Divine Soul Sorcerer
Divine Magic
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table.
Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell on the cleric or sorcerer spell list.
Divine Spells Table
| Sorcerer Level | Spells |
|---|---|
| 1 | Healing Word, Guiding Bolt |
| 3 | Aid, Spiritual Weapon |
| 5 | Revivify, Mass Healing Word |
| 7 | Aura of Life, Banishment |
| 9 | Holy Weapon, Summon 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.
Empowered Divinity
Starting at 6th level, when you cast any spell of 1st level or higher from your Divine Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
If you cast a spell using sorcery points, & the spell has a range of 5ft or greater double the range of the spell.
Otherworldly Wings
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.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries.
As a bonus action when you have fewer than half of your hit points remaining, you 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.
Draconic Sorcerer
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 | Damage Type |
|---|---|
| Black | acid |
| Blues | 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
At 1st level 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.
Draconic Spells
At 1st level you learn additional spells when you reach certain levels in this class, as shown on the Dragon Spells table.
Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.
The new spell must be a evocation or transmutation spell from the sorcerer, warlock, or wizard spell list.
Dragon Spells Table
| Sorcerer Level | Spells |
|---|---|
| 1 | Absorb Elements, Burning Hands |
| 3 | Dragon's Breath, Earthbind |
| 5 | Fear, Flame Stride |
| 7 | Fire Shield, Secret Chest |
| 9 | Cone of Cold, Summon Draconic Spirit |
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell.
Additionally you gain resistance to the element associated with your Dragon Ancestor.
Draconic Sorcery
At 6th level when you cast any spell of 1st level or higher from your Draconic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
If you cast the spell using sorcery points, you may change it's damage type to acid, cold, fire, lightning, or thunder damage.
Draconic Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current 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 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened.
As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet.
For 1 minute or until you lose your concentration (as if you were casting a concentration spell), 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 24 hours.
Shadow Sorcerer
Shadow Spells
You learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table.
Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a evocation or an illusion spell from the sorcerer, warlock, or wizard spell list.
Shadow Spells
| Sorcerer Level | Spells |
|---|---|
| 1 | False Life, Silent Image |
| 3 | Darkness, Shadowblade |
| 5 | Summon Shadowspawn, Phantom Steed |
| 7 | Death Ward, Shadow of Moil |
| 9 | Antilife Shell, Negative Energy Flood |
Eyes of The Dark
Starting at 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness spell.
In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
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.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Hound of Ill Omen
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes.
As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you.
The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:
The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
It appears with a number of temporary hit points equal to half your sorcerer level.
It can move through other creatures and objects as if they were difficult terrain.
The hound takes 5 force damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows its target's location.
If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target.
Roll initiative for the hound.
On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target.
The hound can make opportunity attacks, but only against its target.
Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast.
The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Shadow Sorcery
When you cast any spell of 1st level or higher from your Shadow Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
If you cast the spell using sorcery points, & it forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force.
To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature).
A chosen creature automatically succeeds on its saving throw against the spell.
Shadow Walk
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 magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Umbral Form
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other 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
Storm Spells
You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table.
Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or an transmutation spell from the sorcerer, warlock, or wizard spell list.
Storm Spells Table
| Sorcerer level | Spells known |
|---|---|
| 1 | Absorb Elements, Fog Cloud |
| 3 | Gust of Wind, Shatter |
| 5 | Lightning Bolt, Sleet Storm |
| 7 | Ice Storm, Storm Sphere |
| 9 | Control Winds, Conjure Elemental |
Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher.
Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage.
In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you.
This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Storm Sorcery
At 6th level when you cast any spell of 1st level or higher from your Storm Spells feature, if applicable reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
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.
Wind's Soul
At 18th 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.
Wild Magic Sorcerer
Wild Magic Spells Tables.
Whenever you finish a long rest, you gain the ability to cast additional spells determined from the spell tables below.
Roll twice on the highest spell table for which you meet the required sorcerer level.
Choose one spell listed on each die's result.
Should you know both results, reroll.
You learn the spells chosen until you finish a subsequent long rest.
Finally, when you reach levels where you learn higher level sorcerer spells you add 2 lower level spells from the corresponding lower Wild Magic Spells tables.
(at 3rd level you pick 2 spells from the 1st level spells table, etc.)
Sorcerer Level 1
| d8 | 1st Level Spells |
|---|---|
| 1 | Absorb Elements, Protection From Evil & Good |
| 2 | Grease, Ice Knife |
| 3 | Detect Magic, Comprehend Languages |
| 4 | Command, Sleep |
| 5 | Chaos Bolt, Faerie Fire |
| 6 | Disguise Self, Color Spray |
| 7 | Cause Fear, False Life |
| 8 | Feather Fall, Longstrider |
Sorcerer Level 3
| d8 | 2nd Level Spells |
|---|---|
| 1 | Aid, Lesser Restoration |
| 2 | Flaming Sphere, Misty Step |
| 3 | Detect Thoughts, Locate Object |
| 4 | Hold Person, Tasha's Mind Whip |
| 5 | Darkness, Moonbeam |
| 6 | Blur, Phantasmal Force |
| 7 | Blindness/Deafness, Ray of Enfeeblement |
| 8 | Levitate, Spider Climb |
Sorcerer Level 5
| d8 | 3rd Level Spells |
|---|---|
| 1 | Dispel Magic, Glyph of Warding |
| 2 | Summon Shadowspawn, Thunder Step |
| 3 | Clairvoyance, Tongues |
| 4 | Catnap, Enemies Abound |
| 5 | Fireball, Sending |
| 6 | Fear, Phantom Steed |
| 7 | Animate Dead, Speak With Dead |
| 8 | Blink, Fly |
Sorcerer Level 7
| d8 | 4th Level Spells |
|---|---|
| 1 | Banishment, Private Sanctum |
| 2 | Conjure Minor Elementals, Dimension Door |
| 3 | Arcane Eye, Locate Creature |
| 4 | Charm Monster, Compulsion |
| 5 | Fire Shield, Resilient Sphere |
| 6 | Greater Invisibility, Phantasmal Killer |
| 7 | Blight, Shadow of Moil |
| 8 | Control Water, Stone Shape |
Sorcerer Level 9
| d8 | 5th Level Spells |
|---|---|
| 1 | Antilife Shell, Planar Binding |
| 2 | Conjure Elemental, Teleportation Circle |
| 3 | Legend Lore, Scrying |
| 4 | Hold Monster, Geas |
| 5 | Bigby's Hand, Maelstrom |
| 6 | Creation, Seeming |
| 7 | Contagion, Raise Dead |
| 8 | Animate Objects, Transmute Rock |
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, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
A Wild Magic Surge can happen once per turn.
If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic.
If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw.
When you do so, roll on the Wild Magic Surge Table.
You can use this ability a number of times equal to your PB, & regain all uses after a long rest.
Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic.
When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 1 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll.
You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic.
Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies.
When you roll damage for a spell, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.