My Documents
Become a Patron!
# Sorcerer Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.
##### The Sorcerer | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Sorcery Points | Max Spell Slot | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 1st | +2 | Innate Magic, Sorcerous Origin | 4 | 2 | 5 | 1st | | 2nd | +2 | Magical Guidance | 4 | 3 | 8 | 1st | | 3rd | +2 | Metamagic | 4 | 4 | 17 | 2nd | | 4th | +2 | Feat | 5 | 5 | 21 | 2nd | | 5th | +3 | ─ | 5 | 6 | 32 | 3rd | | 6th | +3 | Sorcerous Origin Feature | 5 | 7 | 38 | 3rd | | 7th | +3 | ─ | 5 | 8 | 45 | 4th | | 8th | +3 | Feat | 5 | 9 | 52 | 4th | | 9th | +4 | ─ | 5 | 10 | 66 | 5th | | 10th | +4 | Magical Guidance Improvement, Metamagic | 6 | 11 | 74 | 5th | | 11th | +4 | ─ | 6 | 12 | 84 | 6th | | 12th | +4 | Feat | 6 | 12 | 85 | 6th | | 13th | +5 | ─ | 6 | 13 | 96 | 7th | | 14th | +5 | Sorcerous Origin Feature | 6 | 13 | 97 | 7th | | 15th | +5 | ─ | 6 | 14 | 109 | 8th | | 16th | +5 | Feat | 6 | 14 | 110 | 8th | | 17th | +6 | Metamagic | 6 | 15 | 124 | 9th | | 18th | +6 | Sorcerous Origin Feature | 6 | 15 | 132 | 9th | | 19th | +6 | Feat, 6th-Level Spell (x2) | 6 | 15 | 142 | 9th | | 20th | +6 | One With Magic, 7th-Level Spell (x2) | 6 | 15 | 153 | 9th |
## Class Features As a Sorcerer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Sorcerer level - **Hit Points at 1st Level:** 6 + your Constitution Modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows - **Tools:** None - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion \pagebreak #### 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 component pouch or (b) an arcane focus - (a) a dungeoneer's pack or (b) an explorer's pack - Two daggers
### Innate Magic An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. #### Cantrips (0-Level Spells) At 1st level, you know four cantrips of your choice from the [sorcerer spell list](http://dnd5e.wikidot.com/spells:sorcerer "title"). You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. #### Spell Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. #### Sorcery Points The Sorcerer table shows how many sorcery points you have to cast your spells of 1st level and higher. You expend a number of sorcery points to create a spell slot of a given level, shown on the sorcery point cost table below, and then use that slot to cast a spell. You can’t reduce your sorcery point total to less than 0, and you regain all spent sorcery points when you finish a long rest. Spells of 6th level and higher are particularly taxing to cast. You can use sorcerer points to create one slot of each level of 6th or higher. You can’t create another slot of the same level until you finish a long rest. You gain the ability to create an additional 6th level spell at 19th level, and an additional 7th level spell slot at 20th level. \columnbreak #### Sorcery Point Cost
| Spell Level | Point Cost | |:---:|:-----------:| | 1 | 2 | | 2 | 3 | | 3 | 5 | | 4 | 6 | | 5 | 7 | | 6 | 9 | | 7 | 10 | | 8 | 11 | | 9 | 13 |
#### Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
- **Spell Save DC =** 8 + your proficiency bonus + your Charisma modifier - **Spell Attack Modifier =** your proficiency bonus + your Charisma modifier #### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells.
### Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
### Magical Guidance When you reach 2nd level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can reroll the d20, and you must use the new roll, potentially turning the failure into a success. You can use this feature a number of times equal to your proficiency bonus.
On 10th level, your wellspring of power can be used to reroll a saving throw. You can use this feature a number of times equal to half of your proficiency bonus (rounded down). \pagebreak ### Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. * **Careful Spell.** When you cast a spell that 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. * **Contingent Spell.** When you cast a spell of 5th level or lower, you can spend a number of sorcery points equal to the spell's level to delay the spell, casting it when certain circumstances have been met. These circumstances are designated when you cast the spell and cannot be changed afterwards. The spell’s energy fades after an hour if it has not been triggered. * **Distant Spell.** When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. * When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
* **Empowered Spell.** When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. * You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
* **Enlarged Spell.** When you cast a spell that creates an area of effect, you can spend a number of sorcery points equal to the spell's level to double the radius of the spell (1 sorcery point if the spell is a cantrip). * **Extended Spell.** When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. * **Focused Spell.** When you fail a concentration check on a spell, you can expend 1 sorcery point to reroll the concentration check. * **Heightened Spell.** When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. \columnbreak * **Quickened Spell.** When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. * **Seeking Spell.** If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. * You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
* **Subtle Spell.** When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. * **Translocate Spell.** When you cast a spell, you can expend 2 sorcery points to change the origin of the spell to any space you choose within 30 feet of you. If the spell affects another creature, you must be able to see that creature. * **Transmuted Spell.** When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. * **Twinned Spell.** When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost and Chromatic Orb are. ### Feat When you reach 4th level, 8th, 12th, 16th, and 19th level, you can gain access to one feat of your choice that you meet the prerequisites of.
### One With Magic At 20th level, you become one with the raw magic within you. Your abilities that require sorcery points and sorcerer spells now cost 1 sorcery point less (minimum of 0). If a features requires a sorcery point to be activated (not including metamagic) then the minimum cost is 1 sorcery point.
In addition, your spells no longer require material components. \pagebreak
Sorcerous Origins
\pagebreak ## Aberrant Mind An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might? As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.
#### Aberrant Origins | d6 | Origin | |:---:|:-----------:| | 1 | You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. | | 2 | A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you. | | 3 | You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind. | | 4 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus. | | 5 | As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary. | | 6 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin! |
### Psionic Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic 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 divination or an enchantment spell from the sorcerer, warlock, or wizard spell list. \columnbreak #### Psionic Spells
| Sorcerer Level | Spells | |:---:|:-----------:| | 1st | Arms of Hadar, Dissonant Whispers, Mind Sliver | | 3rd | Calm Emotions, Detect Thoughts | | 5th | Hunger of Hadar, Sending | | 7th | Evard's Black Tentacles, Summon Aberration | | 9th | Rary's Telepathic Bond, Telekinesis |
### Telepathic Speech Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to 5 times your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
### Psionic Sorcery Beginning at 6th level, when you cast a Divination or Enchantment spell, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
### Psychic Defenses At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. \pagebreak ### Revelation in Flesh Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 2 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends: * You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils. * You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light. * You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing. * Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
### Warping Implosion At 18th level, You can unleash your aberrant power as a space-warping anomaly. As a "turn action", you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again. \pagebreak ## Clockwork Soul The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
### Clockwork Magic You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. 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 or a transmutation spell from the sorcerer, warlock, or wizard spell list.
#### Clockwork Spells
| Sorcerer Level | Spells | |:---:|:-----------:| | 1st | Alarm, Protection from Evil and Good | | 3rd | Aid, Lesser Restoration | | 5th | Dispel Magic, Protection from Energy | | 7th | Freedom of Movement, Summon Construct | | 9th | Greater Restoration, Wall of Force |
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
#### Manifestations of Order | d6 | Manifestation | |:---:|:-----------:| | 1 | Spectral cogwheels hover behind you. | | 2 | The hands of a clock spin in your eyes. | | 3 | Your skin glows with a brassy sheen. | | 4 | Floating equations and geometric objects overlay your body. | | 5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism. | | 6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. | \columnbreak ### Restore Balance Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
### Bastion of Law Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a "turn action", you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.
The ward is represented by a pool equal to 1 + your Charisma modifier (minimum of 2) times the number of sorcery points spent to create it. When the warded creature takes damage, it can expend any number from the pool, and reduce the damage taken by that number.
### Trance of Order Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 10 minutes. For the duration, attack rolls against you can't benefit from advantage, you cannot suffer from disadvantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 11 or lower on the d20 as a 12.
Once you use this bonus action, you can't use it again until you finish a long rest. \pagebreak ### Clockwork Cavalcade At 18th level, you summon spirits of order to expunge disorder around you. As a "turn action", you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing: * The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube. * Any damaged objects entirely in the cube are repaired instantly. * Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 11 sorcery points to use it again. \pagebreak ## Divine Soul Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
### Divine Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Divine Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. You can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
#### Divine Spells
| Sorcerer Level | Spells | |:---:|:-----------:| | 1st | Cure Wounds, Protection from Evil and Good | | 3rd | Lesser Restoration, Spiritual Weapon | | 5th | Revivify, Spirit Guardians | | 7th | Death Ward, Guardian of Faith | | 9th | Commune, Mass Cure Wounds |
### 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. \columnbreak ### Empowered Healing Starting at 6th level, the divine energy coursing through you can empower healing spells. When you cast a spell of 1st level or higher that restores hit points, add your Proficiency Bonus to that healing. Additionally, whenever you or an ally within 60 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 2 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
### Angelic Form Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed equal to your movement speed, and resistance to radiant and necrotic. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
### 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. Alternatively, if you start your turn with the following conditions─ Blinded, Deafened, Paralyzed, Petrified, Poisoned or Stunned─ instead of gaining health, you can end one of the effects (no action required).
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again. \pagebreak ## Draconic Bloodline Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
### 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.
#### Draconic Ancestry
| Dragon Color | Damage Type | |:---:|:-----------:| | Amethyst | Force | | Black | Acid | | Blue | Lightning | | Brass | Fire | | Bronze | Lightning | | Copper | Acid | | Crystal | Radiant | | Emerald | Psychic | | Gold | Fire | | Green | Poison | | Red | Fire | | Sapphire | Thunder | | Silver | Cold | | Topaz | Necrotic | | 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 Bloodline Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table, along with the spells associated in the table with your draconic ancestor’s kind: chromatic (black, blue, green, red, and white), gem (amethyst, crystal, emerald, sapphire, and topaz), or metallic (brass, bronze, copper, gold, and silver). Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. \columnbreak Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. If you choose to learn a spell from the wizard spell list or the druid spell list, the new spell must deal the damage type associated with your draconic ancestor. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
#### Draconic Bloodline Spells
| Sorcerer Level | Draconic Spells | Chromatic | Gem | Metallic | |:---:|:------:|:---:|:---:|:---:| | 1st | Cause Fear | Chromatic Orb | Charm Person | Silent Image | | 3rd | Dragon's Breath (Damage type associated with Draconic Ancestry) | See Invisibility | Tasha's Mind Whip | Alter Self | | 5th | Protection from Energy | Fly | Hypnotic Pattern | Tongues | | 7th | Leomund's Secret Chest | Elemental Bane | Charm Monster | Polymorph | | 9th | Summon Draconic Spirit | Hold Monster | Telekinesis | Seeming |
### Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Constitution modifier.
### Elemental Affinity Starting at 6th level, when you cast a spell that deals damage of the type associated with your Draconic Ancestry, add your Charisma modifier to that damage. At the same time, you can spend 2 sorcery point to gain resistance to that damage type for 1 hour. If you already have resistance to that damage type, any damage of that type you take is reduced by 3 before resistances are applied. \pagebreak ### Dragon's Soar and Sight 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. Additionally, you gain blindsight up to 60 feet.
### 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 a "turn action", you can draw on this power and exude an aura of awe or fear (your choice) to a distance of 120 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again. \pagebreak ## Giant Soul The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.
### Giant Order When you select this Origin at 1st level, you gain access to an Order from which your Giant powers originate from. Select one of the following orders: Cloud, Fire, Frost, Hill, Stone, Storm. Additionally, you can speak, read and write Giant, and gain proficiency in simple weapons. ### Giant Order Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Giant Order table, along with the spells associated in the table with your Giant Order's kind. 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. If you choose to learn a spell from the druid spell list or the wizard spell list, the new spell must be an evocation or a transmutation spell. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. \pagebreak
#### Giant Order Spells | Sorcerer Level | Giant Spells | Cloud | Fire | Frost | Hill | Stone | Storm | |:---:|:------:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | Heroism | Fog Cloud | Burning Hands | Armor of Agathys | Catapult | Charm Person | Thunderwave | | 3rd | Enlarge/Reduce | Invisibility | Heat Metal | Snilloc's Snowball Storm | Protection from Poison | Maximillian's Earthen Grasp | Shatter | | 5th | Elemental Weapon | Wind Wall | Fireball | Sleet Storm | Stinking Cloud | Erupting Earth | Call Lightning | | 7th | Stoneskin | Freedom of Movement | Wall of Fire | Ice Storm | Blight | Stone Shape | Divination | | 9th | Bigby's Hand | Control Winds | Immolation | Hold Monster | Contagion | Wall of Stone | Maelstrom |
### Jotun Resilience The resilience of giants flows through your body. At 1st level, you gain an AC of 13 + your Constitution modifier when you aren't wearing any armor or holding a shield, and your hit point maximum increases by 1, and it increases by 1 whenever you gain a level in this class.
### Will of Giants Starting at 6th level, whenever you cast the Enlarge/Reduce spell on yourself and choose to enlarge, you gain the following benefits: * The spell is not considered concentration and you are enlarged for the duration of the spell. * You gain temporary hit points equal to your Sorcerer level when you enter your Giant state. * While in your enlarged form, you gain resistance to a damage type based on your Giant Order: - **Cloud/Storm:** Lightning or Thunder - **Fire:** Fire - **Frost:** Cold - **Hill/Stone:** Bludgeoning, Piercing or Slashing
### Runic Warfare At 14th level, you gain a benefit whenever you cast one of the spells granted by your Giant Order Spells list, caused by the runic magic infused in your body from your Giant Order. * **Cloud Giant.** Immediately after you cast any of your Giant Order spells, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 5 times your Charisma modifier. \columnbreak * **Fire Giant.** Immediately after you cast any of your Giant Order spells, you can select one target within 30 feet to make a Dexterity saving throw against your spell save DC. On a failure, the creature takes fire damage equal to your Charisma modifier (minimum of 1) and continues to be seared by this fire until it succeeds its saving throw. The creature can make the saving throw again at the end of its turn to end this effect. * **Frost Giant.** Immediately after you cast any of your Giant Order spells, you can select one target within 30 feet to make a Dexterity saving throw against your spell save DC. On a failure, the creature takes cold damage equal to your Charisma modifier (minimum of 1) and has its speed reduced by 10 feet. * **Hill Giant.** Immediately after you cast any of your Giant Soul spells, you gain temporary hit points equal to your Charisma modifier (minimum of 1). * **Stone Giant.** Immediately after you cast any of your Giant Soul spells, you gain a bonus to AC equal to your Charisma modifier (minimum of +1) until the end of your next turn. * **Storm Giant.** Immediately after you cast any of your Giant Order spells, select one creature you can see within 30 feet. That creature has disadvantage on the next attack roll, ability check or saving throw it makes. \pagebreak ### Blessing of the All Father At 18th level, your Constitution score increases by 2, up to a maximum of 22. In addition, the ancient might of your Giant heritage courses through your body, granting you greater strength when you tap into your rightful form's true power. Whenever you cast the Enlarge/Reduce spell on yourself and choose to enlarge, you can choose to activate your blessing (no action required) and gain the following additional benefits: * **All Father's Might.** Whenever you cast a spell from your Giant Order Spell list while your blessing is activated, each creature within 60 feet of you (of your choice) must make a Strength saving throw against your spell save DC. On a failure, the creature is knocked prone and takes force damage equal to half your sorcerer level (rounded down). * **Giant Buff.** While you are enlarged, you manage to grow to new heights gaining more power: - You increase in size by an additional size category. - Your reach increases by 5 feet and the range of your spells increases by 10 feet. - You deal additional damage to your melee attacks and cantrips equal to your Charisma modifier (minimum of 1).
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 6 sorcery points to use it again. \pagebreak ## Lunar Magic On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons. You, or someone from your lineage, has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells. Consult the Manifestations of Lunar Magic table, then choose or randomly determine how your connection to the moon manifests while you cast your sorcerer spells.
#### Manifestations of Lunar Magic | d4 | Manifestation | |:---:|:-----------:| | 1 | You glow with faint light that matches the color of a moon from your world. | | 2 | Your pupils shift in shape, matching the current phase of a moon from your world. | | 3 | Spectral manifestations of the moon (or moons) of your world orbit you. | | 4 | Your shadow is limned in faint light, as if it were a lunar body during a solar eclipse. |
### Moon Fire Starting at 1st level, you can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.
### Lunar Magic Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Lunar Magic Spells table, along with the spells associated in the table with your Lunar Magic kind. 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. If you choose to learn a spell from the cleric spell list or the druid spell list, the new spell must be an enchantment or a illusion spell. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. \columnbreak #### Lunar Magic Spells
| Sorcerer Level | Lunar Magic Spells | Full Moon | New Moon | Crescent Moon | |:---:|:------:|:---:|:---:|:---:| | 1st | Sleep | Faerie Fire | Dissonant Whispers | Sanctuary | | 3rd | Calm Emotions | Moonbeam | Darkness | Blindness/Deafness | | 5th | Magic Circle | Death Ward | Bestow Curse | Phantom Steed | | 7th | Sickening Radiance | Freedom of Movement | Evard's Black Tentacles | Hallucinatory Terrain | | 9th | Geas | Mass Cure Wounds | Mislead | Dream |
Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, spells of the associated phase in the Lunar Spells table can be cast once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
### Lunar Boons Starting at 6th level, lunar phases influence your metamagic. Each lunar phase is associated with spells of the following schools of magic: * **Full Moon.** Abjuration and Conjuration spells. * **New Moon.** Evocation and Necromancy spells. * **Crescent Moon.** Divination and Transmutation spells.
Whenever you use Metamagic on a spell from the Lunar Spells table or a spell of a school of magic associated with the lunar phase you are in, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
### Waxing and Waning Starting at 6th level, you gain greater control over the phases of your lunar magic. As a bonus action, you can spend 2 sorcery point to change your lunar phase for a different one. \pagebreak ### Lunar Empowerment Starting at 14th level, the power of a lunar phase saturates your being. Whenever you choose a lunar phase to affect your magic, you also gain the following benefit associated with that phase: * **Full Moon.** You shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, you and creatures of your choice have advantage on saving throws while within the bright light you shed. * **New Moon.** You have advantage on Dexterity (Stealth) checks. In addition, while you are in dim light or darkness, attack rolls have disadvantage against you. * **Crescent Moon.** You have resistance to necrotic and radiant damage.
### Lunar Phenomenon At 18th level, your lunar phase magic bursts. As a bonus action, you can tap into a special power of the lunar phase you are currently in. Alternatively, as part of the bonus action you take to change your lunar phase using your Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering: * **Full Moon.** You radiate intense moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points. * **New Moon.** You momentarily emanate an oppressive gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until you make an attack or cast a spell. * **Crescent Moon.** You slip through light and darkness. You can magically teleport to an unoccupied space you can see within 60 feet of yourself. In addition, you also gain resistance to all damage until the start of your next turn.
Once you use a phase’s bonus action, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again. \pagebreak ## Phoenix Heart Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you. That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
### Ignite At 1st level, you gain the ability to start fires with a touch. As an "turn action", you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
### Phoenix Heart Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Phoenix Heart 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. You can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. \columnbreak #### Phoenix Heart Spells
| Sorcerer Level | Spells | |:---:|:-----------:| | 1st | Absorb Elements, Cure Wounds | | 3rd | Aganazzar's Scorcher, Lesser Restoration | | 5th | Aura of Vitality, Fly | | 7th | Aura of Life, Wall of Fire | | 9th | Flame Strike, Greater Restoration |
### Mantle of Flame Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits: * You shed bright light in a 30-foot radius and dim light for an additional 30 feet. * Any creature takes fire damage equal to your Charisma modifier (minimum of 1) if it hits you with a melee attack from within 5 feet of you or if it touches you. * Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
### Nourishing Fire Starting at 6th level, you gain resistance to fire damage. Also, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier (minimum of 1). If you are concentrating on a spell that includes a fire damage roll, you continue to regain hit points equal to your Charisma modifier while you maintain concentration. \pagebreak ### Phoenix Spark Starting at 14th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. You can choose to teleport to an unoccupied space within 30 feet of you, as your flames carry you to safety. If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + your Charisma modifier, and your Mantle of Flame immediately ends.
Once you use this feature, you can’t use it again until you finish a long rest.
### Order of the Phoenix At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits: * You have a flying speed of 60 feet and can hover. * You have immunity to fire damage. * Once per turn as a bonus action, you can target a creature within 30 feet of you. If the creature is an ally, you can grant the target temporary hit points equal to half your sorcerer level (rounded down) as your flames grant them a layer of protection. If the creature is an enemy, you can force it to make a Constitution saving throw as a wisp of fire sparks around them. The target takes 2d8 fire damage and becomes blinded on a failed save, or half as much damage and is not blinded on a successful one.
Once you use this feature, you can’t do so again until you finish a long rest, unless you use a bonus action to spend 8 sorcery points to reactivate your Mantle of Flame to use it again. \pagebreak ## Runechild The mysterious weave and flow of magic is feared by many folk across the world. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes—and which sees a sorcerer named as a runechild. The talents of a runechild are rare, and sorcerers with this origin are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets of their runes can help understand the mysteries of magic. Others sometimes seek to enslave Runechild sorcerers, using their bodies as tortured spell batteries for diabolic pursuits. Runechild sorcerers were subjugated throughout time, and many of their contemporaries now search for ways to hide their essence—a task that isn't easy given the revealing nature of their gifts.
### Essence Runes At 1st level, your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in this class. These runes can manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert. At the end of a turn during which you spent one or more sorcery points, a number of your essence runes equal to half the number of sorcery points you spent (rounded down) begin to glow with stored energy, becoming charged runes. You can use these charged runes to power your Runechild subclass features. Also, as a bonus action, you may spend two sorcery points to convert two essence runes into two charged runes. If you have 5 or more charged runes, you emit bright light in a 5-foot radius and dim light for an additional 5 feet. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune. Any charged runes also revert to inert essence runes after you finish a long rest.
### Runechild Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Runechild 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. \columnbreak 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 or transmutation spell from the sorcerer, warlock, or wizard spell list, and it becomes a sorcerer spell for you. #### Runechild Spells
| Sorcerer Level | Spells | |:---:|:-----------:| | 1st | Longstrider, Protection from Evil and Good | | 3rd | Lesser Restoration, Protection from Poison | | 5th | Glyph of Warding, Magic Circle | | 7th | Death Ward, Freedom of Movement | | 9th | Greater Restoration, Telekinesis |
### Glyph of Aegis Starting at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a reaction. Roll a number of d6s equal to the number of runes you expended, and reduce the damage by the total. When you reach 6th level, you can touch a creature as an action and expend up to 3 charged runes to transfer your protective power to it for up to 1 hour. The next time that creature takes damage within the next hour, it rolls 1d6 per charged rune spent and reduces the damage by the total. You can't transfer this power to a creature already under the effect of Glyph of Aegis. Your Glyph of Aegis die becomes a d8 at 14th level.
### Sigilic Augmentation At 6th level, you can channel your runes to temporarily bolster your physical capabilities. When you make a Strength, Dexterity, or Constitution ability check, you can expend a charged rune as a reaction to gain advantage on the roll. In addition, when you are forced to make a Strength, Dexterity, or Constitution saving throw, you can use your reaction and expend a charged rune to gain advantage on the saving throw. Once you use this feature in this way, you can't use it in this way again until you complete a long rest. \pagebreak ### Manifest Inscriptions Also at 6th level, you can reveal hidden glyphs and enchantments that surround you. As a "turn action", you expend one charged rune to reveal hidden or invisible arcane traps, marks, runes, wards, sensors, or glyphs within 60 feet of you. They glow with dim light in a 5-foot radius for 1 minute. You have advantage on Intelligence (Arcana) checks to discern the nature of any magic revealed in this way for the duration. If the glyphs you reveal mean something in a language you can't read, you can understand them while they are glowing as if you knew that language.
### Runic Torrent Upon reaching 14th level, you can channel runic energy to overpower even the staunchest defenses. When you cast a spell, you ca expend 2 charged runes to cause the spell to deal force damage instead of its usual damage types. Additionally, all creatures targeted by the spell or within the spell's area must succeed on a Strength saving throw against your spell save DC or be knocked prone or pushed up to 15 feet away from the spell's point of origin (your choice).
Once you use this feature, you can't do so again until you complete a short or long rest.
### Arcane Exemplar Starting at 18th level, you can use a bonus action and expend a charged rune to become a being of pure magical energy. While in your exemplar form, you gain the following benefits: * You have a flying speed of 60 feet. * Creatures have disadvantage on saving throws against your sorcerer spells. * You have resistance to damage dealt by spells. * Whenever you cast a spell of 1st level or higher, you regain hit points equal to the spell's level.
Your exemplar form lasts until the end of your turn. However, you can expend a charged rune at he end of your turn (no action required) to extend the duration until the end of your next turn. When your exemplar form ends, you are stunned until the end of your next turn.
Once you use feature, you can't use it again until you complete a long rest. \pagebreak ## Shadow Magic You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.
### Shadow Sorcerer Quirks At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
| d6 | Quirk | |:---:|:-----------:| | 1 | You are always icy cold to the touch. | | 2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). | | 3 | You barely bleed, even when badly injured. | | 4 | Your heart beats once per minute. This event sometimes surprises you. | | 5 | You have trouble remembering that living creatures and corpses should be treated differently. | | 6 | You blinked. Once. Last week. |
### Shadow Spells Starting at 1st level, 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 an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list, and it becomes a sorcerer spell for you. #### Shadow Spells
| Sorcerer Level | Spells | |:---:|:-----------:| | 1st | Hex, Inflict Wounds | | 3rd | Darkness, Invisibility | | 5th | Feign Death, Summon Shadowspawn | | 7th | Death Ward, Shadow of Moil | | 9th | Enervation, Mislead |
### Eyes of the Dark From 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. \columnbreak ### 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.
### Hounds 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 summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes: * The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. * It appears with a number of temporary hit points equal to half your sorcerer level. * It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. * At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
### 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 teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. \pagebreak ### Umbral Form Starting at 18th level, as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 10 sorcery points to use it again. \pagebreak ## Storm Sorcery Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
### Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
### Storm Spells Starting at 1st level, 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 deal lightning or thunder damage and be from the druid, sorcerer, or wizard spell list, and it becomes a sorcerer spell for you. #### Storm Spells
| Sorcerer Level | Spells | |:---:|:-----------:| | 1st | Fog Cloud, Thunderwave | | 3rd | Gust of Wind, Levitate | | 5th | Call Lightning, Thunderstep | | 7th | Freedom of Movement, Storm Sphere | | 9th | Control Winds, Maelstrom |
### 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. Doing so allows you to fly up to your movement speed without provoking opportunity attacks. \columnbreak ### Storm Guide At 1st 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. Weather imposes no penalties to your Wisdom (Perception) checks or your attack rolls.
### 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 a number of creatures of your choice up to your proficiency bonus that you can see within 30 feet of you or the center of the spell to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
### Wind Soul At 14th level, you also gain a magical flying speed of 60 feet. As a "turn 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. \pagebreak ### Herald of the Storm Starting at 18th level, you can activate the will of the storm using a "turn action". The air billows around you and clouds gather around your presence as you wield the power of the sky in this moment and control the area around you. You gain the following features for the next minute: * You gain immunity to lightning and thunder damage. * You create a 60-foot-radius sphere of tempestuous forces centered on you for effects duration. You can choose any number of creatures to not be affected by the storm. The sphere’s space is difficult terrain. Each creature within the sphere has disadvantage on ranged weapon attacks and Wisdom (Perception) checks requiring hearing and sight. The strong winds extinguish open flames, disperse fog, and make flying by non magical means nearly impossible. * While the sphere is active, as a bonus action, you can choose a point within the sphere. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 13 sorcery points to use it again. \pagebreak ## Wild Magic Sorcerer Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
### Wild Magic Spells The nature of a controlled method of learning spells is not granted to those who have been blessed, or cursed, with Wild Magic. When you reach a level that grants spell slots between 1st-level and 5th-level, roll 2d10. Based on the roll, you can access one spell from the spell list of the class you roll. The DM can pick a spell based on the roll or let you choose. The spell is treated as a sorcerer spell for you. Additionally whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level, but the spell is determined using the same method as all other spells from the Wild Magic Spells feature.
| d10 | Spell List | |:---:|:-----------:| | 1 | Artificer | | 2 | Bard | | 3 | Cleric | | 4 | Druid | | 5 | Paladin | | 6 | Ranger | | 7 | Sorcerer | | 8 | Warlock | | 9 | Wizard | | 10 | Your Choice |
### 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, you roll a d20. If you roll a number that is equal to or less than the spell’s level, roll on the Wild Magic Surge table to create a random magical effect. \columnbreak ### Tides of Chaos Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, if you roll on the Wild Magic Surge Table after casting a spell, the force of chaos refuels you. You then regain the use of this feature.
### 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 2 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.
### Chaos Incarnate At 18th level, you can harness the untamed energies that rest within you and you can now manipulate them to your utmost control for a limited time. As a bonus action, you can now enter your Chaos Form. While in your Chaos Form, whenever you cast a spell of 1st level or higher, you roll on the Wild Magic Surge table. If you cast a spell of 1st level or higher after using Tides of Chaos, you roll two times on the next roll on the Wild Magic Surge table instead and trigger both effects.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 6 sorcery points to use it again. \pagebreak
>