The 5e Sorcerer: Reloaded

by DragnaCarta

Search GM Binder Visit User Profile

The 5e Sorcerer: Reloaded

Sorcerers

A gnome laughs as white-hot flames dance across her crimson-scaled shoulders, her sword blazing with a storm of swirling embers.

As a swarm of arrows descends upon the battlefield, a slender half-orc sends forth a horde of whispering shadows to devour them—and, a heartbeat later, their senders as well.

As the ogre lifts its club, a bright-eyed elf atop its shoulder twists its mind with fey glamours, entreating the monster to destroy its former friends.

Sorcerers are conduits for mighty magical forces, channeling the raw energies that rage within their souls to accomplish incredible things. With bloodlines drawn from dragons, elementals, and even the gods themselves, a sorcerer does not merely know magic—they are magic.

Shaped by Magic

Sorcerers are creatures of magic, their souls, bodies, and minds acting as vessels for pure arcane forces. A sorcerer is born when a creature's soul is warped by a powerful source of magic, be it a draconic bloodline, an elemental storm, the gift of an archfey, or the rise of an aberrant star.

A sorcerer has no use for spellbooks, patrons, or the favor of the divine. Instead, they channel their inherent magic directly to shape the world around them. At times, this takes the form of spells infused with the power of their bloodline. At others, sorcerers channel these energies directly, discovering new and staggering ways to unleash the power within.

As a sorcerer learns to draw upon and manipulate their magic, that power shapes them in turn, reforging its wielder in its own image. Because of this, no two sorcerers are exactly alike. Even among those with powers born of similar ancestries, no two wield or are shaped by this magic in the same ways. In time, a sorcerer at the apex of their strength may even better resemble the creatures they fight than the mortals they call friends.

Vessels of Power

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, all sorcerers must choose how to wield their power—or risk allowing that power to wield them instead.

Class Features

As a sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d8 per sorcerer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + 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 Acrobatics, Arcana, Athletics, Deception, Insight, and Intimidation.

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
  • Leather armor and two daggers

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins. Your choice grants you features when you choose it at 1st level and again at 2nd, 6th, 9th, 14th, and 18th level.

Inherent Magic

Your sorcerous origin infuses you with a font of arcane magic that fuels your spells. You do not choose spells from a single sorcerer spell list; instead, the spells and cantrips you can know are determined by your Sorcerous Origin.

Cantrips

At 1st level, you know three cantrips of your choice from your origin's spell list. You learn an additional cantrip of your choice from your origin's spell list at 4th level and another at 10th level.

Spell Points

At 1st level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by spell points, which allow you to cast your origin spells of 1st level and higher.

The Sorcerer table shows how many spell points you have. To cast one of your origin spells, you must expend spell points equal to that spell's level or higher. The maximum number of spell points you can expend to cast a spell is equal to half your sorcerer level (rounded up). You regain all expended spell points when you finish a short or long rest.

For example, if you know the 1st-level spell burning hands and have 2 spell points, you can cast burning hands using 1 spell point, or cast it as a 2nd-level spell by spending 2 spell points instead.

The Sorcerer (Reloaded)
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Transformations
1st +2 Sorcerous Origin, Inherent Magic 3 3 1
2nd +2 Conduit of Power 3 4 2
3rd +2 Arcane Transformations 3 5 3 2
4th +2 Ability Score Improvement 4 6 3 2
5th +3 4 7 4 3
6th +3 Sorcerous Origin feature 4 8 4 3
7th +3 4 9 5 4
8th +3 Ability Score Improvement 4 10 5 4
9th +4 Sorcerous Origin features 4 11 6 5
10th +4 5 12 6 5
11th +4 Channel of Power 5 13 7 6
12th +4 Ability Score Improvement 5 14 7 6
13th +5 5 15 8 7
14th +5 Sorcerous Origin feature 5 16 8 7
15th +5 5 17 9 8
16th +5 Ability Score Improvement 5 18 9 8
17th +6 5 19 10 8
18th +6 Sorcerous Origin feature 5 20 10 8
19th +6 Ability Score Improvement 5 21 11 8
20th +6 Sorcerous Mastery 5 22 11 8

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice. These spells must be chosen from your origin's spell list. You learn an additional spell of your choice from your origin's spell list at each level. Each of these spells must have a level equal to or less than half your sorcerer level (rounded up). 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 spells you know and replace it with another spell from your origin's spell list, which also must be of a level equal to or less than half your sorcerer level (rounded up).

Spellcasting Ability

Charisma is your spellcasting ability for your origin 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 origin 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 Spellcasting

You can innately cast all of your origin spells without verbal components. You can also cast all of your origin spells without material components, unless those components have a specific cost.

Conduit of Power

At 2nd level, you can exert your will over the wellspring of power within yourself, forcing your body to project increasing amounts of magic.

As a bonus action, you can gain an amount of temporary spell points equal to your proficiency bonus. These temporary spell points last for 1 minute or until they're depleted. When you no longer have these temporary spell points, you must immediately expend a number of hit dice equal to the number of temporary spell points gained. If you cannot, you gain an equivalent number of levels of exhaustion. You don't need to expend hit dice or gain levels of exhaustion if this is the first time you have used this feature after completing a long rest.

When you have temporary spell points and cast an origin spell of 1st level or higher, you must first expend any available temporary spell points in order to cast the spell, and expend any of your normal spell points only if the spell requires additional spell points to be cast.

Because temporary spell points are separate from your actual spell points, they can exceed your spell point maximum. A character can, therefore, be at full spell points and receive temporary spell points. Temporary spell points can't be added together; if you have temporary spell points and receive more of them, you decide whether to keep the ones you have or to gain the new ones.

Spell Point Progression

A table and graph comparing the mechanical progression of similar (RAW) casters to the Sorcerer (Reloaded)'s access to spell points, both with and without use of the Conduit of Power feature, can be found at the end of this class description.

Sorcerous Origin Feature

At 2nd level, you also gain a feature granted by your Sorcerous Origin.

Arcane Transformations

Regular use of the power flowing through your veins has reshaped your body on a fundamental level, molding your flesh to suit the magic within.

At 3rd level, you gain two arcane transformations of your choice. Your transformation options are detailed at the end of the class description. When you gain certain sorcerer levels, you gain additional transformations of your choice, as shown in the Transformations column of the Sorcerer table.

Additionally, when you gain a level in this class, you can choose one of the transformations you have and replace it with another transformation that you could gain at that level.

Ability Score Improvement

When you reach 4th 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 can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Origin Feature

At 6th level, you gain a feature granted by your Sorcerous Origin.

Ability Score Improvement

When you reach 8th 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 can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Origin Features

At 9th level, you gain two features granted by your Sorcerous Origin.

Channel of Power

At 11th level, when you use your Conduit of Power feature to gain temporary spell points, you gain an additional temporary spell point. Additionally, the number of levels of exhaustion you might gain after you use your Conduit of Power feature is reduced by one.

Ability Score Improvement

When you reach 12th 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 can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Origin Feature

At 14th level, you gain a feature granted by your Sorcerous Origin.

Ability Score Improvement

When you reach 16th 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 can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Origin Features

At 18th level, you gain two features granted by your Sorcerous Origin.

Ability Score Improvement

When you reach 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 can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Mastery

At 20th level, the number of hit dice you must expend after you use your Conduit of Power feature is reduced by one.

Additionally, your body is continually nourished by the font of magic that pours from your soul. You don't require food, drink, or sleep.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although many variations exist, the powers granted by most of these origins fall into six categories: bloodlines of flames, storms, cosmos, shadows, glamour, and heavens.

Bloodline of Flames

Your innate magic is born from an unquenchable, living fire that sears within your veins. Sorcerers with this origin may trace their power to the bloodline of a red, gold, or brass dragon; the gift of an efreet or other lord of the Elemental Plane of Fire; or baptism in a brazier of eternal flame. When unleashed, your magic is fierce, defiant, and all-devouring—a blessing to your friends, but a scourge to your enemies.

Bloodline of Flames Spells

Your spell list includes the following origin spells:

Cantrips

control flames, create bonfire, fire bolt, produce flame, dancing lights, green-flame blade

1st Level

absorb elements, cause fear, heroism, hellish rebuke, burning hands, faerie fire, mage armor, searing smite, shield

2nd Level

Aganazzar's scorcher, blur, continual flame, enhance ability (Bull's Strength or Eagle's Splendor), dragon's breath (fire), flame blade, flaming sphere, heat metal, pyrotechnics, scorching ray

3rd Level

Arshadalon's stride, daylight, elemental weapon, fireball, flame arrows, fly, glyph of warding, Melf's minute meteors, protection from energy (cold or fire)

4th Level

death ward, elemental bane (fire), fire shield (warm), freedom of movement, summon elemental (fire elemental), wall of fire

5th Level

circle of power, conjure elemental (fire elemental), far step, flame strike, immolation, skill empowerment

6th Level

disintegrate, investiture of flame, primordial ward, tenser's transformation

7th Level

delayed blast fireball, draconic transformation, fire storm

8th Level

earthquake, incendiary cloud

9th Level

meteor swarm, power word kill

Blazing Soul

Your spirit burns with a fierce, unquenchable vitality. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, each time you finish a long rest, you gain temporary hit points equal to your Charisma modifier.

Ignition

As a bonus action at 2nd level, you can stoke the fires within your soul to set yourself ablaze. You and any objects you wear or carry take no damage from these flames, which last for 1 minute or until you are knocked unconscious. You can also end this effect on your turn as a bonus action.

While ablaze, you shed bright light in a 15-foot radius and dim light for an additional 15 feet, and any creature that touches you or hits you with a melee attack while within 5 feet of you takes fire damage equal to your Charisma modifier.

Once per turn while ablaze, when you hit with a weapon attack or deal fire damage with an origin spell you cast, you may deal an amount of extra fire damage equal to your Charisma modifier to one of the targets of the attack or spell.

Once you use this feature, you must finish a short or long rest or use your Conduit of Power feature before you can use it again.

Lingering Burn

Once per round at 6th level, when you deal fire damage to a creature, you can force it to make a Constitution saving throw against your spell save DC. On a failure, choose Strength or Dexterity. It gains disadvantage on any attack rolls and ability checks it makes using the chosen ability before the start of your next turn.

Fireblood

At 9th level, your magic burns with volcanic fury. You gain resistance to fire damage. In addition, fire damage you deal ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

Everburning Flame.

The flame within you burns brighter in the face of death. At 9th level, when you make a death saving throw, you may add your proficiency bonus to the roll.

Gale of Cinders

At 14th level, when you use your Ignition feature, the air around you is infused with an aura of scorching embers. While this aura is active, you and creatures within 15 feet of you have resistance to cold damage. When a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 4d10 fire damage.

Form of Flames

At 18th level, when you use your Ignition feature, you can expend 1 hit die to allow the flames within you to burn free for the duration, subsuming your mortal shape in a silhouette of living fire. While in this form, you gain the following features:

  • You gain immunity to fire damage and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You gain a speed of 50 feet.
  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • You can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes fire damage equal to your Charisma modifier and catches fire; until someone takes an action to douse the fire, the creature takes fire damage equal to your Charisma modifier at the start of each of its turns.
  • When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. When you hit a creature or object with an unarmed strike, it takes an additional 3d8 fire damage and ignites. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.

Kindled Spark

At 18th level, when you have 0 hit points and are stabilized but not healed, you regain 1 hit point after 1d4 minutes.

Bloodline of Storms

Your innate magic is born from an eternal, crackling tempest that rages within your soul. Sorcerers with this origin may trace their power to the bloodline of a white, blue, silver, or bronze dragon; the gift of a djinn, marid, or other lord of the Elemental Planes of Air or Water; or exposure to an eldritch elemental storm. When unleashed, your magic howls with the rush of distant winds, roars with the thunder of crackling lightning, and shrieks with the chill of arctic ice.

Bloodline of Storms Spells

Your spell list includes the following origin spells:

Cantrips

booming blade, frostbite, gust, lightning lure, shape water, shocking grasp, thunderclap

1st Level

absorb elements, feather fall, fog cloud, grease, ice knife, mage armor, shield, thunderwave, witch bolt, zephyr strike

2nd Level

blur, dragon's breath (cold or lightning), gust of wind, enhance ability (Cat's Graceor Fox's Cunning), levitate, Rime's binding ice, shatter, skywrite, Sniloc's snowball swarm, warding wind

3rd Level

call lightning, fly, haste, lightning arrow, lightning bolt, protection from energy (cold, lightning or thunder), pulse wave, sleet storm, wind wall

4th Level

control water, elemental bane (cold, lightning or thunder), fire shield (chill), freedom of movement, ice storm, storm sphere

5th Level

cone of cold, conjure elemental (air or water elemental), control winds, maelstrom, skill empowerment, steel wind strike

6th Level

chain lightning, investiture of ice, investiture of wind, Otiluke's freezing sphere, wall of ice

7th Level

power word pain, reverse gravity, whirlwind

8th Level

control weather, tsunami

9th Level

power word kill, storm of vengeance

Child of the Winds.

The winds guide your step to distant places. Your speed increases by 10 feet. Your long jump is up to 20 feet, and your high jump is up to 10 feet when you have a running start.

Tempestuous Magic

At 2nd level, your spellwork sings with the crackling energies of the storm within. When you cast an origin spell of 1st level or higher with an area of effect, choose one of the following elements: cold, lightning, or wind. The spell gains an additional effect determined by the element chosen:

  • Cold. Slippery ice (Dungeon Master's Guide, p. 110) covers the ground within the spell's area of effect until the start of your next turn.
  • Lightning. Each creature within the spell's area of effect is deafened and unable to take reactions until the start of your next turn.
  • Wind. A strong wind (Dungeon Master's Guide, p. 110) arises within the spell's area of effect until the start of your next turn.

Lightning's Strike

At 6th level, you can surge your physique with the rage of the storm. On your turn, you can take an extra action. Once you use this feature, you must finish a short or long rest before you can use it again.

Stormsurge Infusion

At 9th level, you gain resistance to cold and lightning damage.

Storm Guide

At 9th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Cloud Dancer

At 14th level, the restless winds that swirl about you can carry you into the air as though you were no lighter than a feather. You gain a flying speed equal to your current speed and can hover.

Storm's Fury

At 18th level, you can use an action to manifest your magic as a raging cylindrical storm cloud with a height of 20 feet and a radius of 120 feet centered on a point directly above you within 100 feet.

The cloud moves with you, remaining centered on you, and lasts for 1 minute or until you dismiss it as a bonus action. While the cloud remains, heavy precipitation falls in a 120-foot radius cylinder that extends from the base of the cloud toward the ground.

When you use this feature, and as an action on each of your turns for the duration, you may choose a point you can see under the cloud as well as one of the following elements: cold, lightning, or wind. You gain an additional effect determined by the element chosen:

  • Cold. Spears of ice rain to the the ground, forcing each creature within 10 feet of the chosen point to make a Strength saving throw against your spell save DC or be restrained by the ice until the storm ends. A creature restrained in this way can use its action to make a Strength check against your spell save DC, freeing itself on a success.
  • Lightning. A massive bolt of lightning flashes down from the cloud, forcing each creature within 15 feet of the chosen point to make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 4d10 lightning damage and is pushed 10 feet away from that point. On a successful save, a creature takes half as much damage and isn't pushed.
  • Wind. A line of strong wind 60 feet long and 20 feet wide blasts from the chosen point in a direction you choose until the start of your next turn. Each Huge or smaller creature that starts its turn in the line must succeed on a Strength saving throw against your spell save DC or be pushed 60 feet away from that point in a direction following the line.

Once you use this feature, you must finish a long rest before you can use it again.

Weather Front

At 18th level, you can spend 1 minute focused on the sky while outdoors. At the end of this minute, you may choose one of the following weather conditions: visibility, precipitation, temperature, or wind. You gain an effect determined by the weather condition chosen:

  • Visibility. The weather becomes clear, lightly cloudy, overcast, or fogged.
  • Precipitation. It begins to rain, hail, or snow.
  • Temperature. The weather becomes hot, warm, cool, or cold.
  • Wind. The wind becomes calm, breezy, or gusty.

Bloodline of Cosmos

Your innate magic is born from a strange, eldritch resonance that dwells within the furthest recesses of your mind. Sorcerers with this origin may trace their power to the bloodline of an amethyst, crystal, emerald, or sapphire dragon; exposure to a portal to the Far Realm; or a birth beneath the sign of an aberrant, eldritch star. When unleashed, your magic is a triumph of mind over matter, shaping the thoughts of other creatures even as you shape the form of the world around you.

Bloodline of Cosmos Spells

Your spell list includes the following origin spells:

Cantrips

eldritch blast, friends, resistance, mind sliver, mold earth, magic stone, blade ward

1st Level

arms of hadar, cause fear, charm person, command, detect magic, dissonant whispers, mage armor, shield, sleep, Tasha's hideous laughter

2nd Level

calm emotions, crown of madness, detect thoughts, enhance ability (Eagle's Splendor or Fox's Cunning), hold person, levitate, mind spike, phantasmal force, suggestion, Tasha's mind whip

3rd Level

clairvoyance, enemies abound, fear, fly, hunger of hadar, hypnotic pattern, pulse wave, sending, slow, tongues

4th Level

charm monster, compulsion, confusion, dominate beast, Evard's black tentacles, phantasmal killer, Raulothim's psychic lance

5th Level

dominate person, hold monster, modify memory, rary's telepathic bond, scrying, synpatic static, telekinesis, wall of force

6th Level

arcane gate, disintegrate, mass suggestion, mental prison, true seeing

7th Level

crown of stars, forcecage, reverse gravity

8th Level

dominate monster, maddening darkness, telepathy

9th Level

blade of disaster, gate, psychic scream

Telepathic Speech

You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. The target can reply telepathically.

Telekinetic Talent

You can move objects with your mind. You learn the mage hand cantrip. You can cast it without components and the spectral hand is invisible. The hand can carry an amount of weight up to 10 times your sorcerer level.

Telekinetic Adept

At 2nd level, you can use an action to target another creature or an unattended object you can see within 30 feet of you. A creature must be Medium or smaller to be affected by this magic, and an object can weigh a number of pounds up to 10 times your sorcerer level.

If the target is a creature, the target must make a Strength saving throw against your spell save DC or be hurled a number of feet up to 5 times your sorcerer level in any direction. A creature can willingly fail this save.

If the target is an object that isn't being worn or carried, you hurl it up to a number of feet up to 5 times your sorcerer level in any direction. You can use the object as a ranged weapon with which you are proficient, attacking one creature along the object's path.

When you attack with that weapon, you can use your Charisma modifier, instead of Dexterity, for the attack roll. On a hit, a target takes bludgeoning damage equal to 1d8 + your Charisma modifier. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Barriers of Force

At 6th level, you can use an action to conjure a translucent wall of force at a point you choose within 60 feet. The wall lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The wall is 1/4 inch thick and appears in any orientation you choose. You can form it into a hemispherical dome or a sphere with a radius of up to 5 times your proficiency bonus, or you can shape a flat surface made up of a number of 10-foot-by-10-foot panels equal to your proficiency bonus. Each panel must be contiguous with another panel. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice).

The wall can be damaged and thus breached. Each panel has AC 15 and hit points equal to 5 times your proficiency bonus.

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

Psychic Defenses

At 9th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. Additionally, you can't be targeted by any divination magic or be perceived through magical scrying sensors unless you allow it.

Empath's Intuition

At 9th level, choose two of the following skill proficiencies: Deception, Intimidation, or Persuasion. You gain proficiency in the chosen skill if you don't have it already. Otherwise, your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Telekinetic Mastery

At 14th level, if you cast mage hand using your Telekinetic Talent feature multiple times, you can have a number of hands active at a time up to your proficiency bonus. Additionally, when you use your Telekinetic Adept feature, you can attempt to hurl a number of creatures up to your proficiency bonus.

Extrasensory Eruption

Starting at 18th level, when you use your Conduit of Power feature, you can expend two hit dice to force any number of creatures within 60 feet of you to make a Wisdom saving throw against your spell save DC.

On a failed save, a creature takes 7d6 force damage plus 7d6 psychic damage and is stunned until the end of your next turn. On a successful save, the creature takes no psychic damage and isn't stunned.

Blossoming Mind

At 18th level, you are aware of the presence of creatures within 1 mile of you that have an Intelligence score of 3 or higher. You know the distance and direction to each creature, as well as each one's intelligence score, creature type, and alignment. If you have previously communicated with the creature using your Telepathic Speech feature, you are also aware of its name, if one is known to you.

A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

Bloodline of Shadows

Your innate magic is born from a swirling, shadowy mirk that stains the depths of your soul. Sorcerers with this origin may trace their power to the bloodline of a topaz or shadow dragon; exposure to the mists of Ravenloft or a portal to the Shadowfell; or a birth beneath a sign of an ill omen. When unleashed, your magic sunders darkness from light, calling shadows to devour the living or wrap you like a protective cloak.

Cantrips

chill touch, minor illusion, resistance, sapping sting, spare the dying, toll the dead

1st Level

absorb elements, arms of hadar, bane, disguise self, false life, inflict wounds, mage armor, shield, silent image

2nd Level

blindness/deafness, blink, blur, darkness, darkvision, enhance ability (Bear's Endurance or Cat's Grace), invisibility, mirror image, misty step, pass without trace, shadow blade

3rd Level

animate dead, feign death, gaseous form, life transference, major image, nondetection, speak with dead, spirit shroud (necrotic), vampiric touch

4th Level

blight, death ward, Evard's black tentacles, greater invisibility, hallucinatory terrain, shadow of moil

5th Level

antilife shell, danse macabre, destructive wave, enervation, far step, negative energy flood, seeming

6th Level

circle of death, create undead, eyebite, programmed illusion, soul cage

7th Level

etherealness, mirage arcane, power word pain, project image

8th Level

abi-dalzim's horrid wilting, illusory dragon

9th Level

blade of disaster, power word kill

Nightborn

You have darkvision with a range of 60 feet. You can also take the Hide action as a bonus action while in dim light or darkness.

Additionally, you can use a bonus action to magically turn invisible until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Cloak of Darkness

At 2nd level, you can use a bonus action to summon a cloak of whispering, ephemeral shadows that lasts for 1 minute. When you use this feature and as a bonus action while you have this cloak, you can teleport to an unoccupied space within 30 feet.

Additionally, while you have this cloak, when you or a creature you can see within 15 feet is hit by an attack, you can use your reaction to choose one of the following options:

  • Shadows' Vengeance. You summon a fusillade of shadowy spikes to assault the attacker, which takes necrotic damage equal to twice your Charisma modifier.
  • Shadows' Protection. You summon a shadowy shield to protect the target of the attack, which gains a bonus to its AC equal to your Charisma modifier, including against the triggering attack, until the start of your next turn.

Once you summon this cloak, you can't do so again until you finish a long rest.

Shadows' Embrace

At 6th level, you can use your action to conjure a deluge of devouring shadows around a creature within 15 feet. That creature must make a Charisma saving throw against your spell save DC or be instantly transported to a darkened demiplane for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

While there, the target is blinded, deafened, incapacitated, and restrained. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Once you use this feature, you can't do so again until the end of a short or long rest.

Incorporeality

At 9th level, when you use your Nightborn feature to become invisible, you also become incorporeal for the duration. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. When this effect ends, if you occupy the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Penumbral Conjuration

At 9th level, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object must be Large or smaller and can weigh a number of pounds up to 10 times your sorcerer level. Its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 24 hours, if it takes any damage, if it deals any damage, or if you dismiss it as an action. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Master of Silhouettes

At 14th level, while you have your Cloak of Darkness, you can use an action to force any number of creatures within 30 feet to make a Charisma saving throw against your spell save DC. On a failure, the creature's shadow detaches from it and fuses with your own. Each fused shadow disappears when you lose your Cloak of Darkness, after which its original owner regains its normal shadow instantly. While its shadow has been detached in this way, a creature has disadvantage on attack rolls and ability checks.

While you have one or more shadows fused into your own, you can use an action to detach any number of fused shadows and choose one of the following effects, which lasts until you lose your Cloak of Darkness:

  • Animate Corpse. Each shadow disappears into the intact corpse of a Medium or Small humanoid you can see within 30 feet. Each corpse becomes a zombie. A zombie created in this way obeys your spoken commands and shares your initiative count, but takes its turn immediately after yours.
  • Conjoin Essence. Each shadow disappears into the body of a creature you can see within 30 feet. Each creature gains a number of temporary hit points equal to three times your proficiency bonus.
  • Shadowbind. Each shadow disappears into the body of a creature you can see within 30 feet. Each creature must make a Strength saving throw against your spell save DC or be restrained. At the end of each of its turns, the target can make another Strength saving throw, ending this effect on a success.

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

Fell Avatar

At 18th level, your darkened soul forges a connection to the raw energy of the Shadowfell. You can use an action to channel this mirk into a cloud of magical darkness that fills a 30-foot radius sphere around you for 1 minute or until you use a bonus action to end this effect. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this darkness's area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.

When you use this feature, choose any number of creatures within 30 feet. The chosen creatures can see through this darkness as if it were dim light. Each non-chosen creature that starts its turn within the darkness must make a Constitution saving throw against your spell save DC. On a failure, that creature takes 8d8 necrotic damage and can't regain hit points until the start of its next turn. On a successful save, a creature takes half damage.

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

Shadow Step

At 18th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

Bloodline of Glamour

Your innate magic is born from a shimmer of Fey glamour that has taken root in your soul like a seedling. Sorcerers with this origin may trace their power to the bloodline of a moonstone or faerie dragon; the blessing or curse of an archfey; or exposure to the energies and denizens of the Feywild at a young age. When unleashed, your magic sings with the allure of a haunting refrain, paints breathtaking portraits with illusory flair, and tears at your enemies with the savagery of root and claw.

Cantrips

dancing lights, druidcraft, friends, infestation, minor illusion, thorn whip, vicious mockery

1st Level

charm person, color spray, disguise self, entangle, faerie fire, silent image, sleep, tasha's hideous laughter, witch bolt

2nd Level

barkskin, enhance ability, invisibility, mirror image, misty step, moonbeam, Nathair's mischief, pass without trace, phantasmal force, suggestion, web

3rd Level

dispel magic, fly, haste, hypnotic pattern, major image, plant growth, speak with plants, summon fey

4th Level

charm monster, conjure woodland beings, grasping vine, greater invisibility, guardian of nature, phantasmal killer, polymorph

5th Level

animate objects, awaken, commune with nature, dream, geas, mislead, seeming, wrath of nature

6th Level

druid grove, mass suggestion, irresistible dance, transport via plants, wall of thorns

7th Level

mirage arcane, prismatic spray, project image

8th Level

animal shapes, feeblemind, glibness

9th Level

mass polymorph, shapechange, true polymorph

Fey Expertise

At 1st level, choose two of the following skill proficiencies: Acrobatics, Animal Handling, Deception, Persuasion, or Performance. You gain proficiency in a chosen skill if you don't have it already. Otherwise, your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Seasonal Mood

You can allow the wild Fey emotions that infuse your soul to resonate through the creatures around you. As a bonus action, you can choose a number of creatures up to your proficiency bonus within 60 feet to gain one of the following effects:

  • Joy of Spring. Each creature's speed doubles until the end of your next turn. Additionally, each creature gains temporary hit points equal to your Charisma modifier (minimum 1).
  • Rage of Summer. The first time each creature deals damage to another creature before the start of your next turn, it adds an additional amount of fire damage equal to your Charisma modifier (minimum 1).
  • Serenity of Autumn. Each creature's speed is halved until the end of your next turn. Additionally, the first time each creature makes a weapon attack before the start of your next turn, it does so with disadvantage.
  • Sorrow of Winter. The first time each creature makes an ability check or saving throw before the start of your next turn, it must roll a d4 and subtract the number rolled from the ability check or saving throw.

Once you use this feature, you can't do so again until you finish a short or long rest.

Glamorous Charm

At 2nd level, you can use your action to attempt to beguile a humanoid that you can see within 30 feet that can hear and understand you. It must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for a number of rounds equal to your Charisma modifier, or until you lose your concentration (as if concentrating on a spell).

While the target is charmed, you can use your action to issue commands to the creature. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

If you issue no commands to the creature, or if it completes a command and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

Each time the creature takes damage, it makes a new Wisdom saving throw against the spell. The creature may also repeat this saving throw if you ask it to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act. If the saving throw succeeds, the effect ends.

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

Glamorous Compulsion

At 6th level, you can use your Glamorous Charm feature to charm any creature, not just humanoids. Additionally, when you successfully use your Glamorous Charm feature to charm a humanoid, the target has disadvantage on the first saving throw it makes against this effect after taking damage.

Trickster's Soul

At 9th level, you gain resistance to psychic damage. You also have advantage on saving throws against being charmed, and magic can't put you to sleep. Additionally, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Child of Glamour

At 9th level, you can cast major image at will, without expending spell points.

Additionally, creatures without immunity to being charmed cannot gain advantage on saving throws against being charmed by spells and effects you control.

Wrath of the Slighted

At 14th level, when a creature damages you or another creature within 30 feet, you can use your reaction to briefly ensnare the attacker's mind in a web of glamour. That creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature's Intelligence and Charisma scores become 1 for a number of rounds equal to your Charisma modifier. While its ability scores are reduced in this way, the creature is stunned and can't communicate in any intelligible way.

At the end of each of its turns, the creature can make another Wisdom saving throw. On a success, this effect ends.

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

Otherworldly Refrain

At 18th level, you can use an action to raise your voice in an enchanting chorus whose fey power inspires fierce hope or crushing despair. This refrain lasts for 1 minute.

When you do, and as an action on each of your turns, you can choose to inspire one of the following emotions: hope or despair. You gain an additional effect determined by the emotion chosen:

  • Hope. Choose any number of creatures within 60 feet that can hear you. Each creature gains advantage on attack rolls, ability checks, and saving throws until the start of your next turn.
  • Despair. Choose any number of creatures within 60 feet that can hear you. Each creature gains disadvantage on attack rolls, ability checks, and saving throws until the start of your next turn.

Once you use this feature, you must finish a long rest before you can use it again.

Bond of the Fey

At 18th level, your words bear the weight of the Feywild's most sacred laws. When you and a willing creature, without the influence of magical manipulation, enter an agreement to exchange any amount of currency, goods, services, and/or information, if that creature fails to complete the promised exchange within the time allotted according to the precise language of the agreement, it must succeed on a Wisdom saving throw or become charmed by you for 30 days.

While the creature is charmed by you, its hit point maximum is reduced by an amount equal to your Charisma modifier each dawn. The reduction to the target's hit point maximum lasts until it repairs its failure to provide the promised exchange or until removed by the greater restoration spell or similar magic. The target dies if this effect reduces its hit point maximum to 0.

If you fail to complete the promised exchange within the time allotted according to the precise language of the agreement, you gain one level of exhaustion each dawn until you repair your failure to do so. This exhaustion can't be removed by anything short of a wish spell.

Bloodline of Heavens

Your innate magic is born from a fragment of a god's power—a radiant, divine essence that infuses your soul. Sorcerers with this origin may trace their power to the bloodline of a deva, planetar, or other angel; the gift or blessing of a deity or its avatar; or exposure to the positive energies of the upper planes. When unleashed, your magic rings with a divine chorus that shields and heals your allies, bringing about miracles in no god's name but your own.

Cantrips

dancing lights, light, resistance, sacred flame, spare the dying, word of radiance

1st Level

bless, cure wounds, faerie fire, guiding bolt, healing word, heroism, mage armor, sanctuary, shield, shield of faith

2nd Level

aid, continual flame, enhance ability (Bear's Endurance or Owl's Wisdom), gentle repose, healing spirit, moonbeam, prayer of healing, spiritual weapon, zone of truth

3rd Level

beacon of hope, blinding smite, daylight, fly, mass healing word, revivify, spirit guardians (radiant), spirit shroud (radiant)

4th Level

death ward, guardian of faith, freedom of movement, banishment, aura of purity, aura of life

5th Level

circle of power, dawn, flame strike, greater restoration, holy weapon, mass cure wounds, raise dead, wall of light

6th Level

Fizban's platinum shield, heal, planar ally (celestial), sunbeam, true seeing

7th Level

crown of stars, divine word, regenerate, resurrection

8th Level

holy aura, sunburst

9th Level

mass heal, power word heal, true resurrection

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.

Empowered Healing

At 2nd level, your healing magic sings with the power of your celestial soul. When you roll one or more dice to restore hit points to one or more creatures, you can spend 1 spell point to have one of the spell's targets instead regain hit points equal to the highest number possible for each die.

Celestial Aegis

At 6th level, you can cloak yourself and your allies in a mystical shield of protective energies. As an action, you can conjure a sphere of radiant light that is centered on you, has a 15-foot radius, and is filled with bright light. The sphere moves with you, and it lasts for 1 minute, until you dismiss it as a bonus action, or until you are incapacitated or die.

When you use this feature, choose any number of creatures you can see. If a creature makes an attack roll against a chosen creature that is within the sphere, the attacker must roll a d4 and subtract the number rolled from the attack roll.

Additionally, once per turn, when you cast an origin spell that causes you to roll one or more dice to restore hit points to a creature within the sphere, you can have that creature instead regain hit points equal to the highest number possible for each die.

Once you use this feature, you can't use it again until you finish a long rest or use your Conduit of Power feature.

Shining Soul

At 9th level, the divine power within you makes you immune to disease. You also gain resistance to radiant damage and poison damage.

Additionally, if you regain hit points by spending Hit Dice at the end of a short rest, you regain an additional 1d8 hit points.

Hero's Lantern

At 9th level, when a spell you cast produces light, you can choose any number of creatures you can see within 60 feet. If you do, the spell's light is visible only to the chosen creatures.

Heavenly Host

At 14th level, whenever a creature (including you) starts its turn inside the sphere created by your Celestial Aegis, you can grant that creature one of the following benefits:

  • Radiant Purification. That creature gains the benefits of a lesser restoration spell.
  • Radiant Fury. The next time that creature deals damage with an attack before the start of your next turn, it gains a bonus to the damage roll equal to your Charisma modifier.

Additionally, you regain your Celestial Aegis feature after finishing a short or long rest, or after using your Conduit of Power feature.

Divine Judgment

At 18th level, you can use an action to briefly manifest the mantle of your divine bloodline, assuming a celestial form for 1 minute. While in this form, you gain resistance to all damage types and a flying speed of 120 feet.

Additionally, when you use this feature and as an action on each of your turns for the duration, you can utter a divine word imbued with the power of creation to do one of the following:

  • Smite. Choose one creature within 60 feet. That creature must make a Charisma saving throw against your spell save DC. On a failed save, that creature is blinded, deafened, and stunned until the end of your next turn. If that creature has 20 hit points or fewer, it is instead killed instantly.
  • Sanctify. Choose one creature within 60 feet. That creature regains 100 hit points and gains resistance to all damage types until the start of your next turn.

Once you use this feature, you must finish a long rest before you can use it again.

Celestial Awareness

At 18th level, you know if you hear a lie.

Transformations

If a transformation has prerequisites, you must meet them to gain it. You can gain the transformation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Arcane Constitution

Increase your Constitution score by 1, to a maximum of 20. You can gain the benefits of a long rest after only 4 hours of sleep.

Arcane Intellect

Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency in Investigation. If you already have proficiency in Investigation, you gain expertise with it, which means your proficiency bonus is doubled for any ability check you make with it.

Arcane Strength

Increase your Strength score by 1, to a maximum of 20. You gain proficiency in Athletics. If you already have proficiency in Athletics, you gain expertise with it, which means your proficiency bonus is doubled for any ability check you make with it. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Arcane Swiftness

Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency in Acrobatics. If you already have proficiency in Acrobatics, you gain expertise with it, which means your proficiency bonus is doubled for any ability check you make with it.

Blast Radius

Prerequisites: 5th level
When you use your Conduit of Power feature, each creature within 5 feet of you must make a Dexterity saving throw against your spell save DC or take force damage equal to 5 times your proficiency bonus.

Careful Casting

When you use one or more spell points to cast an origin spell that forces other creatures to make a saving throw, you may choose a number of those creatures up to your proficiency bonus. A chosen creature automatically succeeds on its saving throw against the spell.

Distant Casting

The ranges of spells you cast with a range of 5 feet or greater are doubled. Additionally, spells you cast with a range of touch instead have a range of 30 feet.

Draconic Resilience

Your hit point maximum increases by an amount equal to your level when you gain this transformation. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.

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

Empowered Casting

When you use one or more spell points to cast an origin spell, you can reroll a number of the damage dice up to your proficiency bonus. You must use the new rolls.

Energy Levitation

When you use your Conduit of Power feature, you gain temporary hit points equal to twice your Charisma modifier for 1 minute. You gain a flying speed of 20 feet while you have these hit points. When you no longer have these hit points, you fall if you are still aloft, unless you can stop the fall.

Keen Senses

Your magic has sharpened your senses. Increase your Wisdom score by 1, to a maximum of 20. You have advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.

Intensive Casting

Prerequisites: 11th level
When you choose this transformation, choose an origin spell you know. Targets of this spell have disadvantage on the first saving throw they make against it. You may choose a different spell when you gain a level in this class.

Quickened Casting

When you cast an origin spell that has a casting time of 1 action, you can spend 1 spell point to change the casting time to 1 bonus action for this casting.

Subtle Casting

You can innately cast all of your origin spells without somatic components. When you use one or more spell points to cast an origin spell, you may choose to have that spell produce no sound, light, or smell beyond its area of effect.

Additionally, a creature that makes an ability check to dispel an origin spell that you cast does so with disadvantage.

Twinned Casting

When you cast an origin spell that can target a maximum of one creature and doesn't have a range of self, you can spend 1 spell point to target a second creature within range with the same spell.

Destructive Tendency

Prerequisites: 5th level
When you are reduced to 0 hit points but not killed outright, each creature within 15 feet of you must make a Dexterity saving throw against your spell save DC or take force damage equal to 10 times your proficiency bonus. You can't use this feature again until you finish a long rest.

Draconic Ancestry

Prerequisites: 15th level
You sprout a permanent pair of dragon wings from your back, gaining a flying speed equal to twice your speed.

Draconic Presence

Prerequisites: 15th level
The dread presence of your dragon ancestor surrounds you, exuding an aura of awe and fear to a distance of 30 feet. A hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Magic Resistance

Prerequisites: 15th level
You have advantage on saving throws against spells and other magical effects.

Bloodline of Flames

Flame Absorption

Prerequisite: Bloodline of Flames, 15th level
Increase your Constitution score by 1, to a maximum of 20. Whenever you are subjected to fire damage from a spell or other effect you don't control, you take no damage and instead regain a number of hit points equal to the fire damage dealt.

Incendiary Ash

Prerequisites: Bloodline of Flames
When a creature takes fire damage from a cantrip you cast, that creature catches fire. Until someone uses an action to douse the fire, the creature takes fire damage equal to your Charisma modifier at the start of each of its turns.

Manifested Flames

Prerequisites: Bloodline of Flames
When you use your Ignition feature, your body is wreathed by living flames. You gain temporary hit points equal to twice your Charisma modifier for the duration.

When you use this feature, and as a bonus action while you have these hit points, you can create a lash of searing fire to make a melee spell attack against a creature you can see within 15 feet. On a hit, the target takes 1d10 fire damage.

This feature's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Scorching Whirl

Prerequisite: Bloodline of Flames
You can Dash as a bonus action, causing flames to wreathe your steps. When you do so, the next time you move 15 feet or more during your turn, you can choose a point along your path. Each creature within 5 feet of that point takes fire damage equal to your proficiency bonus.

Bloodline of Storms

Blustering Rime

Prerequisites: Bloodline of Storms
When a creature takes cold damage from a cantrip you cast, a small, raging storm surrounds that creature, inflicting disadvantage on any ranged weapon attack roll it makes until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes cold damage equal to twice your Charisma modifier and the storm ends.

Echoing Thunder

Prerequisites: Bloodline of Storms
When a creature takes lightning damage from a cantrip you cast, a crackle of thunder bursts in the air around it. The target takes thunder damage equal to your Charisma modifier and is deafened and can't take reactions until the start of your next turn.

Speed of the Storm

Prerequisites: Bloodline of Storms
When you use your Conduit of Power feature, you gain temporary hit points equal to twice your Charisma modifier for 1 minute. While you have these hit points, your speed doubles, your jump distance is tripled, and your movement doesn't provoke opportunity attacks.

Thermostatic Control

Prerequisite: Bloodline of Storms
Increase your Constitution score by 1, to a maximum of 20. You emanate a constant sphere of controlled climate with a 30-foot radius. The sphere moves with you and it lasts until you are incapacitated or die. As an action, you can change the atmosphere within this sphere, causing it to become warm or chilly and dry or humid.

Thunderlight Jaunt

Prerequisite: Bloodline of Storms
You can Dash as a bonus action. When you do, you take on a nimble lightning form. Until the end of your turn, you can move through the space of other creatures, and you do not provoke opportunity attacks. If you end your turn inside a creature’s space, you are pushed into the nearest unoccupied space.

Frigid Aura

Prerequisite: Bloodline of Storms, 11th level
Any hostile creature that starts its turn within 5 feet of you must make a Constitution saving throw against your spell save DC. If the save fails, the creature can't make more than one melee or ranged attack during its turn, and it can use either an action or a bonus action on its turn, but not both.

Bloodline of Cosmos

Intrusive Thoughts

Prerequisites: Bloodline of Cosmos
When a creature takes psychic damage from a cantrip you cast, roll 1d4. That creature must immediately use its reaction, if available, to do one of the following according to the number rolled:

d4 Reaction
1 The creature must move as far as its speed allows away from you.
2 The creature must make a melee attack against a randomly determined creature or object within its reach.
3 The creature drops a randomly determined item that it is currently holding.
4 The creature falls prone.

Opened Mind

Prerequisites: Bloodline of Cosmos
You can use an action to magically read the surface thoughts of one creature you can see within 60 feet of you for 1 minute. While the target is in range, you can continue reading its thoughts, as long as your concentration isn't broken (as if concentrating on a spell).

While reading the target's mind, you have advantage on Charisma (Deception and Persuasion) checks against it, and the target has disadvantage on attack rolls against you.

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

Psychic's Vengeance

Prerequisite: Bloodline of Cosmos
Whirling threads of invisible force surround you, striking any enemy that wounds you. When a creature hits you with a melee attack while within 5 feet of you, you can use your reaction to make a melee spell attack against that creature. On a hit, it takes 1d8 force damage and is pushed 10 feet away from you. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shell of Force

Prerequisite: Bloodline of Cosmos
When you use your Conduit of Power feature, you gain temporary hit points equal to twice your Charisma modifier for 1 minute. While you have these hit points, you can add your Charisma modifier to any Dexterity saving throw you make against a spell or other harmful effect that targets only you, and if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing a protective shell of force between yourself and the source of the effect.

Partitionist

Prerequisite: Bloodline of Cosmos, 11th level
When you use your Barriers of Force feature, you can conjure two walls of force instead of one. Additionally, each panel of each wall has AC 20 and hit points equal to 10 times your proficiency bonus.

Bloodline of Shadows

Blurred Form

Prerequisites: Bloodline of Shadows, 11th level
Attack rolls against you are made with disadvantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

Claws of Darkness

Prerequisites: Bloodline of Shadows
Whenever you take the Attack action, you can sheathe the fingers of your free hand in claws of solidified gloom. These claws are a simple melee weapon with the finesse and thrown properties. They have a normal range of 20 feet and a long range of 60 feet.

On a hit, these claws deal necrotic or psychic damage (your choice) equal to 1d8 plus the ability modifier you used for the attack roll. If you had advantage on the attack roll, the target takes an additional 1d8 necrotic or psychic damage (your choice). This additional damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). The claws vanish immediately after they hit or miss a target.

After you attack with these claws, you can make a melee or ranged weapon attack with a second set of claws as a bonus action on the same turn, provided your other hand is free to create them.

Grasp of the Grave

Prerequisites: Bloodline of Shadows
When you slay a humanoid that casts a shadow, you can cause its shadow to detach from it and become a shadow that obeys your commands. In combat, the shadow shares your initiative count, but it takes its turn immediately after yours. A creature whose Strength is reduced to 0 by this shadow's Strength Drain does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest. The shadow vanishes at dawn. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.

Sapping Shadows

Prerequisites: Bloodline of Shadows
When a creature takes necrotic damage from a cantrip you cast, you gain temporary hit points equal to half the damage taken (rounded up).

Shadows' Call

Prerequisite: Bloodline of Shadows
When you use your Conduit of Power feature, you gain temporary hit points equal to twice your Charisma modifier for 1 minute.

While you have these hit points, creatures within 15 feet of you can't regain hit points, and at the start of each of your turns, ravenous shadows leap forth from your silhouette to devour nearby sources of light in a 15 foot radius. Any Small or smaller nonmagical flames within this area are extinguished. If any of this effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Shadow Servant

Prerequisites: Bloodline of Shadows
You can use an action to cause your shadow to detach from your body and become a shadow with Intelligence, Wisdom, and Charisma scores equal to your own. This shadow obeys your commands for 10 minutes, after which you instantly regain your normal shadow. You can also use an action to end this effect while the shadow is within 5 feet of you.

While this shadow is within 100 feet of you, you can communicate with it telepathically. In combat, the shadow shares your initiative count, but it takes its turn immediately after yours. It gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). A creature whose Strength is reduced to 0 by this shadow's Strength Drain does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest.

If your detached shadow is reduced to 0 hit points, you regain your normal shadow instantly and you must finish a long rest before you can use this feature again. Otherwise, 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.

Ravenous Shadows

Prerequisites: Bloodline of Shadows, 7th level
When you attempt to use your Shadows' Embrace feature against a creature, you can also target any number of additional creatures within 5 feet of that creature.

Mirkform

Prerequisites: Bloodline of Shadows, 9th level
Increase your Dexterity score by 1, to a maximum of 20. You can can move through a space as narrow as 1 inch wide without squeezing.

Bloodline of Glamor

Beguiling Presence

Prerequisite: Bloodline of Glamour, 15th level
Any humanoid creature that starts its turn within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you for 1 minute. On a successful save, the creature becomes immune to this feature for 24 hours. Whenever you deal damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.

Changeling

Prerequisite: Bloodline of Glamour
Increase your Wisdom score by 1, to a maximum of 20. You can cast alter self on yourself at will, without expending spell points. Additionally, you can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your spell save DC.

Natural Concealment

Prerequisites: Bloodline of Glamour
You know the barkskin spell and can use it a number of times without expending spell points and without requiring concentration equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Additionally, you have advantage on Dexterity (Stealth) checks made to hide while in grassland, a forest, or a marsh.

Speech of Beast and Tree

Prerequisite: Bloodline of Glamour
Increase your Wisdom score by 1, to a maximum of 20. You can communicate with beasts and plants as if they and you shared a language. Additionally, you know the find familiar (fey) spell and can cast it without expending spell points or material components. Once you do so, you can't cast it again until you finish a long rest.

Spider Climb

Prerequisites: Bloodline of Glamour
Increase your Dexterity score by 1, to a maximum of 20. You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Tree Stride

Prerequisite: Bloodline of Glamour
Increase your Wisdom score by 1, to a maximum of 20. Once on your turn, you can use 5 feet of your movement to step magically into one living inanimate plant within your reach and emerge from another plant within 60 feet of the first plant, appearing in an unoccupied space within 5 feet of the second tree. Both plants must be Large or bigger.

Bloodline of Heavens

Radiant Flesh

Prerequisite: Bloodline of Heavens
As an action, you can cause your skin to radiate an aura of brilliant light or extinguish any light created in this way. While radiating light, you shed bright light in a 20-foot radius and dim light for an additional 20 feet.

When you use this feature, and as an action on each of your turns while radiant, you can target one creature in your bright light that you can see and force it to succeed on a Constitution saving throw against your spell save DC. On a failure, a creature takes 1d4 radiant damage is blinded until the start of your next turn. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Radiant Rebirth

Prerequisites: Bloodline of Heavens
When you are reduced to 0 hit points but not killed outright, you spring back to your feet with a burst of radiance. You and each creature of your choice within 30 feet of you regains hit points equal to 5 times your proficiency bonus. Each creature of your choice within 30 feet of you must also succeed on a Constitution saving throw against your spell save DC or be blinded until the start of your next turn. You can't use this feature again until you finish a long rest.

Sacred Peace

Prerequisite: Bloodline of Heavens
Increase your Constitution modifier by 1, to a maximum of 20. At the end of a short rest, you may choose one creature within 30 feet of you that spent one or more hit dice to regain hit points (including yourself). That creature may reroll a number of the hit dice expended up to your proficiency bonus, and must use the new rolls.

Shimmering Radiance

Prerequisites: Bloodline of Heavens
When a creature takes radiant damage from a cantrip you cast, the next attack roll made against it before the start of your next turn has advantage, thanks to the mystical dim light glittering on it until then.

Angelic Ancestry

Prerequisites: Bloodline of Heavens, 15th level
You sprout a pair of angelic wings from your back, gaining a flying speed equal to your speed. Additionally, your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 2d8 radiant damage.

Credits

The Sorcerer: Reloaded is unofficial Fan Content permitted under the Fan Content Poicy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

Class by: DragnaCarta.

Special thanks to: Twi.

Playtested by: Bjarke_the_bard, Dark_Archer, DeephEriksen, DMMichael, Ev88, Eve, farlet10, ItsTodd, jakc, jensolo, Kobold Flash Mob, Linus, murdoc, PunchingPotato, skippy130, TheLegend327, Timetheif32.

Additional critique from: ItsDMJojo, jwagnerdev, yuleladz1, Mattelonian.

Caster Per-Day Spell Point Progression
Class Short Rests Costs Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5 Lv. 6 Lv. 7 Lv. 8 Lv. 9 Lv. 10 Lv. 11 Lv. 12 Lv. 13 Lv. 14 Lv. 15 Lv. 16 Lv. 17 Lv. 18 Lv. 19 Lv. 20
Sorcerer (RAW) 2 4 10 12 19 22 27 32 42 48 54 55 63 64 72 73 83 88 95 103
Wizard (RAW) 3 4 10 12 19 22 27 31 41 46 53 53 61 61 70 70 80 85 92 99
Warlock (RAW) 2 3 6 12 12 18 18 24 24 30 30 51 51 58 58 66 66 90 90 90 110
Sorcerer (Reloaded) 2 3 8 11 11 15 15 18 18 22 22 25 25 29 29 32 32 36 36 39 39
Sorcerer (Reloaded) 2 Expend all HD 3 10 13 15 18 21 24 24 30 30 35 40 41 41 50 50 50 57 60 67
Sorcerer (Reloaded) 2 Expend all HD & gain maximum nonlethal exhaustion 3 14 17 19 21 24 27 27 34 34 40 45 47 47 56 56 57 64 67 74

This table assumes that all spell slots are equal in value to an equivalent number of spell points; that the Sorcerer (RAW) converts all sorcery points into spell slots; that the Wizard (RAW) uses Arcane Recovery to gain the maximum amount of spell slots; and that the Sorcerer (Reloaded) uses their one free Conduit of Power activation. Click here to see the underlying data and calculations.

Please note that, because: (1) players may spend hit dice to heal during short rests; (2) a character may non-magically heal only 1 level of exhaustion per long rest; and (3) a character can only regain a number of spent hit dice up to half their total number of hit dice during a long rest, the data provided for the Sorcerer (Reloaded) depicts spell point progression under optimal conditions and does not account for additional attrition caused by multiple consecutive adventuring days.

 

This document was lovingly created using GM Binder.


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