entire feature can be replaced with the ability to roll on the table when the sorcerer chooses to do so. This triggers a Wild Magic Surge as normal. Alternatively, the DC for the save can be increased to 13 + twice spell level to make the casting of any spell a bit trickier.

 

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