Origin Spells

by Finalplayer14

Search GM Binder Visit User Profile

Sorcerer: Origin Spells

Optional Class Features

Consult with your DM to gain any of the features listed here. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don't qualify for anything in the game that requires it.

Draconic Magic

1st-level Draconic Bloodline feature

You learn additional spells when you reach certain levels in this class, as shown on the Draconic 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 abjuration, evocation, or transmutation spell from the sorcerer or wizard spell list.

Draconic Spells
Sorcerer Level Spells
1st chromatic orb, absorb elements
3rd dragon's breath, darkvision
5th fear, protection from energy
7th elemental bane, stoneskin
9th circle of power, legend lore

Chaotic Magic

1st-level Wild Magic feature

You learn additional spells when you reach certain levels in this class, as shown on the Wild Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against thet 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 enchantment, illusion, or transmutation spell from the sorcerer or wizard spell list.

Wild Spells
Sorcerer Level Spells
1st colour spray, chaos bolt, prestidigitation
3rd fortune's favour, knock
5th blink, hypnotic pattern
7th confusion, hallucinatory terrain
9th mislead, modify memory








Shadow Sorcery

1st-level Shadow Magic feature

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 thet 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 illusion or necromancy spell from the sorcerer or wizard spell list.

Shadow Spells
Sorcerer Level Spells
1st disguise self, false life
3rd darkvision, darkness
5th summon shadowspawn, vampiric touch
7th elemental bane, shadow of moil
9th geas, negative energy flood

Blessed Magic

1st-level Divine Soul feature, which replaces the Divine Magic feature

Choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn additional spells based on that affinity when you reach certain levels in this class, as shown below. Each of these spells are a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the cleric spell list.

Divine Affinity (Good)
Sorcerer Level Spells
1st bless, cure wounds, spare the dying
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead
Divine Affinity (Law)
Sorcerer Level Spells
1st command, heroism, guidance
3rd hold person, zone of truth
5th mass healing word, slow
7th compulsion, locate creature
9th commune, dominate Person
Divine Affinity (Evil)
Sorcerer Level Spells
1st false life, ray of sickness, toll the dead
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, cloudkill
Divine Affinity (Chaos)
Sorcerer Level Spells
1st charm person, disguise self, thaumaturgy
3rd mirror image, pass without trace
5th blink, dispel magic
7th dimension door, polymorph
9th dominate person, modify memory
Divine Affinity (Neutral)
Sorcerer Level Spells
1st protection from evil and good, identify, light
3rd augury, suggestion
5th nondetection, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

Storm Magic

1st-level Storm Sorcery feature

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 thet 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 conjuration or evocation spell from the sorcerer, warlock, or wizard spell list.

Storm Spells
Sorcerer Level Spells
1st fog cloud, thunderwave
3rd gust of wind, levitate
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, cone of cold




 

This document was lovingly created using GM Binder.


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