Revised Sorcerer

by KlayBersk

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Revised Sorcerer

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.

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, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

Class Name
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 5 Metamagic, Sorcerous Origin Feature 4 4 4 2
4th +2 6 Ability Score Improvement, Sorcerous Versatility 5 5 4 3
5th +3 8 Magical Guidance 5 6 4 3 2
6th +3 9 Sorcerous Origin Feature 5 7 4 3 3
7th +3 10 5 8 4 3 3 1
8th +3 11 Ability Score Improvement 5 9 4 3 3 2
9th +4 13 5 10 4 3 3 3 1
10th +4 14 Metamagic 6 11 4 3 3 3 2
11th +4 15 Sorcerous Origin Feature 6 12 4 3 3 3 2 1
12th +4 16 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 17 6 13 4 3 3 3 2 1 1
14th +5 18 Sorcerous Origin Feature 6 13 4 3 3 3 2 1 1
15th +5 20 6 14 4 3 3 3 2 1 1 1
16th +5 21 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 23 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 24 Sorcerous Origin Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 25 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 26 Supreme Sorcery 6 15 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: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

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 component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

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 Spells Rules for the general rules of spellcasting and the Spells Listing 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 sorcerer 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 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.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

Your choice grants you features when you choose it at 1st level and again at 3rd, 6th, 14th, and 18th level.

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. You regain all spent sorcery points when you finish a long rest.

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.

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. Additionally, as a bonus action on your turn, you can expend one spell slot and gain the number of sorcery points shown on the table.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

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.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). 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.

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.

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.

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.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

You can use Seeking 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.

Transmuted 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.

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 missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Ability Score Improvement

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

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

Supreme Sorcery

At 20th level, you regain 6 expended sorcery points whenever you finish a short rest.

Aditionally, you can now use one additional Metamagic option on a spell when you cast it.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Choose the draconic bloodline below or one from another source.

Aberrant Mind

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power

Aberrant Origins
d10 Origin
1 You were exposed to the Far Realm’s warping influence. You can now use your mind in ways you never thought possible, and you’re also convinced that a tendril is growing upon you.
2 A psychic wind from the Astral Plane carried psionic energy into your being. When you use your powers now, faint motes of light sparkle around you.
3 You or your ancestor were trained by a githzerai monk to unlock the psionic potential within yourself.
4 A spirit haunts your mind, lending incredible power to your thoughts. When you sleep, the spirit’s memories invade your dreams.
5 Deep in a forest touched by the Feywild, you drank from a glimmering stream, and now your mind shines with power. Beasts and fey creatures are often now friendly to you, as if they can sense the light within you.
6 Upon recovering from a near-fatal injury, you found yourself with psionic powers. Whenever you use them, your old wound tingles.
7 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now the psionic power is yours. When you use it, your flesh shines with a strange mucus.
8 As a child, you had an imaginary friend that looked like a flumph or a strange platypuslike creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
9 Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your vestigial twin!
10 You grew up near the lair of a sapphire dragon, and now your eyes glow with sapphire light when you use your newfound powers.
Sorcerer Level Feature
1st Psionic Spells, Telepathic Speech
3rd Psionic Metamagic
6th Psionic Sorcery, Psychic Defenses
14th Revelation in Flesh
18th Warping Implosion

Psionic Spells

You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells 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 divination or an enchantment spell from the sorcerer, warlock or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st arms of Hadar, dissonant whispers, mind sliver
3rd calm emotions, detect thoughts
5th hunger of Hadar, sending
7th Evard's black tentacles, summon aberration
9th Rary's telepathic bond, telekinesis

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal yo tour Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connections with a different creature

Psionic Metamagic

When you reach 3rd level in this class, you learn the Heightened Spell Metamagic, which doesn’t count against your number of Metamagic options known.

Psionic Sorcery

Beginnng at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by spending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.

If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advatage on saving throws against being charmed or frightened.

Revelation in Flesh

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

  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Warping Implosion

At 18th level, you can unleash your aberrant powers as a space-warping anomaly. As an actions, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight towards the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

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

Clockwork Soul

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Sorcerer Level Feature
1st Clockwork Magic, Restore Balance
3rd Divine Metamagic
6th Bastion of Law
14th Trance of Order
18th Clockwork Cavalcade

Clockwork Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells 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 abjuration or a transmutation spell from the sorcerer, warlock or wizard spell list.

Clockwork Spells
Sorcerer Level Spells
1st alarm, protection from evil and good
3rd aid, lesser restoration
5th dispel magic, protection from energy
7th freedom of movement, summon construct
9th greater restoration, wall of force

Restore Balance

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

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Clockwork Metamagic

When you reach 3rd level in this class, you learn the Extended Spell Metamagic, which doesn’t count against your number of Metamagic options known.

Bastion of Law

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

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

Trance of Order

At 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action,you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

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

Clockwork Cavalcade

Starting at 18th level, you summon spirirts of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other costructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

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

Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Divine Soul

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

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an 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.

Sorcerer Level Feature
1st Divine Magic, Favored by the Gods
3rd Divine Metamagic
6th Empowered Healing
14th Otherworldly Wings
18th Unearthly Recovery

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. These spells can't be replaced when you gain a level in this class.

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 commune

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.

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

Divine Metamagic

When you reach 3rd level in this class, you learn the Distant Spell Metamagic, which doesn’t count against your number of Metamagic options known.

Empowered Healing

Starting 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 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.

Otherworldly Wings

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat 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, you can regain a number of hit points equal to half your hit point maximum.

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

Draconic Bloodline

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

Sorcerer Level Feature
1st Dragon Ancestor, Draconic Magic Draconic Resilience
3rd Draconic Metamagic
6th Elemental Afinity
14th Dragon Wings
18th Draconic Presence

Dragon Ancestor

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.

Dragon Damage Type
Black Acod
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

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.

Draconic Magic

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. These spells can't be replaced when you gain a level in this class. You learn the spells from the Draconic Spells table below, as well as those on the table of your draconic ancestry.

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 Aganazzar’s scorcher
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 scorching ray
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.

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.

Draconic Metamagic

When you reach 3rd level in this class, you learn the Empowered Spell Metamagic, which doesn’t count against your number of Metamagic options known.

Elemental Afinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

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 speed. 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 Presence

Beginning at 18th level, 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 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), 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 is immune to your aura for 24 hours.

Shadow Magic

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. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks
d6 Quirk
1 You are always icy cold to the touch.
2 When you are asleep, you don’t appear to breathe (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.
Sorcerer Level Feature
1st Shadowfell Magic, Eyes of the Dark, Strength of the Grave
3rd Eyes of the Dark (darkness), Shadow Metamagic
6th Hound of Ill Omen
14th Shadow Walk
18th Umbral Form

Shadowfell Magic

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. These spells can't be replaced when you gain a level in this class.

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

Note: 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.

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

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. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Shadow Metamagic

When you reach 3rd level in this class, you learn the Subtle Spell Metamagic, which doesn’t count against your number of Metamagic options known.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th 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 magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance 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 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back 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 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.

Sorcerer Level Feature
1st Storm Spells, Wind Speaker, Tempestuous Magic
3rd Storm Metamagic
6th Heart of the Storm, Storm Guide
14th Storm's Fury
18th Wind Soul

Storm Spells

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. These spells can't be replaced when you gain a level in this class.

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

Wind Speaker

The arcane magic you command is infused with elemental air. 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 of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Shadow Metamagic

When you reach 3rd level in this class, you learn the Subtle Spell Metamagic, which doesn’t count against your number of Metamagic options known.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher 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 or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 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.

Storm’s Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The 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.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. 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 Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Wild Magic

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

Sorcerer Level Feature
1st Chaotic Magic, Wild Magic Surge, Tides of Chaos
3rd Wild Metamagic
6th Bend Luck
14th Controlled Chaos
18th Spell Bombardment

Chaos Magic

As an action, you can expend a spell slot of 5th level or lower to attempt to cast a Sorcerer spell of your choice that you do not know of equal or lower level. 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.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

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. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting 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 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

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

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Spell List


Cantrips (0 Level)
  • Acid splash
  • Blade ward
  • Booming blade
  • Chill touch
  • Control flames
  • Create bonfire
  • DancinglLights
  • 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
  • Shape water
  • Shocking grasp
  • Sword burst
  • Thunderclap
  • True strike
1st Level
  • Absorb elements
  • Burning hands
  • Catapult
  • Chaos bolt
  • Charm person
  • Chromatic orb
  • Color spray
  • Comprehend languages
  • Detect magic
  • Disguise self
  • Earth tremor
  • Expeditious retreat
  • False life
  • Feather fall
  • Fog cloud
  • Grease
  • Ice knife
  • Jump
  • Mage armor
  • Magic missile
  • Ray of sickness
  • Shield
  • Silent image
  • Sleep
  • Tasha's caustic brew
  • Thunderwave
  • Witch bolt
2nd Level
  • 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
  • Flame blade
  • Flaming sphere
  • Gust of wind
  • Hold person
  • Invisibility
  • Knock
  • Levitate
  • Magic weapon
  • Maximilian's earthen grasp
  • Mind spike
  • Mirror image
  • Misty step
  • Phantasmal force
  • Pyrotechnics
  • Scorching ray
  • See invisibility
  • Shadow blade
  • Shatter
  • Snilloc's snowball swarm
  • Spider climb
  • Suggestion
  • Tasha's mind whip
  • Warding wind
  • Web
3rd Level
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel magic
  • Enemies abound
  • Erupting earth
  • Fear
  • Fireball
  • Flame arrows
  • Fly
  • Gaseous form
  • Haste
  • Hypnotic pattern
  • Intellect fortress
  • Lightning bolt
  • Melf's minute meteors
  • Major image
  • Protection from energy
  • Sleet storm
  • Slow
  • Stinking cloud
  • Thunder step
  • Tidal wave
  • Tongues
  • Vampiric touch
  • Wall of water
  • Water breathing
  • Water walk
4th Level
  • Banishment
  • Blight
  • Charm monster
  • Confusion
  • Dimension door
  • Dominate beast
  • Fire shield
  • Greater invisibility
  • Ice storm
  • Polymorph
  • Sickening radiance
  • Stoneskin
  • Storm sphere
  • Vitriolic sphere
  • Wall of fire
  • Watery sphere
5th Level
  • Animate objects
  • Bigby's hand
  • Cloudkill
  • Cone of cold
  • Control winds
  • Creation
  • Dominate person
  • Enervation
  • Far step
  • Hold monster
  • Immolation
  • Insect plague
  • Seeming
  • Skill empowerment
  • Synaptic static
  • Telekinesis
  • Teleportation circle
  • Wall of light
  • Wall of stone
6th Level
  • Arcane gate
  • Chain lightning
  • Circle of death
  • Disintegrate
  • Eyebite
  • Flesh to stone
  • Globe of invulnerability
  • Investiture of flame
  • Investiture of ice
  • Investiture of stone
  • Investiture of wind
  • Mass suggestion
  • Mental prison
  • Move earth
  • Otriluke's freezing sphere
  • Scatter
  • Sunbeam
  • Tasha's otherworldly guise
  • True seeing
7th Level
  • Crown of stars
  • Delayed blast fireball
  • Dream of the blue veil
  • Etherealness
  • Finger of death
  • Fire storm
  • Plane shift
  • Power word pain
  • Prismatic spray
  • Reverse gravity
  • Teleport
  • Whirlwind
8th Level
  • Abi-Dalzim's horrid wilting
  • Demiplane
  • Dominate monster
  • Earthquake
  • Incendiary cloud
  • Power word stun
  • Sunburst
9th Level
  • Blade of disaster
  • Gate
  • Mass polymorph
  • Meteor swarm
  • Power word kill
  • Psychic scream
  • Time stop
  • Wish
 

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