Sorcerer Remastered

by Biggest of the Milks

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Sorcerer
Level Proficiency Bonus Features Sorcery Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2 2
2nd +2 Font of Magic 2 4 3 3
3rd +2 Metamagic 3 4 4 4 2
4th +2 Ability Score Improvement 4 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 Sorcerous Origin feature, Metamagic 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 Ability Score Improvement 8 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 Metamagic 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Sorcerous Origin feature, Metamagic 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1
16th +5 Ability Score Improvement 16 6 14 4 3 3 3 2 1 1
17th +6 Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin feature 18 6 15 4 3 3 3 3 2 1 1 1
19th +6 Ability Score Improvement 19 6 15 4 3 3 3 3 2 2 1 1
20th +6 Ultimate Metamagic 20 6 15 4 3 3 3 3 2 2 2 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 2 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Equipment

You start with the following items, plus anything provided 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

Alternatively, you may start with 120 gp to buy your own equipment.

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

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.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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 as a spellcasting focus for your sorcerer spells. Additionally, your own body is a font of magic and you can use yourself as a focus.

Armor and Spellcasting

The components of your spells are difficult to perform. You cannot cast any spells of 1st level or higher that you know from this class while you are wearing heavy armor or using a shield. Other armor does not restrict spells you cast this way.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.

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

Sorcerous Origin Spells

Each sorcerous origin has a list of spells-—its origin spells—that you learn when you reach certain levels in this class, as shown in the corresponding Origin Spell table. These spells do not count against your spells known and if you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

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 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. 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.


Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. 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.

Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

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 6th, 10th, 14th, 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 and they take no damage if they would normally take half damage on a successful save.

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 (minimum 30 feet).

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.

When you cast a spell that has a range of self, you can spend a number of sorcery points equal to the level of the spell (1 for a cantrip) to instead cast it on a willing creature within 30 feet of you. The spell uses your spell attack bonus and save DC and requires your concentration, but treats the creature as the caster for all other purposes.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll the spell's damage and take the higher result.

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 1 sorcery point to double its duration, to a minimum duration of 10 minutes and 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 2 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

If the spell has a duration of 1 minute or longer and forces a creature to repeat the save to end the effect, you can spend 1 sorcery point each time the target repeats the saving throw to impose disadvantage on that save.

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.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

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.

Elemental Spell

When you cast a spell that deals a type of damage from the following list, you can spend a number of sorcery points equal to the spells level (0 sorcery points if the spell is a cantrip) to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.

You can use Elemental Spell even if you have already used a different Metamagic option during the casting of the spell.

Unerring Spell

If you make an attack roll for a spell and miss, you can spend 1 sorcery point to reroll the attack roll. This second attack ignores the effects of half- and three-quarters cover. You must use the result of the second roll.

If you cast a spell that forces a Dexterity saving throw, you can spend 1 sorcery point for that spell to ignore half- and three-quarters cover and to wrap around corners.

You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.

Enlarge Spell

When you cast a spell that has an area of effect, you can spend a number of Sorcery points equal to the level of the spell (1 sorcery point if it's a cantrip) to enlarge its area of effect.

If the spell has a radius, or is a cube, cone, or square, it's size increases by 5 ft.

If the spell is a line, its width increases by 5 ft.

If a spell creates multiple areas of effect, you choose which one is enlarged.

Ephemeral Spell

Whenever you cast a spell that requires concentration and lasts at least 1 minute, you can spend 1 sorcery point to ignore concentration for this casting of the spell, but the spell only lasts until the end of your next turn.

You can use Ephemeral Spell even if you have already used a different Metamagic option during the casting of the spell.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1 and gain a feat. As normal, you can't increase an ability score above 20 using this feature.

Ultimate Metamagic

At 20th level, you have mastered your manipulation over the weave. You learn all of the metamagic options you do not currently know. Additionally, you can use multiple metamagic options on the same spell, but only if the spell is of 5th level or lower. You cannot use the same metamagic option more than once on the same spell.

Sorcerous Origins

Wild Magic

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

Wild Magic Origin Spells
Level Spell
1st chaos bolt, color spray
3rd mirror image, weavegate
5th wild blast, hypnotic pattern
7th gambler's dodge, conjure minor elementals
9th antiweave, wall of force

Wild Magic Surge

Whenever you cast one of your Wild Magic origin spells using a spell slot of 1st level or higher, or when you use your Metamagic on a spell of 1st level or higher, you roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses whenever you complete a long rest.

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.

You regain use of this feature early if you trigger a wild magic surge.

Wild Magic Table

The table is unchanged.

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

Also at 6th 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.

Primoridal Command

Beginning at 14th level, you gain greater control over the chaotic energies you conjure. Whenever you trigger a Wild Magic Surge and get a result you don't like, you can spend 1 sorcery point to treat the roll as if it were 1 or 2 points higher or lower.

For example, if you rolled a 4, you can treat the die as if you rolled a number between 2 and 6, choosing the exact result. If you use your Controlled Chaos class feature and roll a 56 and a 78, you can choose to treat your result as any one number between 54-58 or 76-80.

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.

Draconic Bloodline

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

Draconic Origin Spells
Level Spell
1st chromatic orb, disguise self
3rd dragon's breath, shield
5th fear, fly
7th charm monster, elemental bane
9th polymorph, summon draconic spirit

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.

Draconic Ancestry
Dragon Damage Type
Black Acid
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 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.

Elemental Affinity

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.

Additionally, you have resistance to that same damage type. As an action, you can spend 1 sorcery point and touch a willing creature. That creature gains the same resistance for the next 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 candraw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Once you use this feature, you cannot use it again until you complete a long rest, or until you spend 5 sorcery points to regain use of it.

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 Origin Spells
Level Spell
1st arms of hadar, armor of agathys
3rd blindness/deafness, darkvision
5th hunger of hadar, phantom steed
7th shadow of moil, death ward
9th enervation, negative energy flood

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet. If you already have darkvision from your race, its range increases by 60 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 10 or half the damage taken, whichever is higher). 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 if you are killed outright.

After the saving throw succeeds, you can't use this feature again until you finish a long rest or until you spend 1 sorcery point to regain use of this feature.

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's 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 use 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.

Once you use this feature, you cannot use it again until you complete a long rest or until you spend 5 sorcery points to regain use of it.

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.

Storm Origin Spells
Level Spell
1st thunderwave, fog cloud
3rd levitate, shatter
5th call lightning, thunder step
7th storm sphere, control water
9th control winds, maelstrom

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 cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher on your turn. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

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.

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 Origin Spells
Level Spell
1st arms of Hadar, dissonant whispers
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

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 to your 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 connection with a different creature.

Psionic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending 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 advantage on saving throws against being charmed or frightened.

Revelation in Flesh

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 power as a space-warping anomaly. As an action, 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 toward 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.

Clockwork Origin Spells
Level Spell
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

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.

Bastion of the 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

At 18th level, you summon spirits 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 constructs 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 100 hit 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.

Divine Soul Origin Spells

Instead of a normal origin spell list, pick a cleric divine domain associated with your god. You learn that domain's spells at the levels noted in the table and they are considered sorcerer spells for you.

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Favored by the Gods

Starting at 6th 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.

Otherwordly 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 wings take on an appearance of your choice, likely based on your chosen domain. For example eagle wings for nature or law or bat wings for trickery or twilight.

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.

Sorcerer Spells

The following spells expand the sorcerer spell list.

Cantrips (0 Level): Produce flame, Primal savagery, Sapping sting, Static Electricity

1st Level: Grease, Protection from evil and good, Frost fingers, Gift of alacrity, Magnify gravity, Blinding squall, Devour, Frayed Circuit, Caustic Adhesive,

2nd Level: Flame blade, Flaming sphere, Continual flame, Locate object, Fortune's favor, Immovable object, Wristpocket, Displace, Puff, Necro bolt, Torrent, Ball lightning, Weavegate

3rd Level: Vampiric touch, Call lightning, Meld into stone, Wind wall, Wall of sand, Pulse wave, Tether essence, Fissure, Caustic gale, Wild blast

4th Level: Fire shield, Elemental bane, Stone shape, Control water, Gravity sinkhole, Ralthulm's divine wind, Thunder bolt, Gambler's dodge

5th Level: Transmute rock, Maelstrom, Temporal shunt, Acid surge, Electromagnetic pulse, Closed circuit, Downburst, Antiweave

6th Level: Flesh to stone, Wind walk, Wall of ice, Gravity fissure, Chaos storm, Corrosive spores

8th Level: Demiplane, Tsunami, Control Weather Dark star, Reality break

9th Level: Foresight, Storm of vengeance, Ravenous void, Time ravage

Changelog

Features

  • Sorcerers can use their own bodies as a focus for their spells.
  • Each sorcerous origin now has origin spells.
  • Metamagic options are also gained at 6th and 14th level (in addition to 3rd, 10th, and 17th.)
  • Careful spell now deals no damage to creatures you choose to succeed their saves.
  • Extended Spell now has a minimum duration of 10 minutes.
  • Heightened Spell now only costs 2 sorcery points. If it's use on an ongoing effect, you can spend additional sorcery points to impose disadvantage on their repeated saves.
  • Elemental Spell now costs a number of sorcery points equal to the level of the spell.
  • Seeking Spell now costs only 1 sorcery point.
  • New Metamagic: Unerring Spell. Spend 2 sorcery points to reroll a missed spell attack. Can be combined with other metamagics.
  • New Metamagic: Enlarge Spell. Spend sorcery points equal to the level of the spell to enlarge a spell AOE.
  • New Metamagic: Ephemeral Spell. Lets you ignore concentration for a spell at the cost of 1 sorcery point, but the spell ends at the end of your next turn.
  • Ultimate Metamagic teaches you all the metamagics and lets you use multiple on the same spell if it is of 5th level or lower.

Wild Magic

  • Wild Magic Surge replaced with Reckless Dweomer; you can attempt to cast a sorcerer spell you do not know, rolling a d20 and adding your sorcerer level and potentially triggering a wild magic surge.
  • Controlled Chaos moved to 6th level.
  • New 14th level feature; Primordial Command. Lets you adjust the result of a Wild Magic Surge by 1-2 points.

Draconic Bloodline

  • Elemental Affinity gives you resistance to the damage type for free. You can temporarily grant it to another creature for 1 sorcery point.
  • Draconic Presence has a long rest recharge, but you can spend sorcery points to regain use of it.

Shadow

  • Strength of the Grave DC is now 10 or half the damage taken. You can still use it on a crit, but not when damage kills you outright. You can regain use of it for 1 sorcery point.
  • Umbral Form is on a long rest recharge, but you can spend 5 sorcery points to regain use of it.

Storm Sorcery

  • Tempestuous Magic no longer requires a bonus action.

Aberrant

  • Origin spells are no longer exchangable.

Clockwork Soul

  • Origin spells are no long exchangable.

Divine Soul

  • Origin spells are derived from your choice of cleric domain.
  • Favored by the Gods replaced Empowered Healing as the 6th level feature.
 

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