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* | \columnbreak ##### 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. \pagebreak ### 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. \columnbreak ##### 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* | \pagebreak ##### 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* | \columnbreak ##### 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. \pagebreak ### 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. \pagebreak #### 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 \columnbreak #### 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. \pagebreak ### 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* | \columnbreak ##### 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. \pagebreak #### 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 ___