Magical Conduit
1st-level sorcerer feature (enhances Spellcasting)
Your own sorcerous body is a powerful magical conduit, strong enough to allow you to use it as a Spellcasting Focus.
Spell Points
Optional 1st-level sorcerer feature (enhances Spellcasting)
Instead of using regular slots like other casters, you use the Spell Point Variant Rule (DMG, page 288-289). Additionally, Spell points and Sorcery points are joined in a single resource, used for both Metamagic and Spellcasting. The total of the new resource is the added value of both sorcery points and spell points.
Origin Spells
1st-level and higher sorcerer feature (enhances Spellcasting)
Each Sorcerous 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 have it learned, and it doesn't count against the number of spells you can learn.
If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Each Origin List can be found at the end of the Document.
Expanded Spell List
1st-level and higher sorcerer feature (enhances Spellcasting)
The sorcerer Spell List is expanded, you can find the spell list at the end of the document.
Spell Versatility
1st-level sorcerer feature (enhances Spellcasting)
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.
Font of Magic Options
2nd-level sorcerer feature (enhances Font of Magic)
When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points.
Imbuing Touch
As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
Sorcerous Fortitude
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.
Origin Metamagic
3rd-level sorcerer feature (enhances Metamagic) When obtaining the metamagic feature, you gain an additional metamagic, determined by your Sorcerous Origin. This metamagic doesn't count towards your maximum learned metamagics, and can't be learned by other means. The list of metamagics can be found at the end of the document, alongside the Origin Spells.
Metamagic Options
3rd-level sorcerer feature (enhances Metamagic)
When you choose Metamagic options, you have access to the following additional options.
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, poison, thunder.
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
If you make an attack roll for a spell and miss, 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.
Proficiency and Sorcerous Versatility
4th-level and higher feature (enhances Ability Score Improvement)
Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class). You can also replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
This change represents one of your skills atrophying as you focus on a different skill and the magic within you flowing in new ways
Magical Guidance
5th-level sorcerer feature
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Origin Spells & Metamagics
Divine Soul
Origin Spells
Good
| Sorcerer level | Spell |
|---|---|
| 1 | Cure Wounds |
| 3 | Prayer of Healing |
| 5 | Revivify |
| 7 | Aura of Life |
| 9 | Mass Cure Wounds |
Neutral
| Sorcerer level | Spell |
|---|---|
| 1 | Protection from good and evil |
| 3 | Magic Weapon |
| 5 | Magic Circle |
| 7 | Polymorph |
| 9 | Teleportation Circle |
Evil
| Sorcerer level | Spell |
|---|---|
| 1 | Inflict Wounds |
| 3 | Tasha's Mind Whip |
| 5 | Animate Dead |
| 7 | Blight |
| 9 | Cloudkill |
Law
| Sorcerer level | Spell |
|---|---|
| 1 | Bless |
| 3 | Zone of Truth |
| 5 | Leomund's Tiny Hut |
| 7 | Banishment |
| 9 | Planar Binding |
Chaos
| Sorcerer level | Spell |
|---|---|
| 1 | Bane |
| 3 | Crown of madness |
| 5 | Bestow Curse |
| 7 | Charm Monster |
| 9 | Dominate Person |
True Neutral
| Sorcerer level | Spell |
|---|---|
| 1 | Alarm |
| 3 | Augury |
| 5 | Dispel Magic |
| 7 | Fabricate |
| 9 | Scrying |
About Divine soul's alignments and it's spells.
When using a divine soul sorcerer, the alignment of your source of power determines you extra spells. You select the alignment (such as Lawful neutral) and use both tables of it. Your origin can't be of 2 conflicting aligment (such as Good Evil or Lafwul Chaotic). If your origin is True Neutral, you use the Neutral and True neutral tables. For the Divine Equalizer Metamagic, you select your main aligment (such as Lawful) upon obtaining your first level on divine soul sorcerer. True neutral is considered Neutral withing the Divine Equalizer
Metamagic: Divine Equalizer
You can spend 2 sorcery point to change the damage of the spell you are casting to necrotic or radiant. Also, if your spell isn't an area of effect spell and the target creature(s) are of the contrary alignment of your Divine Magic, you deal 2d6 necrotic or radiant extra damage (the same as the changed type). Neutral divine magic chose contrary alignments upon obtaining this metamagic, that can't be changed.
| Divine magic | Contrary alignment |
|---|---|
| Good | Evil |
| Evil | Good |
| Chaos | Law |
| Law | Chaos |
Draconic
| Sorcerer level | Spell |
|---|---|
| 1 | Absorb Elements, Chromatic Orb |
| 3 | Dragon's Breath, Shatter |
| 5 | Elemental Weapon, Fly |
| 7 | Elemental Bane, Summon Elemental |
| 9 | Skill Empowerment, Control Winds |
Metamagic: Dragon's Fury
When casting a spell that deals damage of the same type of your dragon, you can use 1 sorcery point to ignore resistances to that element for the spell you casted. After level 8 and if you have Elemental Adept of the same element, you also ignore immunities to that damage, treating them as resistances (you don't ignore this resistance) when using this metamagic. If your dragon ancestry's damage isn't on the Elemental Adept list, it's added to it.
Shadow
| Sorcerer level | Spell |
|---|---|
| 1 | Cause Fear, Bane |
| 3 | Darkness, Blindness/Deafness |
| 5 | Animate Dead, Fear |
| 7 | Shadow of Moil, Phantasmal Killer |
| 9 | Negative Energy Flood, Danse Macabre |
Metamagic: Shadowfell's Touch
When casting a non-concentration spell that targets one or several creatures, you can expend 3 sorcery points to cast the Darkness spell as a bonus action, centered on the spell's target (or 1 one the targets if the spell affects several). The spell is casted on the creature itself, and it moves with it. You can see through this darkness, as per the Eyes of the Dark trait.
Storm
| Sorcerer level | Spell |
|---|---|
| 1 | Thunderwave, Feather Fall |
| 3 | Levitate, Shatter |
| 5 | Lightning Bolt, Sleet Storm |
| 7 | Storm Sphere, Summon Elemental |
| 9 | Control Winds, Maelstorm |
-
Roaring Storm: When you cast an spell that deals thunder or lightning damage in an area, you can expend 2 sorcery points to increase it's size by 5 ft. You can expend 2 more sorcery points to increase size by the same amount. The size can be expanded up to you charisma modifier times. Lines have their lenght increased, circles their radius, cones their depth and cubes their edge lenght increased.
-
Roaring storm: You know the Empowered Spell metamagic. On top of that, when the spell afected by that metamagic is of thunder or lightning damage, 1 damage die deals the maximum result. You can expend 1 extra point to maximize another die, and can do this up to having as many maximized dies as your charisma modifier.
Wild Magic
| Sorcerer level | Spell |
|---|---|
| 1 | Chaos Bolt, Speak with animals |
| 3 | Fortune's Favor, Crown of Madness |
| 5 | Enemies Abound, Blink |
| 7 | Conufusion, Compulsion |
| 9 | Mislead, Awaken |
Metamagic: Chaotic Element
When you cast a spell that deals damage, you can expend 1 Sorcery point to change it's damage. The damage is randomly determined with a d10 roll. If a spell has multiple damage types, roll for every damage type.
| d10 | Damage |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Poison |
| 8 | Psychic |
| 9 | Radiant |
| 10 | Thunder |
Aberrant Sorcerer
| Sorcerer level | Spell |
|---|---|
| 1 | Arms of Hadar, Dissonant Whispers, Mind Sliver |
| 3 | calm emotions, detect thoughts |
| 5 | hunger of Hadar, sending |
| 7 | Evard's black tentacles, summon aberration |
| 9 | Rary's telepathic bond, telekinesis |
Metamagic: Mind Overload
When you cast a 1st or superior level spell that deals psychic damage and targets a single, you can expend 1 sorcery points to attemp to overload the target's mind and stun it. The creature has to do a Intelligence saving throw against your spell DC or be stunned until the start of it's next turn. The target can't be stunned again until 5- your charisma modifier (minimum of 1) rounds have passed. Targets resistant to psychic damage make this save with advantage. Targets immune to psychic damage or the stunned conditions are unnafected by this Metamagic.
Clockwork Soul
| Sorcerer level | Spell |
|---|---|
| 1 | alarm, protection from evil and good |
| 3 | aid, lesser restoration |
| 5 | dispel magic, protection from energy |
| 7 | freedom of movement, summon construct |
| 9 | greater restoration, wall of force |
Metamagic: Balancing Scales
When you use a spell that does damage, you can use spell points equivalent to the spell's level (1 point for cantrips), to make that spell do the average damage for every damage die.
Giant Soul
| Sorcerer level | Spell |
|---|---|
| 1 | |
| 3 | |
| 5 | |
| 7 | |
| 9 |
Metamagic:
Phoenix
| Sorcerer level | Spell |
|---|---|
| 1 | |
| 3 | |
| 5 | |
| 7 | |
| 9 |
Metamagic:
Pyromancer
| Sorcerer level | Spell |
|---|---|
| 1 | |
| 3 | |
| 5 | |
| 7 | |
| 9 |
Metamagic:
Sea
| Sorcerer level | Spell |
|---|---|
| 1 | Create or destroy water, Earth Tremor |
| 3 | Calm Emotions, Darkvision |
| 5 | Water Walk, Wall of Water |
| 7 | Watery Sphere, Ice Storm |
| 9 | Cone of Cold, Control Winds |
Metamagic: Through the Maelstrom
When you cast a spell that deals damage, you can use 1 sorcery point to change it's damage to cold or lightning damage. If the spell targets a single creature, you can alternatively push him 5 ft away from you.
Stone Sorcerer
| Sorcerer level | Spell |
|---|---|
| 1 | Compelled duel, Searing Smite, Thunderous Smite, Wrathful Smite |
| 3 | Branding Smite, Magic Weapon |
| 5 | Blinding Smite, Elemental Weapon |
| 7 | Staggering Smite |
| 9 | Wall of stone |
Metamagic: Stone Ocean
When you use a spell that targets a single creature that is 30 or less feet away from you, you can use 1 Sorcery Point to teleport to an unoccupied space you can see within 5 feet of that creature, as long as both of you are in the same surface. You can use your bonus action to do a single weapon attack against that creature. At level 6 you deal 1d10 extra force damage with that attack. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
Expanded Spell List
Cantrips
- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Control Flames
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Friends
- Frostbite
- Green-Flame Blade
- Gust
- Infestation
- Light
- Lightning Lure
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Mold Earth
- Poison Spray
- Prestidigitation
- Ray of Frost
- Sapping Sting
- Shape Water
- Shocking Grasp
- Sword Burst
- Thaumaturgy
- Thunderclap
- True Strike
Level 1
- Absorb Elements
- Burning Hands
- Catapult
- Cause Fear
- Chaos Bolt
- Charm Person
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Detect Magic
- Disguise Self
- Earth Tremor
- Expeditious Retreat
- False Life
- Feather Fall
- Fog Cloud
- Frost Fingers
- Gift of Alacrity
- Grease
- Ice Knife
- Illusory Script
- Jump
- Longstrider
- Mage Armor
- Magic Misile
- Magnify Gravity
- Ray of Sickness
- Shield
- Silent Image
- Sleep
- Snare
- Tasha's Caustic Brew
- Tasha's Hideous Laugther
- Thunderwave
- Unseen Servant
- Witch Bolt
Level 2
- Aganazzar's Scorcher
- Alter Self
- Blindness/Deafness
- Blur
- Cloud of Daggers
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Dragon's Breath
- Dust Devil
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Enthrall
- Flame Blade
- Flaming Sphere
- Fortune's Favor
- Gust of Wind
- Heat Metal
- Hold Person
- Immovable Object
- Invisibility
- Knock
- Levitate
- Locate Object
- Magic Weapon
- Maximilian's Earthen Grasp
- Melf's Acid Arrow
- Mind Spike
- Mirror Image
- Misty Step
- Nystul's Magic Aura
- Phantasmal Force
- Pyrotechnics
- Ray of Enfeeblement
- Scorching Ray
- See Invisibility
- Shadow Blade
- Shatter
- Skywrite
- Snilloc's Snowball Swarm
- Spider Climb
- Suggestion
- Tasha's Mind Whip
- Warding Wind
- Web
- Wristpocket
Level 3
- Bestow Curse
- Blink
- Catnap
- Clairvoyance
- Counterspell
- Daylight
- Dispel Magic
- Enemies Abound
- Erupting Earth
- Fear
- Feign Death
- Fireball
- Flame Arrows
- Fly
- Gaseous Form
- Haste
- Hypnotic Pattern
- Intelect Fortress
- Leomund's Tiny Hut
- Life Transference
- Lightning Bolt
- Major Image
- Melf's Minute Meteors
- Nondetection
- Phantoom Steed
- Protection from Energy
- Pulse Wave
- Sending
- Sleet Storm
- Slow
- Spirit Shroud
- Stinking Cloud
- Summon Lesser Demons
- Summon Fey
- Summon Shadowspawn
- Summon Undead
- Thunder Step
- Tidal Wave
- Tongues
- Vampiric Touch
- Wall of Sand
- Wall of Water
- Water Breathing
- Water Walk
- Wind Wall
Level 4
- Banishment
- Blight
- Charm Monster
- Confusion
- Conjure Minor Elementals
- Control Water
- Dimension Door
- Dominate Beast
- Elemental Bane
- Evard's Black Tentacles
- Fire Shield
- Gravity Sinkhole
- Greater Invisibility
- Hallucinatory Terrain
- Ice Storm
- Locate Creature
- Mordenkainen's Faithful Hound
- Mordenkainen's Private Sanctum
- Otiluke's Resilent Sphere
- Phantasmal killer
- Polymorph
- Sickening radiance
- Stoneskin
- Storm Sphere
- Summon Greater Demon
- Summon Aberration
- Summon Construct
- Summon Elemental
- Vitriolic Spher
- Wall of fire
- Watery Sphere
Level5
- Animate Objects
- Bigby's Hand
- Cloudkill
- Cone of Cold
- Conjure Elemental
- Control Winds
- Creation
- Dawn
- Dominate Person
- Dream
- Enervation
- Far Step
- Geas
- Hold Person
- Immolation
- Mislead
- Modify
- Negative Energy Flood
- Passwall
- Rary0s Telephatic Bond
- Scrying
- Seeming
- Skill Empowerment
- Steel Wind Strike
- Synaptic Static
- Summon Celestial
- Telekinesis
- Teleportation Circle
- Temporal Shunt
- Transmute Rock
- Wall of Force
- Wall of Light
- Wall of Stone
Level 6
- Arcane Gate
- Chain Lightning
- Circle of Death
- Contingency
- Disintegrate
- Drawmij's Instant Summons
- Eyebite
- Flesh to Stone
- Globe of invulnerability
- Gravity Fisure
- Guards and Wards
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Magic Jar
- Mass Suggestion
- Mental Prision
- Move Earth
- Otiluke's Freezing Sphere
- Otto's Irresistible Dance
- Programmed Illusion
- Scatter
- Soul Cage
- Sunbeam
- Summon Fiend
- Tasha's Otherwordly Guise
- Tenser's Transformation
- True Seeing
- Wall of ice
Level 7
- Crown of Stars
- Delayed Blast Fireball
- Dream of the blue veil
- Etherealness
- Finger of Death
- Fire Storm
- Forcecage
- Mirage Arcane
- Mordenkainen's Magnificent Mansion
- Mordenkainen's Sword
- Plane Shift
- Power Word Pain
- Prismatic Spray
- Project Image
- Reverse Gravity
- Sequester
- Simulacrum
- Symbol
- Teleport
- Tether Essence
- Whirlwind
Level 8
- Abi-Dalzim's Horrid Wilting
- Antimagic Field
- Antipathy/Sympathy
- Clone
- Control Weather
- Dark Star
- Demiplane
- Dominate Monster
- Earthquake
- Feeblemind
- Glibness
- Illusory Dragon
- Incendiary Cloud
- Maddening Darkness
- Maze
- Mighty Fortress
- Mind Blank
- Power Word Stun
- Reality Break
- Sunburst
- Telepathy
Level 9
- Astral Projection
- Blade of Disaster
- Foresight
- Gate
- Imprisonment
- Invulnerability
- Mass Polymorph
- Meteor Swarm
- Power Word Kill
- Prismatic Wall
- Psychic Scream
- Ravenous Void
- Shapechange
- Time Ravage
- Time Stop
- True Polymorph
- Weird
- Wish