Sorcerer Reborn

by MrBanana

Search GM Binder Visit User Profile
Sorcerer Reborn
The Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Maximum Spell Level Metamagic Options Known
1st +2 Innate Magic, Sorcerous Origin 4 3 4 1st
2nd +2 Metamagic 4 4 6 1st 2
3rd +2 4 5 14 2nd 2
4th +2 Ability Score Improvement 5 6 17 2nd 2
5th +3 5 7 27 3rd 2
6th +3 Sorcerous Origin Feature 5 8 32 3rd 3
7th +3 5 9 38 4th 3
8th +3 Ability Score Improvement 5 10 44 4th 3
9th +4 5 11 57 5th 3
10th +4 Sorcerous Origin Feature 6 12 64 5th 4
11th +4 Arcane Spirit (6th level) 6 13 64 6th 4
12th +4 Ability Score Improvement 6 14 64 6th 4
13th +5 Arcane Spirit (7th level) 6 15 64 7th 5
14th +5 Sorcerous Origin Feature 6 16 64 7th 5
15th +5 Arcane Spirit (8th level) 6 17 64 8th 6
16th +5 Ability Score Improvement 6 18 64 8th 6
17th +6 Arcane Spirit (9th level) 6 19 64 9th 7
18th +6 Metamagic Expert 6 19 71 9th 7
19th +6 Ability Score Improvement 6 20 71 9th 8
20th +6 Sorcerous Origin Feature 6 20 71 9th 8

Class Features

As a sorcerer, you gain the following class features:

Hit Points


  • Hit Dice: 1d6 per sorcerer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Charisma, Constitution
  • 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

Innate Magic

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

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.

Additionally, whenever you gain a level in this class, you can replace one of your sorcerer cantrips with another cantrip from the sorcerer spell list.

Spell Points

The Sorcerer table shows you how many spell points you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend the required number of spell points as shown on the Spell Point Cost table. You regain all expended spell points when you finish a long rest.

The Maximum Spell Level column shows you the maximum level you can cast a spell at. You cannot cast a spell at a level higher than your maximum spell level, even if you have enough spell points to do so.

For example, if your Maximum Spell Level is 2nd level, you know the 1st-level spell burning hands, and you have 3 spell points, you can expend 2 spell points to cast burning hands as a 1st-level spell or 3 spell points to cast it as a 2nd-level spell.

You cannot expend spell points to cast spells at 6th level or higher, even if that spell level doesn't exceed your maximum spell level.

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

Spells Known of 1st Level and Higher

You know three 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 that is no higher than your maximum spell level, as shown in the Maximum Spell Level column of the Sorcerer table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level that is no higher than your maximum spell level.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Innate Spellcaster

You need not provide material components for your sorcerer spells that do not require a material component that has an indicated cost.

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, 10th, 14th, and 20th level.

Origin Spells

Each sorcerous origin has a list of associated spells. You gain access to these spells at the levels specified in the origin description. Once you gain access to an origin spell, you always know it. Origin spells don't count against the number of spells that you know.

If you gain an origin spell that doesn't appear on the sorcerer spell list, it is nonetheless a sorcerer spell for you.

Additional Metamagic Options

Each sorcerous origin has an additional metamagic option. Once you gain access to an option, you always know it and it doesn't count against the number of metamagic options you know. You cannot replace a metamagic option you learn in this way.

Metamagic

At 2nd level, you gain the ability to twist your spells to suit your needs. You gain two metamagic options of your choice. When you gain certain sorcerer levels, you gain additional metamagic options of your choice, as shown in the Metamagic Options Known column of the Sorcerer table.

Additionally, when you gain a level in this class, you can choose one of the metamagic options you know and replace it with another option that you could learn at that level.

Arcane Spirit

At 11th level, you have unlocked more of your latent magical power. You gain one 6th-level spell slot with which you can use to cast your sorcerer spells.

To cast a spell, you must expend a slot of equal or higher level than the spell. You regain all expended spell slots when you finish a long rest.

At higher levels, you gain more spell slots: one 7th-level spell slot at 13th level, one 8th-level spell slot at 15th level, and one 9th-level spell slot at 17th level.

Metamagic Expert

At 18th level, you have mastered the use of metamagic. When you use a metamagic option on a spell that is a cantrip, you need not expend any spell points to use that option.

In addition, choose two metamagic options that do not have a prerequisite, and that you did not learn through your sorcerous origin. You need not expend the required spell points when you use those options.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Many origins exist, including draconic ancestry, divine will, and exposure to wild magic.

Aberrant Mind

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

Origin Spells

You gain origin spells at the sorcerer levels listed.

Sorcerer Level Spells
1st dissonant whispers, mind sliver TCoE
3rd detect thoughts
5th hunger of hadar
7th summon aberration TCoE
9th telekinesis

Telepathic Speech

Starting 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 that knows at least one language. 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).

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Metamagic Option: Psionic Spell

At 6th level, you gain the following metamagic option:

When you cast a spell that deals force or psychic damage, you can expend 2 spell points and cause one target of the spell to make a Wisom saving throw. On a failure, it is frightened of you until the start of your next turn.

Psychic Defenses

At 10th level, your mind has become eerie and nebulous. You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can expend 1 or more spell points to magically transform your body for 10 minutes. For each spell point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Once you transform in this way, you cannot do so again until you finish a short or long rest.

Warping Implosion

At 20th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 150 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 5d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend 6 spell points to use it again.

Clockwork Soul

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it - a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Origin Spells

You gain origin spells at the sorcerer levels listed.

Sorcerer Level Spells
1st message, protection from evil and good
3rd lesser restoration
5th protection from energy
7th summon construct TCoE
9th greater restoration

Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Metamagic Option: Warding Spell

At 6th level, you gain the following metamagic option:

When you cast a spell that targets only one creature, you can expend 1 to 3 spell points and create a ward around yourself or the spell's target. The ward lasts until you finish a long rest or use this feature again.

The ward is represented by a number of d6s equal to the number of spell points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Clockwork Mind

At 10th level, you are immune to any effect that would sense your emotions or read your thoughts, and you have advantage on saving throws against being charmed or frightened.

Trance of Order

Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

While you are in this state, you can use your reaction immediately after a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw to treat the roll on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend 7 spell points to use it again.

Clockwork Cavalcade

At 20th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits restore up to 150 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest, unless you expend 11 spell points to use it again.

Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Origin Spells

You gain origin spells at the sorcerer levels listed. When you gain a level in this class, you can choose one of your origin spells and replace it with another spell from the cleric spell list that is of the same level as the spell you replaced.

Sorcerer Level Spells
1st guidance, healing word
3rd spiritual weapon
5th revivify
7th guardian of faith
9th summon celestial TCoE

Tongue of the Divine

Because of your divine nature, you innately know the language of the gods. You can speak, read, and write Celestial.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Metamagic Option: Divine Spell

At 6th level, you gain the following metamagic option:

When you cast a spell that heals hit points or deals radiant damage, you can expend 2 spell points and cause you or a creature within 30 feet of you to heal hit points equal to your half sorcerer level + your Charisma modifier.

Divine Constitution

At 10th level, divine energy courses through your veins, granting you immunity to poison and disease and resistance to radiant damage.

Angelic Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

Your alignment determines the appearance of the spectral wings: eagle wings for good, bat wings for evil, and dragonfly wings for neutrality.

Additionally, while your wings are manifested, you can expend 8 spell points to cast heal at its lowest level. Once you cast the spell in this way, you cannot do so until you finish a short or long rest.

Unearthly Recovery

At 20th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 9 spell points to use it again.

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.

Origin Spells

You gain origin spells at the sorcerer levels listed. When you deal damage with one of your origin spells, you can change the damage type dealt to the damage type associated with your draconic ancestor.

Sorcerer Level Spells
1st absorb elements XGtE, fire bolt
3rd dragon's breath XGtE
5th fear
7th elemental bane XGtE
9th summon draconic spirit FToD

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Dragon Color Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Metamagic Option: Draconic Spell

At 6th level, you learn the following metamagic option:

When you cast a spell that deals damage of the type associated with your draconic ancestor, you can expend 1 spell point and cause the spell's damage to ignore resistance and treat immunity as resistance.

Elemental Affinity

At 10th level, you gain resistance to the damage type associated with your draconic ancestor.

Additionally, you can use your action to expend 6 spell points and grant up to 3 creatures of your choice resistance to the damage type associated with your draconic ancestor. The resistance lasts for 10 minutes, or until you lose concentration (as if you were concentrating on a spell.)

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a 60 foot flying speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 20th 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 expend 5 spell 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 is immune to your aura for 1 minute.

Additionally, while you exude your aura, you have immunity to the damage type associated with your draconic ancestor.

Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

Origin Spells

You gain origin spells at the sorcerer levels listed.

Sorcerer Level Spells
1st false life, toll the dead XGtE
3rd darkness
5th summon shadowspawn TCoE
7th shadow of moil XGtE
9th antilife shell

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet, and you can see through magical darkness out to the range of your darkvision.

Additionally, while in dim light or darkness, you have advantage on Wisdom (Perception) checks.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

Metamagic Option: Shadow Spell

At 6th level, you learn the following metamagic option:

When you cast a spell, you can expend 2 spell points and cause quiet shadows to cloak your form, which heavily obscure you until the start of your next turn.

Hound of Ill Omen

At 10th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 6 spell points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, 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 10 minutes.

Shadow Walker

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 20th level, you can expend 6 spell points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

Origin Spells

You gain origin spells at the sorcerer levels listed. When you deal damage with one of your origin spells, you can change the damage type dealt to lightning or thunder (your choice).

Sorcerer Level Spells
1st booming blade TCoE, zephyr strike XGtE
3rd warding wind XGtE
5th call lightning
7th summon elemental TCoE (water or air only)
9th steel wind strike XGtE

Bonus Proficiencies

Starting at 1st level, you gain proficiency with light armor and one martial melee weapon of your choice that lacks the heavy or two-handed property.

Storm's Protection

At 1st level, you can manipulate the wind around you to deflect some of an attack's force.

When you take bludgeoning, piercing, or slashing damage from a melee attack, you can use your reaction to gain resistance to that attack's damage. You can reduce damage this way a number of times equal to your Charisma modifier. You regain all expended uses when you finish a short or long rest.

Tempestuous Magic

Starting at 1st level, once per turn, you can cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a sorcerer spell. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Metamagic Option: Tempest Spell

At 6th level, you gain the following metamagic option:

When you cast a spell that deals lightning or thunder damage, immediately after you cast the spell you can make a melee weapon attack as a bonus action. If the attack hits, you can expend 2 spell points and cause the attack to deal extra thunder damage equal to your sorcerer level.

Heart of the Storm

At 10th level, you gain resistance to lightning and thunder damage.

Additionally, when you deal lightning or thunder damage to a creature within 10 feet of you, it takes extra damage equal to your Charisma modifier. A creature can take this extra damage only once per turn.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you, and if the creature fails its saving throw by 5 or more, its speed is halved until the end of its next turn.

Wind Soul

At 20th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest unless you expend 5 spell points to regain the use of this feature.

Wild Magic

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

Origin Spells

You learn one cantrip of your choice from any class's spell list. It counts as a sorcerer spell for you. Additionally, you gain origin spells at the sorcerer levels listed.

Sorcerer Level Spells
1st chaos bolt XGtE
3rd Nathair's mischief FToD
5th hypnotic pattern
7th vitriolic sphere XGtE
9th mislead

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 spell of 1st level or higher, roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

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

Any time before you regain the use of this feature, you can roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Metamagic Option: Explosive Spell

At 6th level, you gain the following metamagic option:

When you roll damage for a spell, you can expend up to 4 spell points and deal 1d6 damage per spell point expended to creatures of your choice within 5 feet of one target of the spell. The damage type is the same as the spell's damage type.

Tumultuous Physique

At 10th level, your body is able to adapt its form to deter magical attacks. The first time you take damage after finishing a long rest, you can use your reaction to gain resistance to the triggering damage for 1 hour, provided it isn't bludgeoning, piercing, or slashing damage.

Spell Bombardment

Beginning at 14th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature a number of times per turn equal to your Charisma modifier.

Embodiment of Chaos

At 20th level, you have learned to shift your form into a sentient storm of chaos. You can use your action to transform, gaining the following benefits:

  • You can move through creatures and objects, but you take 5 force damage if you end your turn inside of a creature or object.
  • You have a 60 foot flying speed and can hover.
  • You have resistance to all damage except force and psychic damage.
  • Whenever a creature within 60 feet of you casts a spell of 1st level or higher, you can force it to roll on the Wild Magic Surge table to create a magical effect, which targets the creature instead of you.

While in this form, you can use a bonus action on each of your turns to shoot a beam of crackling energy at a creature within 90 feet of you. When you do so, make a ranged spell attack. On a hit, the creature takes 4d12 damage. You choose the damage's type.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Once you use this ability, you cannot do so again until you finish a long rest, unless you expend 9 spell points to regain the use of this feature.

Using the Wild Magic Sorcerer

The wild magic sorcerer is not suited for every campaign. Talk with your DM before playing as a wild magic sorcerer to make sure that it is a valid option.

If you play as a wild magic sorcerer, you may want to tweak the conditions in which you roll a d20 as part of the Wild Magic Surge feature so that it is more fitting for your character. Some examples include:

  • When you cast a spell from a particular school of magic.
  • When you use a metamagic option on a spell.
  • When you cast a spell after having taken damage in the last round.

You may also want to tweak the probability of causing a Wild Magic Surge. For example, you could decide that it occurs on a roll of 1-3.

Before making any of these changes, make sure you consult with your DM for approval.

Metamagic Options

A metamagic option that references spell points expended refers to the number of spell points expended to use the metamagic option, not the spell it modifies.

You can use only one metamagic option on a spell when you cast it, unless otherwise noted.

If a metamagic option has a prerequisite, you must meet it to learn it. You can learn an option at the same level you meet its prerequisite. A level prerequisite refers to your level in this class.

Archaic Spell

When you cast a spell that has the ritual tag, you can expend 1 spell point to cast the spell without expending the required amount of spell points.

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

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can expend 1 spell point and double the range of the spell.

When you cast a spell that has a range of touch, you can expend 1 spell point and make the range of the spell 40 feet.

Extended Spell

When you cast a spell that has a duration of 10 minutes or longer, you can expend 1 spell point and double its duration, to a maximum of 24 hours.

When you cast a spell that has a duration of 1 minute, you can expend 1 spell point and change its duration to 10 minutes.

Subtle Spell

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

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can expend 1 spell point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

You can use Transmuted Spell even if you have already used a different metamagic option during the casting of the Spell.

Empowered Spell

Prerequisite: 6th level


When you roll damage for a spell that targets multiple creatures, you can expend a number of spell points equal to the spell’s level (1 spell point if the spell is a cantrip) and cause each creature damaged by the spell to take extra damage equal to your Charisma modifier.

If a spell deals multiple types of damage, you choose which type the extra damage is.

Quickened Spell

Prerequisite: 6th level


When you cast a spell that has a casting time of 1 action, you can expend a number of spell points equal to the spell’s level (1 spell point if the spell is a cantrip) to change the casting time to 1 bonus action for this casting.

Twinned Spell

Prerequisite: 6th level


When you cast a spell that targets only one creature and doesn't have a range of self, you can expend a number of spell points equal to the 2 + spell's level to target a second creature in range with the same spell (2 spell points if the spell is a cantrip).

To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Enduring Spell

Prerequisite: 10th level


When you cast a spell that requires concentration, you can expend 2 spell points and gain a +5 bonus to all Constitution saving throws you make to maintain concentration on the spell.

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

Heightened Spell

Prerequisite: 10th level


When you cast a spell that forces a creature to make a saving throw to resist the spell’s effects, you can expend 3 spell points to impose disadvantage on the creature's first saving throw made against the spell.

Seeking Spell

Prerequisite: 10th level


When you make an attack roll for a spell, you can expend up to 3 spell points. For each spell point you expend, add a +1 bonus to the attack roll. You must use Seeking Spell when you have seen the result of the attack roll but before any of the attack’s effects occur.

Amplified Spell

Prerequisite: 17th level


When you cast a spell that has an area of effect, you can expend 5 spell points to double one dimension of the area of effect, to a maximum of 100 feet. For example, you could double the radius of a sphere or the height of a cylinder.

Auxiliary Spell

Prerequisite: 17th level


When you cast a spell that targets only one creature, you can expend 5 spell points to cast a second, different spell on the same target. The second spell must also target only one creature, and it cannot require concentration. You must expend the appropriate number of spell points for both spells.

Malleable Spell

Prerequisite: 17th level


When you use a metamagic option on a spell, you can expend 3 spell points and use another metamagic option on the spell, even if you would not normally be able to do so. You must expend the required amount of spell points for both metamagic options.

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

Feat: Metamagic Adept

Prerequisite: the ability to cast at least one spell

You have learned to exert your will on your spells to alter how they function:

  • You learn one metamagic option of your choice from the sorcerer class, choosing from the following list: empowered spell, quickened spell, twinned spell.
  • You can use the chosen option once without expending any any of the required spell points before you must finish a short or long rest to do so again.

Multiclassing

This is a list of rules designed to be combined with the optional multiclassing rules found in the Player's Handbook.

Metamagic

You can only use metamagic options you know on your sorcerer spells, unless it is a metamagic option you learned through the Metamagic Adept feat.

Spellcasting

These are additional rules and modifications to the spellcasting section of multiclassing rules:

Spell Slots. Do not add any of your sorcerer levels when determining your available spell slots.

Innate Magic. You can use spell points you gain from the Innate Magic class feature to cast spells you know or have prepared from classes with the Spellcasting or Pact Magic feature, and you can use spell slots you gain from classes with the Spellcasting or Pact Magic class features to cast your sorcerer spells.

When you use a spell slot to cast one of your sorcerer spells, you cast it at the level of the slot expended, even if the slot is of a higher level than your Maximum Spell Level. Likewise, when you use spell points to cast a spell that is not a sorcerer spell, you cannot cast it at a level higher than your Maximum Spell Level.

Sorcerer Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Control FlamesXGtE
  • Create BonfireEEPC
  • Dancing Lights
  • Fire Bolt
  • Friends
  • FrostbiteXGtE
  • GustXGtE
  • Light
  • Mage Hand
  • Message
  • Mind SliverTCoE
  • Minor Illusion
  • Mold EarthXGtE
  • Poison Spray
  • Ray of Frost
  • Shape WaterXGtE
  • Shocking Grasp
  • ThunderclapEEPC
  • True Strike
1st Level
  • Absorb ElementsXGtE
  • Burning Hands
  • CatapultEEPC
  • Chaos BoltXGtE
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Darklight *
  • Detect Magic
  • Disguise Self
  • Earth TremorXGtE
  • Expeditious Retreat
  • Faerie Fire
  • False Life
  • Feather Fall
  • Fog Cloud
  • Frost FingersID:RotF
  • Grease
  • Ice KnifeXGtE
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Static Shock *
  • Tasha's Caustic BrewTCoE
  • Tasha's Hideous Laughter
  • Thunderwave
  • Witch Bolt
2nd Level
  • Aganazzer's ScorcherEEPC
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's BreathXGtE
  • Dust DevilEEPC
  • EarthbindEEPC
  • Ember Strike *
  • Enhance Ability
  • Enlarge/Reduce
  • Flaming Sphere
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Maximillian's Earth GraspEEPC
  • Mind SpikeXGtE
  • Mirror Image
  • Misty Step
  • Nathair's MischiefFToD
  • Phantasmal Force
  • PyrotechnicsEEPC
  • Rime's Binding IceFToD
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Silence
  • Snilloc's Snowball SwarmEEPC
  • Spider Climb
  • Suggestion
  • Tasha's Mind WhipTCoE
  • Warding WindEEPC
  • Web
3rd Level
  • Ashardalon's StrideFToD
  • Blink
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies AboundXGtE
  • Erupting EarthXGtE
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Intellect FortressTCoE
  • Lightning Bolt
  • Major Image
  • Melf's Minute MeteorsEEPC
  • Protection From Energy
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder StepXGtE
  • Tidal WaveXGtE
  • Tongues
  • Vampiric Touch
  • Wall of SandEEPC
  • Wall of WaterXGtE
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Banishment
  • Blight
  • Charm MonsterXGtE
  • Confusion
  • Crystal Sphere *
  • Dimension Door
  • Dominate Beast
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Ice Storm
  • Otiluke's Resilient Sphere
  • Polymorph
  • Raulothim's Psychic LanceFToD
  • Sickening RadianceXGTE
  • Stoneskin
  • Storm SphereEEPC
  • Vitriolic SphereEEPC
  • Wall of Fire
  • Watery SphereEEPC
5th Level
  • Animate Objects
  • Antilife Shell
  • Arcane Surge *
  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Dominate Person
  • Enervation
  • Far StepXGtE
  • Geas
  • Hold Monster
  • ImmolationEEPC
  • Insect Plague
  • Rary's Telepathic Bond
  • Seeming
  • Skill EmpowermentXGtE
  • Summon Draconic SpiritFToD
  • Synaptic StaticXGtE
  • Telekinesis
  • Teleportation Circle
  • Wall of LightXGtE
  • Wall of Stone
6th Level
  • Chain Lightning
  • Circle of Death
  • Disintegrate
  • Eyebite
  • Fizban's Platinum ShieldFToD
  • Flesh to Stone
  • Globe of Invulnerability
  • Icy Domain *
  • Investiture of FlameEEPC
  • Investiture of IceEEPC
  • Investiture of StoneEEPC
  • Investiture of WindEEPC
  • Mass Suggestion
  • Mental PrisonXGtE
  • Move Earth
  • Otiluke's Freezing Sphere
  • Primordial WardXGtE
  • ScatterXGtE
  • Sunbeam
  • Tasha's Otherworldly GuiseTCoE
  • True Seeing
  • Wall of Ice
7th Level
  • Crown of StarsXGtE
  • Delayed Blast Fireball
  • Draconic TransformationFToD
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Plane Shift
  • Power Word PainXGtE
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Subsume the Arcane *
  • Teleport
  • WhirlwindEEPC
8th Level
  • Antimagic Field
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Incendiary Cloud
  • Mind Blank
  • Power Word Stun
  • Sunburst
  • Telepathy
9th Level

  • InvulnerabilityXGtE
  • Gate
  • Mass PolymorphXGtE
  • Meteor Swarm
  • Prismatic Wall
  • Power Word Kill
  • Psychic ScreamXGtE
  • Time Stop
  • Wish

Optional Spells

This section contains unique spells that can be added to the sorcerer spell list at the DM's discretion.

Arcane Surge

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: S
  • Duration: Instantaneous

You call forth from within yourself a maelstrom of raw, untamed magical energy which surges over nearby creatures and objects like a wave.

Each creature within 30 feet of you must make a Strength saving throw. On a failure, a creature takes 8d8 force damage and is pushed 15 feet away from you in a straight line. On a success, a creature takes half damage and isn't pushed.

Unsecured objects within range that weigh less than 10 pounds are also pushed 15 feet away from you in a straight line.

Crystal Sphere

4th-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of quartz)
  • Duration: Concentration, up to 10 minutes

You cause a hollow crystalline shell to form at a point you choose within range. The shell is 3 inches thick and forms a 10-foot radius sphere. The sphere is transparent, and grants creatures inside of it total cover from effects originating outside of the sphere.

If the sphere cuts through a creature’s space when it appears, the creature is pushed inside or outside of the sphere (your choice), unless the creature is Huge or larger, in which case it is pushed outside of the sphere. If a creature would be surrounded on all sides by the sphere, that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the sphere.

The sphere doesn't need to rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone or earth.

The sphere is an object made of crystal with an AC of 16 and 65 hit points. When the sphere is reduced to 0 hit points, it shatters, dealing 3d8 piercing damage to creatures inside of it or outside of it and within 5 feet of it (your choice), and the spell ends.

Darklight

1st-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch one object that is no larger than 5 feet in any dimension. Until the spell ends, the object appears pitch black and sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Light produced by this spell is only visible to you and up to five other creatures you designate. Completely covering the object with something opaque blocks the light.The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Emberstrike

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a lump of coal)
  • Duration: 1 round

You conjure a barrage of soot and burning embers that strike creatures within 10 feet of a point you choose within range.

Each in the area must succeed on a Constitution saving throw or take 2d6 fire damage and become blinded by soot until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's damage increases by 1d6 for each slot level above 2nd.

Icy Domain

6th-level transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 8 hours

The ground in a 30-foot radius sphere centered on a point you choose within range becomes covered in a layer of frost. The area directly above the frost feels unnaturally cold, and creatures that stay there for more than an hour are subjected to the effects of extreme cold.

When you cast the spell, and as an action on each of your turns until the spell ends, you can cause icy spears to swiftly rise from the ground and attempt to impale up to three creatures you can see that are in contact with the frost. Each creature must succeed on a Dexterity saving throw or take 3d6 piercing damage and 3d6 cold damage.

A creature that fails its saving throw by 5 or more is impaled by one or more of the spears. While impaled, its speed is reduced to 0, and it takes 3d6 cold damage at the start of each of its turns. An impaled creature can make a Strength (Athletics) check at the end of each of its turns. On a success, it breaks free and is no longer impaled.

Static Shock

1st-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You charge a willing creature with magical electricity. The first time the creature is hit by a melee attack while this spell is in effect, the attacker must make a Constitution saving throw, taking 2d6 lightning damage on a failed save, or half as much on a successful one. The spell then ends.

If either of the two creatures are wearing metal armor, the attacker has disadvantage on its saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's damage increases by 1d6 for each slot level above 1st.

Subsume the Arcane

7th-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (an engraved silver pendant on a silken string, together worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

You attempt to take control over the spellcasting of a creature you can see within range. The creature must succeed on a Charisma saving throw or suffer the following effect for the duration.

Whenever the creature casts a spell of 6th level or lower while effected by this spell, you can make an ability check using you're spellcasting ability, which the creature must contest with an ability check using its spellcasting ability. If you succeed, you choose the spell's targeted location or creature(s). If the creature succeeds, this spell ends.

At Higher Levels. When you cast this spell at 8th level or higher, you can attempt to control spells cast by the creature if their level is less than the level of the spell slot you used.


Art Credits

Cover Art: Dragonborn Sorcerer, by Kim Van Deun
Aberrant Mind Sorcerer: Psychic Corrosion, by Bastiene Deharme
Clockwork Soul Corcerer: Speedway Fanatic, by Slawomir Maniak
Divine Soul Sorcerer: Silverquill Silencer, by Zezhou Chen
Draconic Bloodline Sorcerer: Draconic Sorcerer, by MilonasDionisis
Shadow Sorcerer: Divine Soul Sorcerer WIP, by Conluoi
Storm Sorcerer: Ral, Storm Conduit, by Wesley Burt
Chaos Magic: Limbo (Official D&D Artwork)

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.