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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. \columnbreak #### 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. \pagebreakNum ### 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* \columnbreak ***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* \pagebreak ### 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* \columnbreak ***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.