Sorcerer, the Bamstacks Variant v1

by Bamstacks

Search GM Binder Visit User Profile
Sorcerer, the Bamstacks Variant

Different sorcerers claim different origins for their innate magic. What unites them all is that their source of magic comes from within, however that source manifested.

Other Changes

This variant is intended to go along with the other changes, like class proficiency bonuses, detailed here.

The Sorcerer

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

The Sorcerer
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Metamagics Known
1st +2 Spellcasting, Magical Blood, Sorcerous Origin 4 2 2 - - - - - - - - -
2nd +2 2 Magical Guidance, Font of Magic 4 3 3 - - - - - - - - -
3rd +2 3 Metamagic, Sorcerous Origin feature 4 4 4 2 - - - - - - - 2
4th +2 4 Ability Score Improvement 5 5 4 3 - - - - - - - 2
5th +3 5 Sorcerous Restoration 5 6 4 3 2 - - - - - - 3
6th +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - - 3
7th +3 7 5 8 4 3 3 1 - - - - - 4
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - - 4
9th +4 9 5 10 4 3 3 3 1 - - - - 4
10th +4 10 6 11 4 3 3 3 2 - - - - 5
11th +4 11 6 11 4 3 3 3 2 1 - - - 5
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - - 5
13th +5 13 6 12 4 3 3 3 2 1 1 - - 5
14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - - 6
15th +5 15 6 13 4 3 3 3 2 1 1 1 - 6
16th +5 16 Ability Score Improvement 7 14 4 3 3 3 2 1 1 1 - 6
17th +6 17 7 14 4 3 3 3 2 1 1 1 1 6
18th +6 18 Sorcerous Origin feature 7 15 4 3 3 3 3 1 1 1 1 6
19th +6 19 Ability Score Improvement 7 15 4 3 3 3 3 2 1 1 1 6
20th +6 20 Sorcerous Restoration improvement 7 15 4 3 3 3 3 2 2 1 1 7

Creating a Sorcerer

The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.

Quick Build

You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity and Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

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

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

You may alternatively roll 2d4 x 10 gp and buy your starting equipment.

Sorcerer Multiclassing

Sorcerers follow all the normal rules for multiclassing. The following tables function as additions to the normal multiclassing rules.

Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 15 to take a level in this class, or to take a level in another class if you are already a sorcerer.

Spell Slots. Add all your levels in the sorcerer class to the appropriate levels from other classes to determine your available spell slots.

Spellcasting

1st-level Sorcerer feature

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

When you reach a level in this class that grants the Ability Score Improvement, you can replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells 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.

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

Eschew Materials

A sorcerer does not require material components for their sorcerer spells. If you cast a sorcerer spell with an M component, you do not need to provide that component.

Casting a sorcerer spell that would otherwise have a costly component requires more focus. To cast such a spell, you must use your bonus action to prepare yourself. When you do so, you may cast a spell or begin casting a spell which would otherwise have a costly component later in the same turn.

If the spell requires a bonus action to cast, you may begin casting it on your following turn.

Casting a sorcerer spell which would otherwise consume a costly component is especially difficult for a sorcerer. When you cast such a spell, in addition to using your bonus action to prepare, you take 1d6 necrotic damage immediately after the spell takes effect.

If the component would have cost over 50gp, you also suffer a level of exhaustion. If the cost of the component is over 100gp, the sorcerer may not Eschew the material component, but in this case they must provide the component to cast the spell.

For example, if you are a 7th level sorcerer, and you cast teleportation circle as a sorcerer spell, which would normally require a 50gp component which the spell consumes, instead you must use your bonus action to prepare the spell, and receive 1d6 necrotic damage after the spell takes effect. Because the component cost was not over 50gp, you do not suffer exhaustion.

Sorcerous Origin

1st-level Sorcerer feature

Choose a sorcerous origin, which describes the source of your innate magical power, detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 3rd, 6th, 14th, and 18th level.

Innate Sorcery

1st-level Sorcerer feature

An event in your past left an indelible mark on you, infusing you with a simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

  • The spell save DC of your Sorcerer spells increases by 1.
  • You have Advantage on the attack rolls of Sorcerer spells you cast.

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Magical Guidance

2nd-level Sorcerer feature

You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check but before the DM announces the result of the roll, you can reroll the d20, and you must use the new roll, potentially turning the failure into a success. Once you do so, you can't do so again until you finish a short or long rest.

Font of Magic

2nd-level Sorcerer feature

You tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points shown on the Creating Spell Slots table.

Metamagic

3rd-level Sorcerer feature

You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. When you gain certain sorcerer levels, you gain additional metamagic options of your choice, as shown in the Metamagics Known column of the Sorcerer table. When you reach a level in this class that grants the Ability Score Improvement feature, you may replace one of the Metamagic options you know for another one available to you.

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

Amplified Spell

When you cast a spell that has additional effects at higher levels, you can spend a number of sorcery points equal to the spell's level to increase the casting level by 1. If you use this metamagic on a cantrip, it costs 1 sorcery point and you can treat it as if you were six levels higher. You can only ever increase a spells level to the level of your highest available spell slot.

Bouncing Spell

When you cast a spell that targets only one creature, has a casting time of 1 action, and doesn't have a range of self, you can spend 3 sorcery points to mark it as a bouncing spell. As an action on subsequent turns you can target a different creature within 30 feet of the original target. All of the spells effects are transfered to the new target. For every consecutive bounce after the first you must expend 1 more sorcery point.

To be eligible for Bouncing Spell, a spell must be incapable of targeting more than one creature at the spell's current level, and must be a spell of 5th level or lower.

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, and they take no damage if they would normally take half damage on a successful save.

Cerebral Spell

When you cast a spell that forces an Intelligence or Charisma saving throw, you can spend 2 sorcery points to have the saving throw target the other ability score instead.

This ability only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Combined Spell

When you cast a spell on a creature already affected by the same spell, you can spend 2 sorcery points to have both of the spell effects apply.

Deliberate Spell

When you cast a spell with the casting time of 1 bonus action, you can spend 1 sorcery point to make it's casting time 1 action. You regain the expended sorcery point at the start of your next turn.

Disruptive Spell

When you cast a spell that deals damage, you can spend 3 sorcery points to try and disrupt other creatures. Any creature which has to make a Constitution saving throw to maintain concentration after taking damage caused by this spell, does so with disadvantage.

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.

If you cast any spell that includes a teleport, you can spend 1 sorcery point to double the maximum range of teleportation.

Echoing Spell

When you cast a spell that has the duration of Instantaneous, you can spend a number of sorcery points equal to the spells level (minimum of 1), to cast it again next turn without expending a spell slot. The spell must be a spell of 5th level or lower.

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 with a range that affects an area, you can spend a number of sorcery points equal to the spell's level (minimum of 1), to increase it's area of effect. Spells that have sphere or cylinder areas of effect increase their radius by 50%, spells that have square area of effect increase their side length by 50%, and spells with a range of cone or line increase their reach by 50%.

Esoteric 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: force, necrotic, psychic, radiant.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to increase its duration.

  • If the duration of the spell is 1 minute, it is extended to 10 minutes, or 2 minutes if the spell heals.
  • If the duration of the spell is 10 minutes, it is extended to 1 hour.
  • If the duration of the spell is 1 hour, it is extended to 8 hours.
  • If the duration of the spell is 8 hours, it is extended to 24 hours.

Extended spell cannot extend the duration of a spell to over 24 hours.

Focused Spell

When you cast a spell that requires concentration, you can spend 2 sorcery points to give yourself a bonus equal to your charisma modifier to saving throws made to maintain concentration on this spell.

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

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.

Incanated Spell

When you cast a spell with the ritual tag you can spend 1 sorcery point to cast it as a ritual.

Kinetic Spell

When you cast a spell that forces a target to make a Strength or Dexterity saving throw, you can spend 2 sorcery points to have the saving throw target the other ability score instead.

This ability only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Piercing Spell

When you cast a spell that deals damage, you can spend 2 sorcery points to pierce through your enemies defenses. When you do so, the spell ignores any resistance to one of its damage types for this casting. If a target is immune to this damage type, it is treated as if it had resistance instead.

Sculpted Spell Table

Starting Shape Cone Cube Cylinder Line Sphere
Cone length: 2/3(cone length) height: 2(cone length), radius: 1/2(cone length) thickness: 1/2(cone length), length: 3(cone length) radius: 2/3(cone length)
Cube length: 3/2(cube length) height: 2(cube length), radius: 1/2(cube length) thickness: 1/2(cube length), length: 4(cube length) radius: 2/3(cube length)
Cylinder length: height + radius length: 2/3(height+radius) thickness: 1/2(height) length: (radius*height) radius: 1/2(height+radius)
Line length: 1/2(thickness+length) length: 1/3(thickness+length) height:1/2(length) radius: 2(thickness) radius: 1/6(length) (5 ft minimum)
Sphere length: 3/2(radius) length: 3/2(radius) height: 2(radius) radius: 2/3 (radius) thickness: 1/2(radius) length: 4(radius)

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.

Resolute Spell

When you cast a spell that forces a target to make a Wisdom or Constitution saving throw, you can spend 2 sorcery points to have the saving throw target the other ability score instead.

This ability only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Sculpted Spell

When you cast a spell with a range that affects an area, you can expend 2 sorcery points to change the area's shape. Consult the Sculpted Spell Table for how the shape dimensions change.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 1 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.

Shared Spell

Prerequisite: 10th level Sorcerer

When you cast a spell with a range of self, you can expend sorcery points equal to 1 + the level of the spell slot used to instead cast the spell with a range of touch. Using this spell on a cantrip costs 2 sorcery points.

Subtle Spell

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

Translocated Spell

When you cast a spell that has a point of origin, you can spend 3 sorcery points to mark it as a translocated spell. As an action on subsequent turns you can change the location of its origin by up to 30 feet. For every consecutive translocation you must expend 1 more sorcery point.

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, doesn't have an area of effect parenthetical 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.

Unerring Spell

When you cast a spell that requires an attack roll or a dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half and three-quarters cover.

Ability Score Improvement

4th-level Sorcerer feature

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, you can increase two ability scores of your choice by 1, or you can take a feat. As normal, you can’t increase an ability score above 20 using this feature.

Sorcerous Restoration

10th-level Sorcerer feature

You regain expended sorcery points up to your Charisma modifier whenever you finish a short rest.

Starting at 20th level, you regain all expended sorcery points whenever you finish a short rest, and after you roll initiative, if you start your turn with 10 or fewer sorcery points, you regain 1 expended sorcery point.

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

1st-level Aberrant Mind feature

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.

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

1st-level Aberrant Mind feature

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 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 Metamagic

3rd-level Aberrant Mind feature

You learn the Subtle Spell metamagic, and it doesn't count against the number of metamagic options you know.

Psionic Sorcery

6th-level Aberrant Mind feature

When you cast any spell of 1st level or higher from your Psionic 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 requires no verbal or somatic components.

Psychic Defenses

6th-level Aberrant Mind feature

You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

14th-level Aberrant Mind feature

You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 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

18th-level Aberrant Mind feature

You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 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.

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

1st-level Clockwork Soul feature

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 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.

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.

Restore Balance

1st-level Clockwork Soul feature

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 sorcerer proficiency bonus, and you regain all expended uses when you finish a long rest.

Clockwork Metamagic

3rd-level Clockwork Soul feature

You learn the Unerring Spell metamagic, and it doesn't count against the number of metamagic options you know.

Bastion of Law

6th-level Clockwork Soul feature

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can 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 number of d8s equal to half your sorcerer level, rounded down. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend sorcery points to use it again. If you expend sorcery points, the number of d8s of your ward instead equals the number of sorcery points expended.

Trance of Order

14th-level Clockwork Soul feature

You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can reroll the d20 if you get less than a 6 on the roll. You must take the new roll.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

18th-level Clockwork Soul feature

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

  • The spirits restore up to 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 7 sorcery points to use it again.

Divine Soul Spells
Sorcerer Level All Alignments Good Evil Law Chaos Neutrality
1st detect evil and good cure wounds inflict wounds bless bane protection from evil and good
3rd spiritual weapon aid blindness/deafness lesser restoration zone of truth calm emotions
5th spirit guardians revivify bestow curse beacon of hope aura of vitality dispel magic
7th guardian of faith aura of life death ward banishment freedom of movement divination
9th hallow greater restoration raise dead geas holy weapon legend lore

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 Magic

1st-level Divine Soul feature

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, 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.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn additional spells based on that affinity, as shown in the table above. They are sorcerer spells for you, but don'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 from the cleric spell list.

Favored by the Gods

1st-level Divine Soul feature

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.

Divine Metamagic

3rd-level Divine Soul feature

You learn the Shared Spell metamagic, and it doesn't count against the number of metamagic options you know.

Empowered Healing

6th-level Divine Soul feature

The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can use your reaction to reroll any number of those dice once, provided you aren't incapacitated. You can also choose to expend 1 sorcery point as part of this reaction to add your Charisma modifier to the amount healed.

Angelic Form

14th-level Divine Soul feature

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

18th-level Divine Soul feature

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 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

1st-level Draconic Bloodline feature

You choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain with this sorcerous origin.

Draconic Ancestry

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

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

Draconic Resilience

1st-level Draconic Bloodline feature

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. 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.

Finally, you gain resistance to the damage type associated with your draconic ancestry.

Ancestral Draconic Magic

1st-level Draconic Bloodline feature

As you gain power and experience, you can access the magic of your draconic ancestors. Choose two spells from any spell list that deal the damage type associated with your draconic ancestor. You know these spells, they become sorcerer spells for you, and they doesn't count against your spells known. You can replace one of the spells you know in this way when you gain a level in this class with another spell that fits the same criteria.

You gain more spells this way as you gain levels in this class, to a total of four spells at 3rd level, six spells at 5th level, eight spells at 7th level, and ten spells at 9th level.

Draconic Metamagic

3rd-level Draconic Bloodline feature

You learn the Transmuted Spell metamagic, and it doesn't count against the number of metamagic options you know.

Elemental Affinity

6th-level Draconic Bloodline feature

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.

If you cast a spell that deals acid, lightning, fire, poison or cold damage that is not associated with your draconic ancestry, you may change the damage type to match your draconic ancestry. If you do so, you do not add your Charisma modifier to a damage roll.

Dragon Wings

14th-level Draconic Bloodline feature

You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to double 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

18th-level Draconic Bloodline feature

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 dismiss this ability as a bonus action, 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 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

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.

Shadowy Magic

1st-level Shadow feature

You learn additional spells when you reach certain levels in this class, as shown on the Shadow 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.

Shadow Spells

Sorcerer Level Spells
1st false life, witch bolt
3rd darkness, invisibility
5th fear, summon shadowspawn
7th greater invisibility, shadow of moil
9th enervation, negative energy flood

Eyes of the Dark

1st-level Shadow feature

You have darkvision with a range of 120 feet.

When you reach 3rd level in this class, when you cast the darkness spell, you can see through the darkness created by the spell.

Strength of the Grave

1st-level Shadow feature

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.

Shadow Magic Metamagic

3rd-level Shadow feature

You learn the Enlarged Spell metamagic, and it doesn't count against the number of metamagic options you know.

Strength from Darkness

6th-level Shadow feature

Your natural connection with shadow and darkness allows you draw power from those places where light doesn't touch. Whenever you cast a spell of 1st level or higher within magical or non-magical darkness, you gain 1 sorcery point. While in magical or non-magical darkness, your necromancy spells that have attack rolls deal an extra 1d8 necrotic damage and any spell that requires a saving throw has a spell save DC that is 2 higher than normal. At 11th level the extra damage increases to 2d8, and at 17th level the damage increases to 3d8.

Hound of Ill Omen

6th-level Shadow feature

You gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can 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 gains a level of 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.

Once you summon the hound, you can't do so again until you finish a long rest, unless you expend 3 sorcery points to do so again.

Shadow Walk

14th-level Shadow feature

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

Umbral Form

18th-level Shadow feature

You can use 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 transform in this way, you can't do so again until you finish a short or long rest.

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

1st-level Storm feature

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.

Additionally, 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.

Storm Spell List

Spell Level Spells
Cantrip booming blade, gust, lightning lure, ray of frost, shape water, thunderclap
1 fog cloud, thunder punch, thunderwave, witch bolt
2 gust of wind, hurricane slash, levitate, shatter, misty step
3 tidal wave, gaseous form, lightning bolt, sleet storm, thunder step, wall of water, water breathing
4 ice storm, control water, oceanic slam, storm sphere, watery sphere
5 cone of cold, control winds, storm's eye, tornado
6 chain lightning, investiture of wind, wind walk
7 whirlwind
8 control weather, tsunami
9 aurora occidens, storm of vengeance

Tempestuous Magic

1st-level Storm feature

Your affinity with the storm allows you access to and unique control over spells that command lightning, wind, and water.

At 1st level, choose two 1st level spells on the Storm Spell List. You know these spells, and they don't count against your Spells Known. At 3rd level, do the same with two 2nd level spells, at 5th level, do so with two 3rd level spells, at 7th level, do so with two 4th level spells, and at 9th level, do so with two 5th level spells. When you gain a level in this class, you can choose to change one spell you know in this way for another spell of the same level on the Storm Spell List.

As a bonus action on your turn, you can spend 1 sorcery point to temporarily replace 1 of your spells known with any spell on the Storm Spell List of a level that you can cast through your sorcerer levels. You can alternatively choose to replace one of your cantrips known with a cantrip on the Storm Spell List. This spell change lasts until the end of your next long rest, at which time it reverts to the previous spell or cantrip known.

Whenever you use a Metamagic feature on one of the spells listed on the Storm Spell List, you may choose one of the following benefits to gain in addition to the Metamagic's regular benefits:

  • If the spell used a spell slot, you regain a number of sorcery points equal to half the spell's level, rounded down.
  • Choose a creature within 10 feet of either you, the center of the spell, or the target of the spell, whichever is applicable. That creature takes thunder damage equal to your sorcerer level.
  • If you used Twinned Spell, you may also choose to target a third creature
  • If you used Empowered Spell, you may also add your Charisma modifier to the damage of the spell.
  • If you used Heightened Spell, you may also increase the spell save DC of the spell by 1.
  • If you used Quickened Spell, you may expend an additional 2 sorcery points to be able to cast another leveled spell that you know and that is on the Storm Spell List as an action on your turn.
  • If the spell requires concentration, you may expend sorcery points equal to the level of the spell to cement your focus. Damage can no longer break your concentration on this spell.

Storm Metamagic

3rd-level Storm feature

You learn the Twinned Spell metamagic, and it doesn't count against the number of metamagic options you know.

Heart of the Storm

6th-level Storm feature

At 6th level, you gain resistance to lightning and thunder damage. In addition, the air around you fizzles with small jolts of lightning that help frustrate attempts to strike you. Your AC increases by 1.

Storm Guide

6th-level Storm feature

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.

Storm's Fury

14th-level Storm feature

When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage is equal to 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 Soul

18th-level Storm feature

You gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can choose a number of creatures within 30 feet of you equal to 2 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. You can't use this feature again until you finish a short or long rest.

Wild Magic

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

Chaos Spells

1st-level Wild Magic feature

You learn additional spells when you reach certain levels in this class, as shown on the Chaos 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.

Sorcerer Level Spells
1st color spray, chaos bolt
3rd crown of madness, enlarge/reduce
5th blink, hypnotic pattern
7th confusion, polymorph
9th animate objects, creation

Wild Magic Surge

1st-level Wild Magic feature

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. After you cast a sorcerer spell of 1st level or higher, roll a d6. If you roll a 4 or higher, roll on the Wild Magic Surge Table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Once you release the surge, the chance of releasing another surge is reduced. Now you consult the Wild Magic Surge table on a roll or 5 or higher. If you produce another surge, afterwards, consult the Wild Magic table only if you roll a 6.

Once you complete a long rest, the chance of producing a wild magic surge is reset to 4 or higher.

Tides of Chaos

1st-level Wild Magic feature

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, roll a d6. If your roll is not 4 or higher you must finish a short or long rest before you can use this feature again.

Wild Magic Metamagic

3rd-level Wild Magic feature

You learn the Empowered Spell metamagic, and it doesn't count against the number of metamagic options you know.

Bend Luck

6th-level Wild Magic feature

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 1d12 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

14th-level Wild Magic feature

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

18th-level Wild Magic feature

The harmful energy of your spells becomes unstable. When you roll damage for a spell and it triggers a wild magic effect, roll the damage dice again and add to the original result.

For example, a Wild Magic Sorcerer of 18th level casts fireball. They roll 25 for damage. They then roll to see if a wild magic surge happens and they roll a 6 and a wild magic effect occurs. In addition to the wild magic effect, they roll the damage dice again and roll a 28. Added to the original result the fireball now inflicts 53 points of damage in addition to the wild magic surge effect.

Once a number of spells have benefited from Spell Bombardment equal to your Charisma modifier, no additional spells are enhanced this way until you complete a long rest.

Sorcerer Spell List

Notes:

This is the list of spells available to sorcerers when they choose which spells they know. (UA) refers to unearthed arcana, and (HB) refers to homebrew spells. Spells with an asterisk indicate they have been modified. Spell changes are found here.

Cantrips (0 Level)
  • Acid Splash*
  • Arcing ArrowHB
  • Blade Ward*
  • Booming Blade*
  • Control Flames*
  • Create Bonfire
  • Crimson SplatterHB
  • Dancing Lights*
  • Fetid NailHB
  • Fire Bolt
  • Friends*
  • Frostbite
  • GloomHB
  • Green-Flame Blade*
  • Gust*
  • Illusory FeintHB
  • Infestation*
  • Light*
  • Lightning Lure*
  • Mage Hand*
  • Mage WardHB
  • Mending*
  • Message*
  • Mind Sliver
  • Minor Illusion*
  • Mold Earth*
  • Poison Spray*
  • Prestidigitation*
  • Prismatic BoltHB
  • Produce Flame*
  • Ray of Frost
  • Rime StrikeHB
  • Shape Water*
  • Shocking Grasp
  • Speak TrueHB
  • Spell-Shattering StrikeHB
  • Spectral Hand*
  • Sword Burst*
  • Thunderclap*
  • True Strike*
  • Warden's RebukeHB
1st Level
  • Absorb Elements
  • Acid StreamUA
  • Blood SpearHB
  • Burning Hands*
  • Catapult
  • Chaos Bolt*
  • Charm*
  • Chromatic Orb*
  • Color Spray*
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Distort Value
  • DrainHB
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud*
  • Frost Fingers*
  • Grease*
  • Ice Knife
  • Id Insinuation*
  • Jump*
  • Mage Armor
  • Magic Missile*
  • Oscillating ChronologyHB
  • Ray of Sickness*
  • Shield*
  • Silent Image
  • Sleep
  • Sudden AwakeningUA
  • Thunder PunchHB
  • Thunderwave
  • Witch Bolt*
2nd Level
  • Aganazzar's Scorcher
  • Alter Self*
  • Aura of ShadeHB
  • Blindness/Deafness
  • Blood RainHB
  • Blur*
  • Clinging ShadowsHB
  • Cloud of Daggers
  • Corpse LanceHB
  • Crown of Madness*
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Flame Blade*
  • Flaming Sphere
  • Fortuity ConfluxHB
  • GeyserHB
  • Gust of Wind
  • Hold*
  • Hurricane SlashHB
  • Invisibility
  • Kinetic Jaunt
  • Knock
  • Levitate
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Mental BarrierUA
  • Mind Spike
  • Mirror Image
  • Misty Step*
  • Nathair's Mischief
  • Pillar of BoneHB
  • Phantasmal Force*
  • Pyrotechnics
  • Rime's Binding Ice
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Silvery Barbs*
  • Skywrite
  • Snilloc's Snowball Swarm
  • Polyphemus's MightHB
  • Spell FluxHB
  • Spider Climb
  • Storming GaleHB
  • Suggestion
  • Tasha's Mind Whip
  • Thought ShieldUA
  • Vortex Warp
  • Warding Wind
  • Web*
  • Wither and Bloom*
3rd Level
  • Aether LanceHB
  • Ashardalon's Stride
  • BitterfrostHB
  • Blink
  • Catnap*
  • Clairvoyance
  • Clutch of NyogthaHB
  • Counterspell
  • Crypt SwarmHB
  • Daylight*
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear*
  • Fireball
  • Flame Arrows*
  • Fly
  • Funeral PyreHB
  • Gaseous Form*
  • GlitterdustHB
  • Haste
  • Hypnotic Pattern*
  • Incite Greed
  • Lightning Bolt
  • Mage BarrierHB
  • Major Image
  • Melf's Minute Meteors
  • Pleonexia's Panoply of PersonasHB
  • Protection from Energy*
  • Rigur's Ice SkatesHB
  • Seer of the WindowHB
  • Sleet Storm
  • Slow*
  • Stinking Cloud
  • Through the Fire and FlamesHB
  • Thunder PulseHB
  • Thunder Step
  • Tongues
  • Vampiric Touch*
  • Vortex BlastHB
  • Wall of Water*
  • Water Breathing
  • Water Walk
4th Level
  • Abeyed DischargeHB
  • Aero BarrageHB
  • Arcane EruptionUA
  • Ashen PackHB
  • AvalancheHB
  • Banishment
  • Blight*
  • Chaos WeaponHB
  • Confusion*
  • Corrosive PoolHB
  • Deafening DarknessHB
  • Dimension Door
  • Dominate*
  • Echoing LanceHB
  • Fire Shield
  • Force BladeHB
  • Greater Invisibility
  • Ice SpikeHB
  • Ice Storm
  • Iron MaidenHB
  • Liquid GoldHB
  • Matilda's Minor GatewayHB
  • Oceanic SlamHB
  • Polymorph
  • Raulothim's Psychic LanceUA
  • Sickening Radiance
  • Spatial AnchorHB
  • SpellcrushHB
  • Snap FreezeHB
  • Stoneskin*
  • Storm Sphere
5th Level
  • Animate Objects*
  • Arcane RedirectionHB
  • Aspect of the PheonixHB
  • Bigby's Hand
  • Blink of GravityHB
  • Bloodstone PathHB
  • Chaos WaveHB
  • Cloudkill*
  • Cone of Cold
  • Control Winds
  • Creation*
  • Crescent BladeHB
  • Enervation
  • FissureHB
  • GiantizeHB
  • Immolation
  • Insect Plague*
  • Seeming
  • Skill Empowerment
  • Smoky ShapesHB
  • Sonic ShriekHB
  • Storm of CrowsHB
  • Summon Draconic Spirit
  • Synaptic Static*
  • Telekinesis
  • Teleportation Circle
  • TornadoHB
  • True Absorb ElementsHB
  • True ShieldHB
  • Twist This FateHB
  • Wall of Light
  • Wall of Stone*
6th Level
  • Arcane Gate*
  • BloodseizeHB
  • Creeping DarknessHB
  • Chain Lightning
  • Circle of Death*
  • Disintegrate
  • Eyebite
  • Fizban's Platinum ShieldUA
  • Flesh to Stone
  • GhostwalkHB
  • Globe of Invulnerability
  • HellscreamHB
  • Icy TombHB
  • Investiture of EmptinessHB
  • Investiture of DustHB
  • Investiture of Flame*
  • Investiture of Ice*
  • Investiture of IgnitionHB
  • Investiture of MagmaHB
  • Investiture of MirageHB
  • Investiture of MistHB
  • Investiture of SteelHB
  • Investiture of Stone*
  • Investiture of TimeHB
  • Investiture of VoltageHB
  • Investiture of Wind*
  • Mass Suggestion
  • Mental Prison
  • Move Earth*
  • Otiluke's Freezing Sphere*
  • Polygon DustHB
  • Psychic CrushUA
  • Scatter
  • Scorchline ArtifactHB
  • Sunbeam*
  • Syletza's Fiendish FormHB
  • Syletza's Angelic FormHB
  • Tasha's Otherworldly Guise
  • Temporal WitnessHB
  • True Seeing
7th Level
  • Chaos ReleaseHB
  • ConfluenceHB
  • Crown of Stars
  • Delayed Blast Fireball*
  • Draconic Transformation
  • Dream of the Blue Veil
  • Drifting GlaciersHB
  • Etherealness
  • Finger of Death
  • Fire Storm*
  • Flower MoonHB
  • Mob MentalityHB
  • Plane Shift
  • Power Word Pain*
  • Prismatic Spray*
  • Reverse Gravity
  • Sensory DeprivationHB
  • Teleport
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting*
  • Aurethia's Death BlizzardHB
  • Demiplane*
  • Discern LocationHB
  • Earthquake*
  • Incendiary Cloud*
  • Maximize/MinimizeHB
  • Power Word Stun*
  • Sanctum of MagicHB
  • Sunburst*
9th Level
  • All Time LowHB
  • Aurora OccidensHB
  • Gate*
  • Mass Polymorph
  • Meteor Swarm
  • NovaHB
  • Orb of ChaosHB
  • Power Word Kill*
  • Psychic Scream
  • Sphere of AnnihilationHB
  • Time Stop*
  • Wish
Inspiration Credit

Magical Blood and Eschew Materials taken from TM's Sorcerer Variant found here. Various metamagic options taken from Laserllama's Alternate Sorcerer found here.

Art Credits

Art (Cover): u/anermik: Brom, The Young Mage-in-Training (Link)
Art (Page 2): Magic the Gathering - Wizards of the Coast: Dreadbringer Lampads (Link)
Art (Page 4): pusiaty: Just Summoning Some Magic Snakes (Link)
Art (Page 5): Gaspar Satorres: Digital painting practice (Link)
Art (Page 6): liiga: Sneak Assault (Link)
Art (Page 7): kieranyanner: Fireball (Link)
Art (Page 9): KILART (choe, heonhwa): Sorcerer (Link)
Art (Page 10): Falkras: Aberrant Mind (Link)
Art (Page 11): Ambli: Clockwork Soul Sorcerer (Link)
Art (Page 12): James Firnhaber: The Clock Spinner (Link)
Art (Page 13): u/Madmanartist: Aasimar - Isaac, the Divine Soul Sorcerer of Pelor (Link)
Art (Page 14): jacknguyenart: Divine Soul Sorcerer COMMISSION (Link)
Art (Page 15): Bianca-Maria Balan: High-elf sorcerer (Link)
Art (Page 16): u/Einundswanzig: Ondine Tidecaller, draconic bloodline sorcerer (Link)
Art (Page 17): Carson Lowmiller: Tabaxi Shadow Sorcerer and Hound of Ill Omen (Link)
Art (Page 18): Anna Steinbauer: Electrokinesis (Link)
Art (Page 19): Nik-Moskvin: High Voltage (Link)
Art (Page 20): @DovahButtocks: Istishia, god of the Elemental Plane of Water (Link)
Art (Page 21): Ryan Ree: Counterspell (Link)
Art (Page 22): Tony Foti: DnD - Debris Spray (Link)
Page Stains: /u/flamableconcrete

25
 

This document was lovingly created using GM Binder.


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