Sorcerer Spells

by cyberhawk94

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Sorcerer Tweaks

Spellcasting

Sorcerers are able to use an empty hand as a spellcasting focus for sorcerer spells, their own bodies are magical enough to channel spells through.

Font of Magic

Sorcerers regain sorcery points equal to half their proficiency bonus (rounded up) when they finish a short rest.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You gain another one at 6th, 10th, and 17th level.

Sorcerous Synthesis

Replaces Sorcerous Restoration

At 20th level, you can use any number of Metamagic options on a single spell, rather than being limited to one.

Blood Magic

Sorcerers are a really good frame-work for the oft requested blood mage. Rather than writing a specific, one-theme subclass, the following feat allows for edgy Shadow blood mages, Dragon Age style dangerous Wild Magic blood mages, and everything else.

Feat - Sanguine Spellcraft

Prerequisite: Font of Magic Feature

You have discovered a way to use your blood to enhance your spellcasting capabilities. You gain the following benefit:

As a bonus action, you can deal 1d6 damage to yourself to regain two expended sorcery points. When you do so, you must succeed on a DC 5 Consitution saving throw or gain a point of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Each time you use this feature after the first, the DC increases by 5. After you finish a long rest, the DC resets to 5.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. You have an instability score of 5, representing the building chaotic energies within you. Once per turn, immediately after you cast a sorcerer spell of 1st level or higher, make a Charisma check. The DC equals your instability score + the spell's level. On a success, your instability score increases by 1. On a failure, your instability score resets to 5, and you must roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

If any time before you regain the use of this feature you roll on the Wild Magic Surge table, you immediately regain use of this feature.

Sorcerer Origin Spells

Sorcerers gain addition spells based on their Sorcerous Origin. These spells do not count against the number of sorcerer spells you know.

Draconic Bloodline Origin Spells
Sorcerer Level Spells Black/Copper Silver/White Brass/Gold/Red Blue/Bronze Green
1st command caustic brew frost fingers burning hands witch bolt ray of sickness
3rd dragon's breath acid arrow snowball storm scorching ray hold person ray of enfeeblement
5th fear slow sleet storm fireball lightning bolt stinking cloud
7th elemental bane vitriolic sphere ice storm wall of fire storm sphere blight
9th legend lore insect plague cone of cold immolation hold monster cloudkill
Storm Sorcery Origin Spells
Sorcerer Level Spells
1st fog cloud, thunderwave
3rd gust of wind, warding wind
5th call lightning, thunder step
7th storm sphere, summon elemental*
9th control winds, destructive wave
17th storm of vengeance

*air only

Shadow Magic Origin Spells
Sorcerer Level Spells
1st false life, inflict wounds, sapping sting
3rd darkness, shadow blade
5th gaseous form, summon shadownspawn
7th blight, shadow of moil
9th enervation, negative energy flood
Wild Magic Origin Spells
Sorcerer Level Spells
1st chaos bolt, color spray
3rd enlarge/reduce, mirror image
5th blink, hypnotic pattern
7th confusion, polymorph
9th animate objects, mislead

Replace Clockwork magic, no spell swapping and use the following list

Clockwork Soul Origin Spells
Sorcerer Level Spells
1st alarm, shield
3rd aid, lesser restoration
5th dispel magic, tiny servant
7th freedom of movement, summon construct
9th greater restoration, wall of force

Replace Divine Magic

Divine Magic

You learn additional spells when you reach certain levels in this class, as shown on the Divine Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the sorcerer or cleric spell list.

In addition, when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Divine Soul Origin Spells
Sorcerer Level Spells
1st bless, cure wounds
3rd lesser restoration, prayer of healing
5th beacon of hope, spirit guardians
7th banishment, guardian of faith
9th summon celestial, wall of light

Sorcerer Origin Spells

Sorcerers gain addition spells based on their Sorcerous Origin. These spells do 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 ____ or ____ spell from the _________ spell list.

Draconic Bloodline Origin Spells

Evocation or Transmutation, Sorcerer, Warlock, or Wizard

Sorcerer Level Spells
1st chromatic orb, command
3rd dragon's breath, see invisibility
5th fear, fly
7th elemental bane, polymorph
9th dominate person, legend lore
Storm Sorcery Origin Spells

Evocation or Conjuration, Sorcerer or Wizard

Sorcerer Level Spells
1st fog cloud, thunderwave
3rd gust of wind, warding wind
5th call lightning, wind wall
7th storm sphere, summon elemental*
9th destructive wave, maelstrom
17th storm of vengeance

*air only

Shadow Magic Origin Spells

Illusion or Necromancy, Sorcerer, Warlock, or Wizard

Sorcerer Level Spells
1st false life, inflict wounds, sapping sting
3rd darkness, shadow blade
5th gaseous form, summon shadownspawn
7th blight, shadow of moil
9th enervation, negative energy flood
Wild Magic Origin Spells

Illusion or Transmutation, Sorcerer, Warlock, or Wizard

Sorcerer Level Spells
1st chaos bolt, color spray
3rd enlarge/reduce, mirror image
5th blink, summon fey
7th confusion, polymorph
9th animate objects, mislead

Replace Divine Magic with one of these:

Divine Magic

You learn additional spells when you reach certain levels in this class, as shown on the Divine Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the sorcerer or cleric spell list.

In addition, when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Divine Soul Origin Spells
Sorcerer Level Spells
1st bless, cure wounds
3rd lesser restoration, prayer of healing
5th beacon of hope, spirit guardians
7th banishment, guardian of faith
9th summon celestial, wall of light

Divine Magic

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

In addition, choose a Divine Domain your divine power flows from. You learn the spells from that Domain spell list in the cleric class. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

 

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