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Subclass: Sorcerer 5.1e
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### # Table of Contents ###
- ## [
3
Sorcerer
](#p2) - ###### [
3
A Brief Preface
](#sorcerer-a-brief-preface) - ###### [
3
Raw Magic
](#sorcerer-raw-magic) - ###### [
3
Unexplained Powers
](#sorcerer-unexplained-powers) - ###### [
4
Creating A Sorcerer
](#sorcerer-creating-a-sorcerer) - ###### [
4
Playing A Sorcerer
](#sorcerer-creating-a-sorcerer) - - ### [
5
Adding Flavor to Your Sorcerer
](#adding-flavor-to-your-sorcerer) - ###### [
5
Arcane Origins
](#sorcerer-a-brief-preface) - ###### [
5
Reaction
](#sorcerer-raw-magic) - ###### [
6
Supernatural Mark
](#sorcerer-unexplained-powers) - ###### [
6
Signs of Sorcery
](#sorcerer-creating-a-sorcerer) - ### [
8
Class Features
](#class-features) - ###### [
8
Weapon & Spell Damage Customization
](#class-features-spellcasting) - ###### [
9
Spellcasting
](#class-features-spellcasting) - ###### [
10
Magical Conduit
](#class-features-spellcasting) - ###### [
10
Sorcerer's Origin
](#class-features-sorcerer's-origin) - ###### [
10
Font of Magic
](#class-features-font-of-magic) - ###### [
11
Metamagic
](#class-features-metamagic) - ###### [
11
Ability Score Improvement
](#class-features-ability-score-improvement) - ###### [
11
Sorcerous Fortitude
](#class-features-spellcasting) - ###### [
11
Metamgic Mastery
](#class-features-spellcasting) - ###### [
11
Empowered Reserve
](#class-features-spellcasting) - ###### [
11
Body of Magic
](#class-features-spellcasting) - ###### [
11
Arch-Sorcerer
](#class-features-sorcerous-restoration) - ##### [
12
Spell Slot Variant
](#class-features) - ##### [
13
Mana Variant
](#class-features) - ###### [
13
Sorcererous Restoration
](#class-features-sorcerous-restoration) - ###### [
14
Illuminationg Nature
](#class-features-sorcerous-restoration) - ### [
15
Metamagic
](#class-features) - ###### [
15
Basic
](#class-features) - ###### [
16
Intermediate
](#class-features) - ###### [
17
Advanced
](#class-features) - ### [
18
Sorcerous Origins
](#sorcerous-origins) - ##### [
18
Origin Spells
](#class-features) - ###### [
19
Abbarant Mind
](#class-features) - ###### [
21
Clockwork Soul
](#class-features) - ###### [
23
Divine Soul
](#sorcerous-origins-divine-soul) - ###### [
25
Draconic Bloodline
](#sorcerous-origins-draconic-bloodline) - ###### [
27
Shadow Magic
](#sorcerous-origins-shadow-magic) - ###### [
29
Storm Sorcery
](#sorcerous-origins-storm-sorcery) - ###### [
31
Wild Magic
](#sorcerous-origins-wild-magic) - ### [
Spellcasting
](#spellcasting) - ###### [
Spell Level
](#class-features) - ###### [
Cantrips
](#class-features) - ###### [
Rituals
](#class-features) - ###### [
Casting Time
](#class-features) - ###### [
Range
](#class-features) - ###### [
Components
](#class-features) - ###### [
Durration
](#class-features) - ###### [
Targets
](#class-features) - ###### [
Areas of Effect
](#class-features) - ###### [
Saving Throws
](#class-features) - ###### [
Attack Rolls
](#class-features) - ###### [
Combining Magical Effects
](#class-features)
\pagebreakNum
### # Table of Contents ###
- ### [
Epic Spells
](#sorcerer-spell-list-cantrips-0-level) - ###### [
Epic Spell Slots
](#class-features) - ###### [
Learning Epic Spells
](#class-features) - ###### [
Casting Epic Spells
](#class-features) - ### [
Unearthed Arcana/ Homebrew
](#class-features) - ##### [
Origin Spells
](#class-features) - ###### [
Giant Soul
](#class-features) - ###### [
Phoenix
](#class-features) - ###### [
Stone
](#class-features) - ###### [
Sea
](#class-features) - ###### [
Pyromacer Soul
](#class-features) - ###### [
??
](#class-features)
\pagebreakNum # Sorcerer ### A Brief Preface 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. \columnbreak ### 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. \pagebreakNum ### 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. \columnbreak ### Playing a Sorcerer When it comes to drawing forth their abilities in times of need, sorcerers have it easy compared to other characters. Their power not only rests within them, but it likely takes some effort to keep it at bay. Every sorcerer is born to role, or stumbles into it through cosmic chance. Unlike other characters, who must actively learn, embrace, and pursue their talents, sorcerers have their power thrust upon them. Because the idea of an innately magical being traveling among them does not sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benifit their less magically gifted contemporaries. Sorcerers are often defined by the events surrounding the manifestation of their power. For those who receive it as an unexpected birthright, its appearance is a cause for celebration. Other sorcerers are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their abilities. Playing a sorcerer character can be a rewarding as it is challenging. The sections below offer suggestions on how to flesh out and personalize your persona. \pagebreakNum # Adding Flavor to your Sorcerer ### Arcane Origins Some sorcerers understand where their power came from, based on how their abilites manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause. Does your character know the source of you magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn't know where their power came from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign. ##### Arcane Origins | d6 | Arcane Origins | |:----:|:-------------| | 1 | You power arises from your famaily's bloodline. You are related to some powerful creature, or you inherited a blessing or a curse. | | 2 | You are the reincarnation of being from another plane of existence. | | 3 | A powerful entity entered the world. Its magic changed you. | | 4 | Your birth was prophesied in an ancient text, and you are foretold to use your power for terrible ends. | | 5 | You are the product of generations of careful selective breeding. | | 6 | You were made in a vat by an alchemist. | \columnbreak ### Reaction When a new sorcerer enters the world, either at birth or later when one's power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen. When you sorcerer's powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between? ##### Reactions | d6 | Reactions | |:----:|:-------------| | 1 | Your powers are seen as a great blessing by those around you, and you are expected to use them in service to your community. | | 2 | Your powers caused destruction and even a death when they became evident, and you were treated as a criminal. | | 3 | Your neighbors hate and fear your power, causing them to shun you. | | 4 | You came to the attention of a sinister cult that plans on exploiting your abilities. | | 5 | People around you believe that your powers are a curse levied on your family for a past transgression. | | 6 | Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in a bloody revolt over a century ago. | \pagebreakNum ### Supernatural Mark A sorcerer at rest is almost indistinguishable from a normal person; it's only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk. If your sorcerer has a supernatural mark, it might be one that's easily concealed, or it could be a source of pride that you keep on constant display. ##### Supernatural Marks | d6 | Supernatural Marks | |:----:|:-------------| | 1 | Your eyes are an unusual color, such as red or turquoise. | | 2 | You have an extra toe on one foot. | | 3 | You have strange runic markings all over your body. | | 4 | Your hair grows at a prodigious rate. | | 5 | You wrinkle your nose repeatedly while you're chewing. | | 6 | A brightly colored splotch appears on your neck once a day, then vanishes after an hour. | \columnbreak ### Signs of Sorcery As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one's magic foes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from. When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon? ##### Signs of Sorcery | d6 | Signs of Sorcery | |:----:|:-------------| | 1 | You deliver the verbal components of your spells in the booming voice of a titan. | | 2 | When you begin casting a spell, the area around you grows dark and gloomy until you're done casting a spell. | | 3 | You sweat profusely while casting a spell and for a few seconds thereafter. | | 4 | Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell. | | 5 | When you cast a spell, you rise six inches into the air and gently float back down. | | 6 | Illusory blue flames wreathe from your hands and head as you begin casting a spell, then abruptly disappear. | \pagebreakNum
## The Sorcerer | Level | Proficiency Bonus | Sorcery Points | Spell Limit | Illuminating Nature | Features | Cantrips Known | Spells Known | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | 4 | 1st | Flickering Body | Spellcasting, Sorcerous Origin | 4 | 2 | | 2nd | +2 | 6 | 1st | - | Font of Magic | 4 | 3 | | 3rd | +2 | 14 | 2nd | Burnished Core | Metamagic (2) | 4 | 4 | | 4th | +2 | 17 | 2nd | - | Ability Score Improvement | 5 | 5 | | 5th | +3 | 27 | 3rd | Glowing Presence | Sorcerous Fortitude | 5 | 6 | | 6th | +3 | 32 | 3rd | - | Sorcerous Origin feature | 5 | 7 | | 7th | +3 | 38 | 4th | Brightened Essence | Metamagic Mastery, Metamagic (4) | 5 | 8 | | 8th | +3 | 44 | 4th | - | Ability Score Improvement | 5 | 9 | | 9th | +4 | 57 | 5th | Refracted Soul | - | 5 | 10 | | 10th | +4 | 64 | 5th | - | - | 6 | 11 | | 11th | +4 | 64 | 5th | Dazzling Heart | Sorcerous Restoration, Metamagic (6) | 6 | 12 | | 12th | +4 | 66 | 5th | - | Ability Score Improvement | 6 | 12 | | 13th | +5 | 66 | 5th | Explosive Fervor | - | 6 | 13 | | 14th | +5 | 68 | 5th | - | Sorcerous Origin feature | 6 | 13 | | 15th | +5 | 68 | 5th | Lustrous Spectacle | Body of Magic, Metamagic (8) | 6 | 14 | | 16th | +5 | 70 | 5th | - | Ability Score Improvement | 6 | 14 | | 17th | +6 | 70 | 5th | Brilliant Aurora | -| 6 | 15 | | 18th | +6 | 72 | 5th | - | Sorcerous Origin feature | 6 | 15 | | 19th | +6 | 72 | 5th | - | Ability Score Improvement | 6 | 15 | | 20th | +6 | 75 | 5th | - | Arch-Sorcerer | 6 | 15 |
\pagebreakNum ___ # 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:** Light Armor - **Weapons:** Simple Weapons - **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 dungeoneer's pack or *(b)* an explorer's pack - Two daggers
\pagebreakNum ### Magical Conduit Your own sorcerous body is a powerful magical conduit, strong enough to allow you to use it as a Spellcasting Focus. When you cast spells that require a material component, you can ignore that component unless it has a value, such as the specially marked sticks, bones, or similar tokens worth at least 25 gp for the *augury* spell, in which case the components are required. ### Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. #### Origin Spells Each origin has a list of spells that you gain at the sorcerer levels noted in the origin description. Once you gain an origin spell, you always know it, and it does not count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. ### Spellcasting You have been infused with a spark arcane magic. Starting at 1st level, this innate spark fuels your spells. See chapter 10 of the Player's Handbook 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 additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. \columnbreak #### Sorcery Points The Sorcerer table shows how many sorcery points you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend an amount of Sorcery points indicated in the table below. You regain all expended Sorcery Points when you finish a long rest. For example, as a 3rd level sorcerer, you can cast the spell *burning hands* at 2nd-level by spending 3 sorcery points. ## Sorcery Point Conversions | Spell Level | Sorcery Point Cost | |:----:|:-------------| |Cantrip|0| | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | | 5th | 7 | | 6th* | 9 | | 7th* | 10 | | 8th* | 11 | | 9th* | 13 | | 10th** | 15 | | 11th** | 17 | | 12th** | 20 | **Spells of 6th level or higher cannot be cast using Sorcery Points.* ***Spells of 10th level or higher cannot be cast until Epic Levels.* #### Spell Limit Your sorcerer level limits the potency of spells that you can cast. This is reflected in the Spell Limit column of the Sorcerer Table. For example, as a 5th level sorcerer, you are limited to casting spells of 3rd-level or lower. \pagebreakNum #### 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 equal to your Spell Limit or lower. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. #### Spellcasting Ability Charimsa 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
___ #### Spell Versatility When you finish a long rest, you can choose one sorcerer spell you know and replace it with another sorcerer spell of a level equal to, or lower then, your Spell Limit. \pagebreakNum ### Illuminating Nature You have been infused with a spark of arcane magic. Starting at 1st level, this innate spark fuels your spells. See chapter 10 of the Player's Handbook for the general rules of Spellcasting, and chapter 11 for the sorcerer spell list. You have no limit on the amount of spells you can cast, as long as you have the sorcery points to cast them. ##### Flickering Body Starting at 1st level, you learn how to cast spells. ##### Burnished Core At 3rd level, you learn how to cast 2nd level spells. ##### Glowing Presence At 5th level, you learn how to cast 3rd level spells. ##### Brightened Essence At 7th level, you learn how to cast 4th level spells. ##### Refracted Soul At 9th level, you learn how to cast 5th level spells. \columnbreak ### Sorcerous Arcanum As you grown in power and might you have learned to produce overwhelming feats of magic. At 11th level, your innate arcane power manifests as a Sorcerous Arcanum, a spell of awesome power. You can cast this spell once without expending any sorcery points, and you regain all uses of your Sorcerous Arcanum when you finish a long rest. Your Sorcerous Arcanum spells do not count against your number of Spells Known. If you wish to use your Sorcerous Arcanum on a sorcerer spell of 5th-level or lower, it must be a spell that you already know and must be upcasted to 6th level or higher. ##### Dazzling Heart At 11th level, choose one spell of 6th level or lower from the sorcerer spell list to be your arcanum spell. ##### Explosive Fervor At 13th level, choose one spell of 7th level or lower from the sorcerer spell list to be your arcanum spell. ##### Lustrous Spectacle At 15th level, choose one spell of 8th level or lower from the sorcerer spell list to be your arcanum spell. ##### Brilliant Aurora At 17th level, choose one spell of 9th level or lower from the sorcerer spell list to be your arcanum spell.
\pagebreakNum ### Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain 2 points to spend on Metamagics of your choice. You gain more points at 7th, 11th, and 15th level. * Basic Metamagics cost 1 point * Intermediate Metamagics cost 2 points * Advanced Metamagics cost 4 points. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. ### 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 cannot increase an ability score above 20 using this feature. ### Sorcerous Fortitude Starting at 5th level, as an action, you can spend a number of sorcery points to fortify your form. Gain 1d4 temporary hit points for each spent sorcery point. The maximum number of sorcery points you can spend as part of this ability is equal to your proficiency bonus. All temporary hit points last until a long rest is finished. ### Metamagic Mastery At 7th level, you begin to master your ability to alter essential parts of spells. From now on, when you gain a level, you may forget any Metamagics previously learned and select new ones from the Metamagic List up to your total spendable points. You can choose 2 Metamagic options to reduce the sorcery point cost by half. (rounded up) You can change the Metamagic options effected by this ability once every long rest. Advanced Metamagics cannot be effected by this ability. Additionally, you gain 2 more points to spend on Metamagics. \columnbreak ### Sorcerous Restoration You have learned to regenerate your innate arcane potential while resting. Starting at 11th level, when you finish a short rest you can choose to regain expended sorcery points equal to your sorcerer level. Once you use this ability you must finish a long rest before you can use it again. Additionally, you gain 2 more points to spend on Metamagics. ### Body of Magic At 15th level, the magic flowing through your body causes you to age slower. For every 50 years that pass, your body only ages 1 year. You can no longer be magically aged and you don't require food and water to survive. Addtionally, You gain 2 more points to spend on Metamagics. ### Arch-Sorcerer At 20th level, you are a master of Metamagics. You may choose 2 Metamagics that cost 1 sorcery point to instead cost 0. This can be used on any Metamagic changed by *Metamagic Mastery*, however, you can no longer change those Metamagics effected after a long rest. \pagebreakNum ### Basic Metamagic: Cost 1 ##### 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 die up to your Charisma modifier (minimum of 1). 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. ##### Esoteric Spell When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can spend 2 sorcery points to change the spell's damage to another type from the list above. ##### 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. You can use Extended Spell even if you have already used a different metamagic option during the casting of the spell. ##### 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. ##### Imbuing Touch As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with a portion of your magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming resistances and immunity to nonmagical attacks. \columnbreak
##### Non-lethal spell When you cast a spell that reduces a creature to 0 hit points, you can spend 1 sorcery point to knock the creature out, rendering it unconscious, rather than deal a killing blow. ##### Precision Spell When you cast a spell that deals damage or forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell. You can use Precision Spell even if you have already used a different Metamagic option during the casting of 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. When you cast a spell that has a casting time above an action, you can spend 3 sorcery points to reduce the casting time by half. You can also use this option on ritual spells. ##### Stylized Spell When you cast a spell with visual components, you can spend 1 sorcery point to add your own personal visual flair to it. Creatures attempting to identify your spell have disadvantage on Arcana skill checks to do so. ##### 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 acid, cold, fire, lightning, or thunder, you can spend 1 sorcery point to change the spell's damage to another type from the list above. You can use Transmuted Spell even if you have already used a different metamagic option during the casting of the spell. \pagebreakNum ### Intermediate Metamagic: Cost 2 ##### Augmented 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 change the saving throw required for the spell. If the original save is a physical attribute, such as Strength, Constitution, or Dexterity, you must choose one from that group. Similarly, if the original save is a mental attribute, such as Intelligence, Wisdom, or Charisma, it must remain one. ##### Binding Spell When you cast a spell that requires concentration, you can spend 3 sorcery points to cause the spell to bind the target in place. The spell reduces the target's movement speed to 0 until concentration is broken. To be eligible, a spell must be incapable of targeting more then one creature at the spells current level. For example, *magic missile* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are. The spell will last until a long rest ##### 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. ##### Delayed Spell When you cast a spell, you can delay it until the start of your next turn by spending 2 sorcery points (expending the spell slot as normal). When the start of your next turn begins, you can choose to delay it again, for 1 more sorcery point. ##### Explosive Spell When you cast a spell that deals damage in an area, you can expend 2 sorcery points to increase it's area of effect by 10-ft. You can use Explosive Spell even if you have already used a different metamagic option during the casting of the spell. \columnbreak
##### Forced Spell When you cast a spell of 5th level or lower, instead of consuming sorcery points, you can consume an amount of hitpoints equal to five times the spells level. The damage you take cannot be resisted in any way. ##### Immutable Will When you fail an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to spend 3 sorcery points to add your Charisma modifier to the roll and potentially succeed where you would have failed. ##### Invisible Spell When you cast a spell with visual components, you can spend 2 sorcery point to make any visual manifestations of the spell cast to be invisible. Creatures cannot identify your spell with an Arcana skill check. You can use Invisible Spell even if you have already used a different Metamagic option during the casting of the spell. ##### Persistant Spell When a spell that requires concentration ends early, you can spend 3 sorcery points to have the spell last for one more round only, ignoring concentration for that round. The spell cannot last for more than its maximum duration this way. ##### Redirected Spell When a creature succeeds on a Dexterity saving throw against a single-target spell that you cast, you can spend 1 sorcery point to redirect it to a random space within the remaining range of the spell. You may spend 3 additional sorcery points to control the direction that the spell is redirected. ##### Uneering Spell If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20. You must use the new roll. You can use Uneering Spell even if you have already used a different Metamagic option during the casting of the spell. \pagebreakNum ### Advanced Metamagic: Cost 4 ##### Charged Spell When you cast an instantaneous spell of 5th level or lower, you can spend 4 sorcery points to prepare that spell for one round. On your next turn, the spell is to be treated as three levels higher. The spell should be treated as a concentration spell until it is cast. ##### Deflect Spell As a reaction, you can spend a number of sorcery points equal to twice the spell level to deflect a spell into the distance (1 sorcery point if it's a cantrip). You cannot deflect spells with a range of touch, or a spell that isn't targeting you. ##### Innate Spell When you are concentrating on a spell, you can cast another concentration spell of the same level or lower by expending a number of sorcery points equal to the spells level to concentrate on the additional spell for one round. ##### Magical Guidance When you fail an ability check, you can use your reaction to spend 3 sorcery points to add your Charisma modifier to the roll and potentially succeed where you would have failed. ##### Overcharged Spell When you cast a spell that deals damage, you can double the number of sorcery points spent to double the damage (1 sorcery point if the spell is a cantrip). You take one-quarter damage from this spell. (rounded up) ##### Arcane Tenacity When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can use your reaction to expend 3 sorcery points and add your Charisma modifier (minimum of 1) to the result of the saving throw. \columnbreak
##### 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 missle* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are.
\pagebreakNum ## Origin Spells List
| Subclass | 1st | 3rd | 5th | 7th | 9th | |:-----------------|:---:|:---:|:---:|:---:|:---:|:---:| | **Divine Soul** | — | — | — | — | — | — | | **Good** | *Cure Wounds* | *Prayer of Healing* | *Remove Curse* | *Death Ward* | *Greater Restoration* | — | **Neutral** | *Protection from Evil and Good* | *Spiritual Weapon* | *Revivify* | *Guardian of Faith* | *Dispel Evil and Good* | — | | **Evil** | *Inflict Wounds* | *Blindness/ Deafness* | *Bestow Curse* | *Blight* | *Geas* | — | | **Lawful** | *Bless* | *Zone of Truth* | *Beacon of Hope* | *Banishment* | *Holy Weapon* | — | | **True N.** | *Sanctuary* | *Augury* | *Spirit Guardians* | *Freedom of Movement* | *Scrying* | — | | **Chaotic** | *Bane* | *Crown of Madness* | *Clairvoyence* | *Confusion* | *Hallow* | — | | **Draconic Bloodline** | *Absorb Elements, Chaos Bolt* | *Dragons Breath* | *Elemental Weapon, Fear* | *Elemental Bane* | *Control Winds* | — | | **Acid** | *Acid Splash* | *Acid Arrow* | — | *Vitrolic Sphere* | — | — | | **Cold** | *Frostbite* | *Snilloc's Snowball Storm* | — | *Ice Storm* | — | — | | **Fire** |*Fire Bolt* | *Aganazzar's Scorcher* | — | *Fire Shield* | — | — | | **Lightning** | *Shocking Grasp* | *Lightning Bolt* | — | *Storm Sphere* | — | — | | **Poison** | *Poison Spray* | *Ray of Sickness* | — | — | *Cloudkill* | — | | **Aberrant Mind** | *Arms of Hadar, Dissonant Whispers, Mind Sliver* | *Calm Emotions, Detect Thoughts* | *Hunger of Hadar, Sending* | *Evard's Black Tentacles, Summon Aberration* | *Rary's Telepathic Bond, Telekinesis* | — | | **Clockwork Soul** | *Alarm, Protection from Evil and Good* | *Aid, Lesser Restoration* | *Dispel Magic, Protection from Energy* | *Freedom of Movement, Summon Construct* | *Greater Restoration, Wall of Force* | — | | **Shadow Magic** | *Dissonant Whispers, Silent Image* | *Darkness, Phantasmal Force, Blindness/ Deafness* | *Fear, Major Image* | *Shadow of Moil, Phantasmal Killer* | *Mislead, Creation* | | — | | **Storm Sorcery** | *Thunderwave, Fog Cloud* | *Shatter, Gust of Wind* | *Wall of Water, Lightning Bolt* | *Storm Sphere, Watery Sphere* | *Maelstrom, Control Winds* | — | | **Wild Magic** | *Chaos Bolt, Speak with Animals* | *Fortune's Favor, Enlarge/Reduce* | *Counterspell, Dispel Magic* | *Confusion, Compulsion* | *Awaken, Mislead* | — |
\pagebreakNum # Abbarant 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 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 Orgins table for a possible origin of your power.
## Metamagic ##### Mind Overload Spell (Abarrant Mind) When you cast a single target spell that deals psychic damage, you can expend 3 sorcery points to attempt to overload the target's mind and stun it. The creature has to make an Intelligence saving throw against your spell DC or be stunned until the start of it's next turn. Targets resistant to psychic damage make this save with advantage. Targets immune to psychic damage or the stunned conditions are unnafected by this Metamagic. ### Psionic Spells Starting at 1st level, you learn addtional spels when you reach certain levels in this class, as shown on page 15. Each of these spells counts as a Sorcerer spell for you, but does not 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 enchantment spell from the sorcerer, warlock, or wizard spell list. \columnbreak ## Abberant Origins | d6 | Origin| |:----:|:-------------| | 1 | You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing in you, but no one else can see. | | 2 | A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you. | | 3 | You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind. | | 4 | You were implanted with a mind flayer tadpole, but the cermorphosis never completed. And now its psionic power is yours. When you can use it, your flesh shines with a stange mucus. | | 5 | As a child, you had an imaginary friend that looked like a flumph or a stange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary. | | 6 | Your nightmares whisper the truth to you: your psionic powers are not your own, You drew them from your parasitic twin! | \pagebreakNum ### Telepathic Speech 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 to your Charisma modifier (minimum of 1 mile). To understand each other, you must each speak mentally in a language that the other knows. ### Psionic Sorcery 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. \columnbreak ### Revelation in Flesh At 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 more sorcery point to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain on 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 breath underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extends through your clothing. * Your body, along with equipment you are wearing or carrying, become slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movemet to escape from nonmagical restraints or being grappled. ### Warping Implosion At 18th level, you can unleash your aberrant power as a space-warping anomoly. As an action, you can spend 5 sorcery points to 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 ans 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 is not pulled. \pagebreakNum # 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 ancestors even took part in the Great Modron March. Whatever its orgin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
## Metamagic ##### Balancing Spell (Clockwork Soul) When you use a spell that does damage, you can use spell points equivalent to the spell's level (1 point for cantrips), to make that spell do the average damage for every damage die. ### Clockwork Magic Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Origin Spells List chart, 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 fain 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. In addition, consult the Manifestation of Order table and chooose or tandomly determine a way your connection to order manifests while you are castin any of your sorcerer spells. ### Restore Balance At first level, your connection to the plane of absolute order allows you to wqualize 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 or disadvantage. You can use this feature a number of times equal to your proficency bonus, and you regain all expended uses when you finish a long rest. \columnbreak ## Manifestations of Order | d6 | Manifestation| |:----:|:-------------| | 1 | Spectral cogwheels hover behind you. | | 2 | The hands of a clock spin in your eyes. | | 3 | Your skin glows with a brassy sheen. | | 4 | Floating equations and geometric objects overlay your body. | | 5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism. | | 6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. | ### Bastion of Law At 6th level, you can tap in to the grand equation of existence to imbue a creature with a shimmerin shield of order. As an action, you can expend 1-5 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 tolled on those dice. \pagebreakNum ### 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 spend 5 sorcery points to enter this state for 1 minute. For the duration, attack rolls against you cannot benefit from advantage, and whenever you make an attack roll, ability check, or a saving throw you can treat a roll of 9 or lower on the d20 as a 10. ### Clockwork Cavalcade At 18th level, you can summon spirits of order to expunge disorder around you. As an action, you can use 7 sorcery points to summon the spirits in a 30-foot cube originating on you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and the create the following effects within the cube before vanishing: * The spirits restore up to 100 hitpoints, 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.
\pagebreakNum # Divine Soul
Sometimes the spark of magic that fuels a Sorcerer comes from a divine source that glimmers within the sould. Having such a blessed souls 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 chosen vessel of divine magic.
## Metamagic ##### Invigorating Spell (Divine Soul) When you cast a spell with a single target, you may spend 2 sorcery points to heal either you or the targeted creature by 1d8 + your Wisdom modifier. ##### Restorative Spell (Divine Soul) When you cast a spell that targets a single creature, you can spend 2 sorcery points to end one of the following condtions affecting it: blinded, deafened, paralyzed, or poisoned. ### Divine Magic Your link to the divine allows you to learn spells normally associated with the Cleric class. When your Spellcasting feature lets you learn 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. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn additional spells based on that affinity, as shown above. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric or paladin spell lists. ### 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. You can use this Feature a number of times equal to your Charisma Modifier. You regain all expended uses when you finish a short or long rest. \columnbreak ### Empowered Healing 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, provided you aren't incapacitated. You can use this feature only once per turn. ### Spectral Wings At 14th level, you can use a bonus action to manifest a pair of spectral wings that appear on your back. While the form is in use, you have a flying speed of 30 feet. The wings last until you are 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, batlike 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 regain a number of hit points equal to half your hit point maximum. Once you use this feature, you cannot use it agin until you finish a long rest. \pagebreakNum # 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.
## Metamagic ##### Amplified Spell (Draconic Bloodline) When you cast a spell that deals damage of the type associated with your *Draconic Ancestry*, you can spend 1 sorcery point to have the damage ignore resistances. You can use Amplified Spell even if you have already used a different Metamagic option during the casting of the spell. ### Draconic Ancestry Starting 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. 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 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. \columnbreak ### Elemental Enforcement Also at 6th level, you gain resistance to your draconic ancestry damage type, and whenever you cast a spell that deals damage in general, you can spend 1 sorcerer point to deal additional damage equal to your Charisma Modifier. The element of the additional damage is decided by your draconic ancestry. ### 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 walking 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 Form 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, 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 has advantage against your aura for 24 hours. \pagebreakNum # Shadow Magic
You are a creature warped by shadow, for your innate magic comes from the shadows that make up 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 pressence. The spark of life that sustains you is muffled, as if it struggels 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.
## Metamagic ##### Umbral Spell (Shadow Magic) When you cast a spell that targets an area, you may spend 3 sorcery points to cause magical darkness to cover the area until the end of your next turn. You can see through this darkness. ## Shadow Sorcerer Quirks | d6 | Quirk| |:----:|:-------------| | 1 | You are always icey cold to the touch. | | 2 | When you are asleep, you don't appear to breath. | | 3 | You barely bleed, even when badly injured. | | 4 | Your heart beats once per minute. The event sometimes surprises you. | | 5 | You have trouble remembering that living creatures and corpses should be treated differently. | | 6 | You blinked. Once. Last week. | ### Eyes of the Dark 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. \columnbreak ### Shadow Walk At 6th 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 teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You are considered hidden and have advantage on the first attack you make before the end of the turn.
\pagebreakNum ### 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. \columnbreak ### 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 vreatures 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, you die, or if you dismiss it as a bonus action. \pagebreakNum # Storm Sorcerer
Your innate magic comes from the power of elemental air. Many with this power can trace their magic mack to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful taht folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or 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.
## Metamagic ##### Tempestuous Spell (Storm Sorcery) When you cast a spell that targets a creature, you can spend 3 sorcery points. The target must succeed on a Strength saving throw against your spell save DC or be pushed back up to 20 feet and knocked prone. ### Wind Speaker The arcane magic you command is infused with elemental air, this grants you aptitude in all forms of air magic. 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. 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 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 and thunder damage each equal to half of your sorcerer level (rounded up). ### Storm Guide Also at 6th level, you gain the ability to partially 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 At 14th level, when you are hit by an attack within 10 feet of you, you can use your reaction to deal lightning or thunder damage to the attacker. This 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, thunder, and fall damage. You 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 cannot do so again until you finish a short or long rest. \pagebreakNum # Wild Magic Sorcerer
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.
## Metamagic ##### Chaotic Spell (Wild Magic) When you cast a spell of 1st level or higher, you may spend up to 2 sorcery points and immediately roll on the Wild Magic Surge table. ### Wild Magic Surge Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer cantrip or spell of 1st level or higher, you can choose to roll a d20. If you roll a 10 or lower, roll on the Wild Magic Surge table to create a random magical effect. Alternatively, you can choose to automatically fail making you roll on the Wild magic Surge table. ### 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 or roll on the Wild Magic Surge table 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 immediatly after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. \columnbreak ### Bend Luck 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 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, you can choose to do maximum damage instead. You can use this feature once per turn. \pagebreakNum ## Wild Magic Surge Table
| d100 | Effect | |:---:|:---:| | 1-2 |Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls. | 3-4 |You regain all expended sorcery points. | 5-6 |You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each. | 7-8 |You cast fireball as a 3rd-level spell centered on yourself. Damage caused by this feature cannot reduce a creature to 0 hit points. | 9-10 |You cast magic missile as an Xth-level spell targeting a creature of the DMs choice, where X equals your Charisma modifier (minimum of 1). | 11-12 |Your height changes by 1d6 inches. If the roll is odd, you shrink. If the roll is even, you grow. If this effect is already in place when you roll this, you return to your original height. A remove curse spell can end this effect. | 13-14 |You cast hypnotic pattern centered on yourself. | 15-16 |You cast spiritual weapon in the nearest unoccupied space, and it immediately attacks you if possible. The weapon moves on the shortest path toward you before each of your turns and attacks you if possible. It disappears if you fall unconscious. | 17-18 |You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | 19-20 |You cast grease centered on yourself. The grease puddle moves with you. | 21-22 |Creatures have disadvantage on saving throws against the next spell you cast before your next long rest that involves a saving throw. | 23-24 |Your eyes and hair turn a random color determined by a 1d6. 1- red, 2- orange, 3- yellow, 4- green, 5-blue, 6-purple. If this effect is already in place when you roll this, they return to your original color. A remove curse spell ends this effect. | 25-26 |You gain one of the following incorporeal traits based on your alignment until your next long rest. Good- a halo floats above your head. Neutral- a flower blooms on your head. Evil- you sprout large devil horns. | 27-28 |For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | 29-30 |Up to 4 creatures you choose within 30 feet of you take 4d10 lighting damage. | 31-32 |You cast blink. | 33-34 |Maximize the damage of the next damaging spell you cast before you finish a long rest. | 35-36 |Roll a d6. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. If this effect is already in place when you roll this, you return to your original age. A remove curse spell ends this effect. | 37-38 |You cast inflict wounds on the nearest creature within 30 feet of you at the end of your next turn. If there aren’t any creatures nearby, you cast it on yourself. | 39-40 |You cast cure wounds as a 1d4th level spell on yourself. | 41-42 |You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | 43-44 |You cast thunder step as a 3rd level spell. | 45-46 |You cast levitate on yourself.
\pagebreakNum ## Wild Magic Surge Table cont'd
| d100 | Effect| |:---:|:---:| | 47-48 |A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | 49-50 |You cannot speak for the next minute. Whenever you try, rainbow colored bubbles float out of your mouth. | 51-52 |A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. | 53-54 |You are immune to being intoxicated by alcohol for the next 5d6 days. | 55-56 |Your hair falls out but grows back within 24 hours. | 57-58 |For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. | 59-60 |You regain an expended spell slot of 5th level of lower (player choice). | 61-62 |For the next minute, your voice booms three times as loudly when you speak. | 63-64 |You cast fog cloud centered on yourself. The fog cloud moves with you. | 65-66 |You cast call lightning, but it lasts 3 rounds instead of the usual 10 minutes. | 67-68 |You are frightened by the nearest creature until the end of your next turn. | 69-70 |You and each creature within 30 feet of you becomes invisible for the next minute. | 71-72 |You gain resistance to all damage for the next minute. | 73-74 |A creature of your choice within 60 feet of you becomes poisoned. | 75-76 |You glow with golden bright light in a 30-foot radius for the next minute, and your hair becomes gold and stands straight up. Any creature that ends its turn within 5 feet of you is blinded by your radiant glory until the end of its next turn. | 77-78 |You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. | 79-80 |Illusory butterflies and flower petals flutter in the air within 10 feet of you until your next long rest. | 81-82 |You can take one additional action immediately. | 83-84 |Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. | 85-86 |You cast mirror image. | 87-88 |You cast fly on yourself and every creature in a 30 foot radius with a duration of 1 minute instead of the usual 10. | 89-90 |You become invisible for the next minute. During that time, other creatures cannot hear you. The invisibility ends if you attack or cast a spell. | 91-92 |If you die within the next minute, you immediately come back to life with full hit points, rolling on this table when you do so (even if you already surged that turn). | 93-94 |You cast enlarge on yourself. | 95-96 |You and all creatures within 30 feet of you gain vulnerability to all damage for the next round. | 97-98 |You are surrounded by faint (but lively) music until your next long rest. | 99-100 |Choose any surge you want (besides this one).
\pagebreakNum ## Positive Surge Table
| d20 | Positive Effect | |:---|:---:| | 1 | No effect. | | 2 | The smell of your favorite food fills the air around you. | | 3 | Small plants grow to full bloom around your feet. | | 4 | Your clothes become cleaned, and faded dyes return to full brightness. | | 5 | Your body becomes sheathed in a thin layer of protective energy. You gain temporary hitpoints equal to the spell’s level + your spellcasting ability modifier. | | 6 | You are innervated. Your movement speed increases by 15 feet until the end of your next turn. | | 7 | The energy of the spell flashes brightly. A creature of your choice within 5 feet of the target of the spell must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn. | | 8 | The energy of the spell becomes raw and without defined form. If the spell deals damage, you can choose to change its damage type to force damage. | | 9 | With a surge of energy, you are able to shift your position. You may immediately teleport to a point of your choice within 10 feet of you. | | 10 | Arcs of chaotic energy emanate from the spell. A random hostile creature within 15 feet of the target of the spell takes 1d8 lightning damage. | | 11 | Enemy attacks are pushed away from you. The next attack against you before the start of your next turn has disadvantage. | | 12 | The air around you crackles. Until the start of your next turn, if a creature within 30 feet of you hits you with an attack, you can use your reaction to deal 1d4 lightning damage to the attacker. This damage increases by 1d4 for every level of the spell above 1st. | | 13 | If you cast a spell before the end of your next turn, roll on this table and gain a positive effect. | | 14 | You become energetic. You gain the effects of the haste spell until the end of your next turn, ignoring the lethargy effect. | | 15 | The spell becomes amplified. If the spell deals damage, it deals an extra 1d6 damage to each target, increasing by an additional 1d6 for every level of the spell above 1st. | | 16 | If you take damage from a spell before the start of your next turn, you can roll 1d8 and reduce the damage by the number rolled. | | 17 | The spell becomes unusually stable. If the spell requires concentration, you have advantage on constitution saving throws you make to maintain it. | | 18 | The spell seems to guide itself towards your targets. You have advantage on the attack roll, and targets have disadvantage on saving throws, for this spell. | | 19 | The spell is efficient, allowing you to siphon excess magical energy. You regain a 1st level spell slot if you have expended any. If you have the Font of Magic feature, you can choose to regain 2 sorcery points instead. | | 20 | Roll twice on this table and gain both effects, rerolling 20s. |
\pagebreakNum ## Negative Surge Table
| d20 | Negative Effect | |:---|:---:| | 1 | Roll twice on this table and suffer both effects, rerolling 1s. | | 2 |The spell requires additional energy to cast. You must expend a spell slot of 1st level or higher, or else the spell fails. If you have the Font of Magic feature, you can choose to expend 2 sorcery points instead. | | 3 | The spell becomes erratic and hard to aim. You have disadvantage on the attack roll, and targets have advantage on saving throws, for this spell. | | 4 | The spell becomes unstable, requiring extra effort to hold it in place. If the spell requires concentration, you have disadvantage on constitution saving throws you make to maintain it. | | 5 | If you take damage from a spell before the start of your next turn, you take an additional 1d8 force damage. | | 6 | The spell bleeds away energy. If the spell deals damage, it deals 1d6 less damage to each target, decreasing by an additional 1d6 for every level of the spell above 1st. | | 7 | Electricity courses through your muscles, causing you to tense up. You suffer the effects of the slow spell until the end of your next turn. | | 8 | If you cast a spell before the end of your next turn, roll on this table and suffer a negative effect. | | 9 | Static energy builds up in your body, waiting for something to ignite it. Until the start of your next turn, if a creature hits you with an attack, you take an additional 1d4 lightning damage. This damage increases by 1d4 for every level of the spell above 1st. | | 10 | Enemy attacks are drawn to you. The next attack against you before the start of your next turn has advantage. | | 11 | Arcs of chaotic energy emanate from the spell. A random friendly creature within 15 feet of the target of the spell takes 1d8 lightning damage. | | 12 | Your position becomes unstable, and you blink side to side wildly. You immediately teleport to a random point within 10 feet of you. | | 13 | The spell fails to coalesce and penetrate defenses properly. If the spell deals damage, targets with resistance to the damage have immunity instead. | | 14 | A flash of light bursts straight into your face. You must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn. | | 15 | You are enervated. Your movement speed decreases by 15 feet until the end of your next turn. | | 16 | Some of the spell’s energy backfires. You take force damage equal to the spell’s level + your spellcasting ability modifier. | | 17 | You suffer a faint, harmless ringing in your ears for the next minute. | | 18 | Fractal, lightning-like scars appear on your hands and arms, which disappear when you receive magical healing. | | 19 | You immediately become thirsty and hungry. | | 20 | No effect. |
\pagebreak # Spellcasting ___ Magic permeates the world of D&D and most often appears in the form o f a spell. This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follow s the rules here. ## What is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix A), drain life energy away, and restore life to the dead. Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character w ho has amassed enough power and wisdom to do so. \columnbreak ### Spell Level Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips—simple but powerful spells that characters can cast almost by rote—are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell. Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. ### Known and Prepared Spells Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. M embers o f a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. In every case, the number o f spells a caster can have fixed in mind at any given time depends on the character’s level. \pagebreakNum ### Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally > ##### Casting in Armor > Because of the mental focus and precise gestures require for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting. taxing, and higher-level spells are even m ore so. Thus, each spellcasting class’s description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots. When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively “filling” a slot with the spell. You can think o f a spell slot as a groove of a certain size—small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots. Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way. \columnbreak #### Casting Spells at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into. Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description. ### Cantrips A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0. ### Rituals Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level. To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does. ## Casting a Spell When a character casts any spell, the sam e basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in chapter 11 begins with a block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect. \pagebreakNum ### Casting Time Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. #### Bonus Action A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action. #### Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. #### Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. W hen you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over. ### Range The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self. Spells that create cones or lines of effect that originate from you also have a range o f self, indicating that the origin point of the spell’s effect must be you (see “Areas of Effect” later in the this chapter). Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise. ### Components A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), som atic (S), or material (M ) com ponents. If you can’t provide one or m ore of a spell’s com ponents, you are unable to cast the spell. #### Verbal (V) Most spells require the chanting of mystic words. The words themselves aren’t the source o f the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character w ho is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component. #### Somatic (S) Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. #### Material (M) Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a **component pouch** or a **spellcasting focus** in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components. \pagebreakNum ### Duration A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. S om e spells specify that their effects last until the spells are dispelled or destroyed. #### Instantaneous Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant. #### Concentration Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: - **Casting another spell that requires concentration.** You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once. - **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. - **Being incapacitated or killed.** You lose concentration on a spell if you are incapacitated or if you die. The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm -tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. ### Targets A typical spell requires you to pick one or more targets to be affected by the spell’s m agic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). Unless a spell has a perceptible effect, a creature might not know it w as targeted by a spell at all. An effect like crackling lightning is obvious, but a m ore subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise. #### A Clear Path to the Target To target something, you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point o f origin comes into being on the near side of that obstruction. #### Targeting Yourself If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. \pagebreakNum ### Areas of Effect Spells such as burning hands and cone o f cold cover an area, allowing them to affect multiple creatures at once. A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9 of the Handbook. #### Cone A cone extends in a direction you choose from its point of Origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of Origin. A cone’s area of effect specifies its maximum length. A cone’s point of Origin is not included in the cone’s area of effect, unless you decide otherwise. #### Cube You select a cube’s point of Origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of Origin is not included in the cube’s area of effect, unless you decide otherwise. \columnbreak #### Cylinder A cylinder’s point of Origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a Cylinder expands in straight lines from the point of Origin to the perimeter of the circle, forming the base of the Cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the Cylinder. A cylinder’s point of Origin is included in the cylinder’s area of effect. #### Line A line extends from its point of Origin in a straight path up to its length and covers an area defined by its width. A line’s point of Origin is not included in the line’s area of effect, unless you decide otherwise. #### Sphere You select a sphere’s point of Origin, and the Sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. A sphere’s point of Origin is included in the sphere’s area of effect. ### Saving Throws Many Spells specify that a target can make a saving throw to avoid some or all of a spell’s Effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your Spells equals 8 + your Spellcasting Ability modifier + your Proficiency Bonus + any Special modifiers. \pagebreakNum ### Attack Rolls Some Spells require the caster to make an Attack roll to determine whether the spell effect hits the intended target. Your Attack bonus with a spell Attack equals your Spellcasting Ability modifier + your Proficiency Bonus. Most Spells that require Attack rolls involve Ranged Attacks. Remember that you have disadvantage on a ranged Attack roll if you are within 5 feet of a Hostile creature that can see you and that isn’t Incapacitated. ### Combining Magical Effects The Effects of different Spells add together while the durations of those Spells overlap. The Effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice. \columnbreak ### Weapon & Spell Damage Customization When you gain a spell or feature that deals damage, you can select a different damage type from the corresponding list. The change is permanent and decided when you gain the spell or feature. You may also opt to change feature that grants you resistance or immunity to damage to another type. If a feature grants you both a damaging ability and resistance or immunity you must choose the same damage type for both. | Physical | Elemental | Exotic | |:---:|:---:|:---:| | Slashing | Fire | Radiant | | Piercing | Cold | Necrotic | | Bludgeoning | Acid | Psychic | | - | Poison | Force | | - | Lightning | - | | - | Thunder | - | ***Features from your class or race that grant you resistance or immunity to poison cannot be changed to a different damage type.** #### Items: Spells and abilities granted by items (such as scroll) cannot be changed in this way. Some scrolls may provide otherwise unobtainable damage choices. If you scribe this scroll, you learn the spell and it deals the type specified by the scrolls. \pagebreakNum ## Epic Spells Epic spells only become available to learn at 21st caster level and above. As such, these spells are considered amongst the most potent magics known across Faerûn and rival demipowers in power. Epic spells represent the next stage of spell power beyond 9th level. As the ability to cast 9th-level spells is a fundamental requirement to cast even more powerful spells, only full casters have the ability to cast epic spells. Full casters include bards, clerics, druids, sorcerers, warlocks and wizards. ### Epic Spell Slots At 21st, 25th and 29th level, you gain the Ability Score Improvement feature. Once, provided you have at least 21 caster levels, instead of this feature, you can choose to gain one epic spell slot, in lieu of the Ability Score Improvement feature. Regardless of how many epic spells you eventually learn, you only ever have one epic spell slot per long rest. With the Epic Spell Capacity feature, beginning at 29th level, you also gain 10th, 11th and 12th-level spell slots. These spell slots cannot be used to cast an epic spell --- you use these higher slots for upcasting purposes of 1st to 9th-level spells only. ### Learning epic spells In order to learn an epic spell, you must find the necessary notes and research in order to cast it. This may take the form of multiple spellbooks, parchments, lost tomes or even strange runes inscribed either with energy or physically somewhere. Perhaps you encounter a willing demipower to teach you... Epic spells are so complex and dense that few creatures have the mental capacity to know more than three as a maximum. You gain the ability to know a second at 23rd and a third at 25th level. \columnbreak
#### Epic spells: * Can’t be counterspelled * Bypass spell resistance * Can only be dispelled by dispel magic cast using a 10th-level spell slot or above * Don’t require concentration ### Casting Epic Spells Epic spells are more difficult to resist than less powerful spells. When you force a creature to make a saving throw against an epic spell, your spell save DC increases by 1 for this spell. Even legendary resistance doesn’t automatically work against an epic spell. If a creature is obliged to make a saving throw and chooses to use legendary resistance, it must make a Legendary Resistance check and roll 5 or higher on a d20. if it fails, it can choose to repeat the check, provided it has one or more uses of legendary resistance remaining. Casting an epic spell is extremely taxing for you. Following Mystra's ban, only immortal beings, such as demipowers and deities, are supposed to know how to cast such a spell, let alone do it. At the end of your following turn, you must make two DC 12 saving throws, randomly determined by rolling a d6 twice. A duplicate means just one save instead of two. | d6 | Saving Throw | |:----:|:-------------| | 1-2 | Intelligence | | 3-4 | Wisdom | | 5-6 | Charisma | These saving throws cannot be augmented in any way, such as with bless or bardic inspiration, or by way of the epic spell, premonition. For each failed save, you gain one level of exhaustion. All exhaustion levels gained this way disappear when you complete a long rest. \pagebreakNum # Sorcerer Spells ###
#### Cantrips (0 Level) - Acid Splash - Blade Ward - Chill Touch - Control Flame - Dancing Lights - Eldritch Blast - Fire Bolt - Friends - Frostbite - Gust - Infestation - Light - Mage Hand - Mending - Message - Minor Illusion - Mold Earth - Poison Spray - Prestidigitation - Ray of Frost - Shape Water - Shocking Grasp - Thunderclap - Toll the Dead - True Strike ##### 1st Level - Absorb Elements - Armor of Agathys - Burning Hands - Catapult - Cause Fear - Charm Person - Chaos Orb - Chromatic Orb - Color Spray - Detect Magic - Disguise Self - Earth Tremor - Expeditious Retreat - False Life - Feather Fall - Fog Cloud - Hellish Rebuke - Hex - Ice Knife - Jump - Mage Armor - Magic Missile - Ray of Sickness - Shield - Silent Image - Sleep - Thunderwave - Witch Bolt \columnbreak ##### 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 - Enthrall - Gust of Wind - Hold Person - Invisibility - Knock - Levitate - Maximilian's Earthen Grasp - Mind Spike - Mirror Image - Misty Step - Phantasmal Force - Pyrotechnics - Ray of Enfeeblement - Scorching Ray - See Invisibility - Shadow Blade - Shatter - Snilloc's Snowball Swarm - Spider Climb - Suggestion - Warding Wind - Web ##### 3rd level - Bestow Curse - Blink - Catnap - Clairvoyance - Counterspell - Daylight - Dispel Magic - Enemies Abound - Erupting Earth - Fear - Fireball - Flame Arrows - Fly - Gaseous Form - Haste - Hypnotic Pattern - Lightning Bolt - Major Image - Melf's Minute Meteors - Protection from Energy - Sleet Storm - Slow - Stinking Cloud - Thunder Step - Tidal Wave - Tongues - Wall of Water - Water Breathing - Water Walk - Vampiric Touch ##### 4th Level - Banishment - Blight - Charm Monster - Confusion - Dimension Door - Dominate Beast - Greater Invisibility - Ice Storm - Polymorph - Shadow of Moil - Sickening Radiance - Stoneskin - Storm Sphere - Vitriolic Sphere - Wall of Fire - Watery Sphere ##### 5th Level - Animate Objects - Cloudkill - Cone of Cold - Control Winds - Dominate Person - Enervation - Far Step - Hold Monster - Immolation - Insect Plague - Mislead - Seeming - Skill Empowerment - Synaptic Static - Telekinesis - Transmute Rock - Wall of Force - Wall of Light - Wall of Stone ##### 6th Level - Arcane Gate - Chain Lightning - Disintegrate - Eyebite - Flesh to Stone - Globe of Invulnerability - Investure of Flame - Investure of Ice - Investure of Stone - Investure of Wind - Mass Suggestion - Mental Prison - Move Earth - Otiluke's Freezing Sphere - Scatter - Sunbeam - True Seeing - Wall of Ice ##### 7th Level - Crown of Stars - Delayed Blast Fireball - Etherealness - Finger of Death - Fire Storm - Plane Shift - Power Word Pain - Prismatic Spray - Reverse Gravity - Teleport - Whirlwind ##### 8th Level - Abi-Dalzim's Horrid Wilting - Control Weather - Dominate Monster - Earthquake - Feeblemind - Glibness - Incendiary Cloud - Maddening Darkness - Power Word Stun - Sunburst - Telepathy ##### 9th Level - Foresight - Mass Polymorph - Meteor Swarm - Power Word Kill - Prismatic Wall - Psychic Scream - Time Stop - True Polymorph - Weird - Wish
\pagebreakNum ## Unearthed Arcana Origin Spells
| Subclass | 1st | 3rd | 5th | 7th | 9th | |:------|:---:|:---:|:---:|:---:|:---:|:---:| | **Giant Soul** | — | — | — | — | — | — | | **Phoenix** | — | — | — | — | — | — | | **Stone** | — | — | — | — | — | — | | **Sea** | — | — | — | — | — | — | | **Pyromancer** | — | — | — | — | — | — |
##### Gigantic Might Spell (Giant Soul) When casting a spell, you can use 1 sorcery points to activate your Soul of Lost Ostoria even when you are not using one of your Ordning spells. Also, until your next turn, you gain resistance to slashing, piercing or bludgeoning damage, chosing the type when using the metamagic. ##### Judgment of Fire Spell (Phoenix) When you cast a fire spell that targets a single creature, you can spend 2 sorcery points to have that spell deal an additional 2d6 fire damage. You can cause fire to leap from the target to a different creature of your choice that you can see within 15 feet of it. The new target takes 2d6 + your charisma modifier as fire damage. ##### Stone Ocean Spell (Stone) When you use a spell that targets a single creature that is 30 or less feet away from you, you can use 1 Sorcery Point to teleport to an unoccupied space you can see within 5 feet of that creature, as long as both of you are in the same surface. You can use your bonus action to do a single weapon attack against that creature. At level 6 you deal 1d10 extra force damage with that attack. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level. ##### Maelstrom Spell (Sea) When you cast a spell that deals damage, you can use 1 sorcery point to change it's damage to cold or lightning damage. If the spell targets a single creature, you can alternatively push him 5 ft away from you. ##### Fire Within Spell (Pyromancer) When casting a spell that deals any damage other than fire, you can expend 1 sorcery point to change the damage to fire. For the next minute, you can do this change of damage without using sorcery points. \pagebreakNum # Activity Log: ### ***12/4/2020*** **Creation:** I made this class to fix the WoTC version of the Sorcerer. The idea behind this was to not change, but to add. Most things are not changed, but in addition to what already exists. The idea behind this addition is to revamp the Sorcerer's entire character design to be based around Sorcery Points and Metamagics. I beleive that the Sorcerer in 5e is underpowered and underwhelming compared to their spellcasting counterparts. ___ **Features Added:** * Weapon & Spell Damage Customization * Magical Conduit * Sorcerous Origins, including 10 Origin spells per class. * Additional Flexible Casting options (Up to 12th level spells.) * Sorcerous Fortitde * Metamagic Mastery * Empowered Reserve * Body of Magic * Arch-Sorcerer * Mana Variant with limitations * Additional Metamagic options ___ **Features Removed/ Revised:** * Revised Sorcerous Restoration, moved to Mana Variant. ### ***12/6/2020*** **Features Added:** * Added all subclasses from source books. All subclasses remain the same, other than each subclass now having Origin spells and a new metamagic. * Unearthed Arcana origin spells table and metamagic added. * Added Wild Magic *Positive* and *Negative* surge table. \columnbreak ### ***12/7/2020*** **Features Added:** * Added additional Source: "CoffeeSorcerer69-Revised Sorcerer" * Added adjustable picture on page 19. * Revised Metamagic: Binding spell * Added Metamagic: Overcharged spell. 'You take half damage from this spell.' * Removed Metamagc: Accelerated Spell, but added flavor to Quickened Spell. * Revised Metamagic: Redirected Spell. * Added Metamagic tiers: Basic, Intermediate, and Advanced. * Revised Class Features to fit new tiers. * Spelling and wording Erros. Basic fixes. * Added Metamagic: Charged Spell ### ***12/9/2020*** **Features Added:** * Added Title Page * Added Table of Contents * Additonal Headers * Added Spellcasting Information * Added Spell List * Changed font to 'BookSanity' \pagebreakNum # **Sources:** ___ Thank you to everyone who makes homebrew content for this game. During the process of creating this Guide, I used many different homebrew Metamagic creations and Class Features from many different sources and adjusted them to what I think to be more balanced. The following guides are EXCELLENT sources: *
CoffeeSorcerer69-Tweaked Sorcerer
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CoffeeSorcerer69-Revised Sorcerer
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NobleLavender
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SwordMeow
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Taima
*
Sorcerer
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Epic Level Spells
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LaserLlama
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* and many, many more. This is mostly for myself, but anyone is welcome to use it and revise it. Obviously, there are a lot of tweaks that will need to be made. I would love feedback on any of this. \columnbreak ___ ### ***Future*** **Future updates will include:** * Additional Homebrew/ Unearthed Arcana Sublasses * Giant Soul * Phoenix * Stone * Sea * Pyromancer * etc. * Additional Homebrew Metamagics * Additional Sheet Formats * Error Corrections * Artwork ___ Lastly, I am on the search for a cool looking boarder for my tables. Let me know if you have any suggestions. You can contact me with feedback at: ___ ****Pyranivation@yahoo.com**** ___ **-Thanks for reading-**