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## The Sorcerer Revised
##### The Sorcerer Spell Slots per Spell Level | Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th| 8th | 9th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | — | Spellcasting, Sorcerous Origin | 3 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | 4 | Font of Magic | 3 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | 5 | Metamagic | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | 6 | Ability Score Improvement, Sorcerous Versatility | 3 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | 8 | Magical Guidance, Metamagic | 4 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | 9 | Sorcerous Origin | 4 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | 10 | — | 4 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | 11 | Ability Score Improvement, Sorcerous Versatility | 4 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | 13| Metamagic | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | 14 | Sorcerous Origin | 5 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | 15 | — | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | 16 | Ability Score Improvement, Sorcerous Versatility | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | 18 | Metamagic | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | 19 | Sorcerous Origin | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | 20 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | 21 | Ability Score Improvement, Sorcerous Versatility | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | 23 | Metamagic | 7 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | 24 | Sorcerous Origin | 7 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | 25 | Ability Score Improvement, Sorcerous Versatility | 7 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | 26 | Sorcerer Supreme | 7 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | ##### Original Source: Player's Handbook
___ ## 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, Perception, Persuasion, Religion, Sleight of - Hand, Stealth, Survival ___ #### 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
### Spellcasting ___ - 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. ____ \pagebreakNum ##### Cantrips ___ - At 1st level, you know three 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. ____ ##### 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
___ ##### Spellcasting Arcane Focus ___ - Your own body emanates magic, becoming a living Arcane - Focus. You use an Arcane focus to cast all your spells, - regardless if the spell requires a material component. - You do not need a free hand to channel the magic within - you. ___ - In addition, spells that consume a Material component, - you can cast them without needing the component, - however it costs you your own blood. Expend Hit Dice, - rolling them individually, Multiply the result by 100. - If the result is higher than the Material component cost to - be consumed, you can cast it. If not, you may continue to - expend and roll hit dice in the same way until the total is - above the cost of the component. If you run out of hit - dice, you may still roll hit die, but it deals that much - damage to you instead, ignoring all resistances and - immunities to damage. ___ - If this damage would drop you below 0 hit points, or you - choose to stop rolling hit dice without the total being over - the correct amount, the spell fails to cast, wasting - any actions, bonus actions, or reactions, but not - expending the spell slot ___ #### Sorcery Origins ____ - Choose a sorcerous origin, which describes the source of - your innate magical power from the following list: - Abberant Mind, Clockwork Soul, Draconic Bloodline, - Divine Soul, Shadow Magic, Storm Sorcery, Wild Magic. - Your choice grants you features when you choose it at 1st - level and again at 6th, 10th, 14th, and 18th level. ___ #### Font of Magic ___ - At 2nd level, 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 4 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.
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 equal to the slot's level.
___
Creating Spell Slots
Spell Slot Level
Sorcery Points
1st
2
2nd
3
3rd
5
4th
6
5th
7
____ \pagebreakNum ____ #### 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 1 more at 5th, 9th, 13th - and 17th level. ____ - 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 does additional damage, additional healing, or additional number of projectiles/missiles at higher levels, you can spend sorcery points to cast the spell as if using a higher level spell slot. The cost depends on how many level higher you wish to cast the spell, and you must have access to spell slots of the new level for it to be successful. See "Creating Spell Slots" Spell Slot level to Sorcery points to determine the Sorcery point cost of this metamagic.
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.
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.
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). If the damage was done so from a critical hit, you may reroll twice as many dice as you normally could. 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.
Extended Spell:
When you cast a spell that has a duration of 1 minute or longer, when the spell end, you can spend 1 sorcery point to continue it duration, resetting the duration from that point to the duration it was when you cast it, to a maximum duration of 24 hours.
You can use Extended Spell even if you have already used a different Metamagic option during the casting of the spell. You may not use Extended Spell on a spell you have already extended with Extended 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.
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.
Maximize Spell:
When you cast a spell that rolls dice for damage, you may spend 1 + the level of spell slot used in sorcery points to have the spell do the maximum amount of damage on each die until the beginning of your next turn.
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. The new roll ignores all but total cover, if any.
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.
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.
___ ____ #### Ability Score Improvement ____ - 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, or you can increase two Ability Scores of your - choice by 1. As normal, you can’t increase an ability score - above 20 using this feature. ____ - Using the optional feats rule, you can forgo taking this - feature to take a feat of your choice instead. ___ #### Sorcerous Versatility ___ - When you reach a level in this class that grants the Ability - Score Improvement feature, you can do one of the - following, representing the magic within you flowing in - new ways:
Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.
___ #### Magical Guidance ___ - When you reach 5th 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 - spend 1 sorcery point to reroll the d20, and you must use - the new roll, potentially turning the failure into a success. ___ \pagebreakNum #### Sorcerer Supreme ___ - At 20th level, you gain the following benefits:
Metamagic options used on spells cast from 3rd level spell slots or lower cost 1 less sorcery point, to a minimum of 0.
You regain a number of sorcery points on a short rest equal to your Charisma Modifier + your Proficiency Bonus.
When you have an active spell on you, you may at the start of your turn choose to try to absorb the magic (no action required), ending the spell's effects. Make a Constitution Save equal to the spellcaster's spell save DC who cast the spell on you. If you succeed, you gain sorcery points equal to the spells level, and the spell no longer affects you. The original caster if they were concentrating on the spell is aware you are no longer affected. You can this feature once you have been successful per long rest.
You may cast any spell on your Sorcerer's Origin Spell list without using a spell slot. You cannot cast any spell on the Sorcerer's Origin Spell list more than once with this feature per long rest. You can use this feature a number of times per long rest equal to your proficiency bonus.
___ ## Sorcerer Origins ##### Sorcerer Origin Table | Sorcerer Origin | Original Source | |:---|:---:| | Aberrant Mind| Tasha's Cauldron of Everything | | Clockwork Soul | Tasha's Cauldron of Everything | | Draconic Bloodline | Player's Handbook| | Divine Soul | Xanathar's Guide to Everything | | Shadow Magic | Xanathar's Guide to Everything | | Storm Sorcery | Xanathar's Guide of Everything | | Wild Magic | Player's Handbook | ### 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. ___ -
Original Source:
Tasha's Cauldron of Everything
Aberrant Mind 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!
#### Origin Spells: Psionics ____ - Starting at 1st level, You know the Mind Sliver cantrip. and - you learn additional spells when you reach certain levels - in this class, as shown on the Origin 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. ___ ##### Origin Spells ___
Aberrant Mind's Origin Spells
Spell Level
Spells
1st
Arms of Hadar, Dissonant Whispers
2nd
Tasha's Mind Whip, Detect Thoughts
3rd
Hunger of Hadar, Sending
4th
Evard's Black Tenatcles, Summon Aberration
5th
Synaptic Static, 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 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. ___ \pagebreakNum #### Psionic Sorcery ___ - Beginning at 6th level, when you cast any spell of 1st level - or higher from your Origin 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, and it requires no material - components, unless they are consumed by the spell. #### Psychic Conduit ___ - At 6th level, you gain resistance to psychic and force - damage, and you have advantage on saving throws - against being charmed or frightened. ___ - In addition, you may add your Charisma modifier once - per turn to spells that deal psychic or force damage. #### Psychic Protection ___ - At 10th level, your Telepathic Speech and Psychic Conduit - abilities improves in the following ways: ___
You can form a telepathic connection with a number of creatures you can see within 60 feet of you equal to your proficiency bonus. They can telepathic speak with any other creature you have a Telepathic Speech connection, using you as the conduit.
The telepathic connection lasts a number of hours equal to half your sorcerer level.
You may as a bonus action on subsequent turns observe and perceive through the senses of one of creatures you currently have a telepathic connection with Telepathic Speech. Your own senses becomes dull and can't perceive things more than 5 feet of your body. You see and hear as if you were the connected creature, using their senses, or if you choose, imparting your senses onto the connected host.
Once per long rest, or if you expend a 3rd level spell slot or higher, you may as a reaction extend your Psychic Conduit resistances to everyone you current have a connection with Telepathic Speech until the end of your next turn. Creature protected in this way suffer no additional effects or take damage from any spells or abilities you create that deal psychic or force damage for the same duration.
#### Revelation in Flesh ___ - Beginning at 14th level, 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 ___ - At 18th level, 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 5d10 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. ___ -
Original Source:
Tasha's Cauldron of Everything ___
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.
___ #### Origin Spells: Clockwork Magic ___ - At 1st level, you know the Mending Cantrip, and 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. ____ - 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. ___ \pagebreakNum ##### Origin Spells ___
Clockwork Soul Origin Spells
Spell Level
Spells
1st
Alarm, Protection from Evil and Good
2nd
Aid, Lesser Restoration
3rd
Dispel Magic, Protection from Energy
4th
Freedom of Movement, Summon Construct
5th
Greater Restoration, Wall of Force
___ #### 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 an 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 number of d8s equal to the - number of sorcery points spent to create it. 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 ___ #### Clockwork Sorcery ___ - Beginning at 6th level, when you cast any spell of 1st level - or higher from your Origin 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. When - you cast a spell with a duration of 1 minute or longer - using sorcery points, you can extend the duration, - effectively doubling it, up to a maximum duration of 24 - hours. #### Trance of Order ___ - Starting at 10th 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 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 treat a roll of 9 - or lower on the d20 as a 10. ___ - 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. ___ #### Suspended Animation ___ - Starting at 14th level, when you activate your Trance of - Order feature, it is improves and other feature improve - in the following ways:
Whenenever you make an attack roll, an ability check, or a saving throw, the rolls cannot be made with disadavantage while in Trance of Order.
While in Trance of Order, your Restoring Balance feature does not expend uses if used in the normal way.
You can improve your Restoring Balance feature while affected by Trance of Order, if the creature you use Restoring Balance attempts to make the same roll again (an attack, ability check, or saving throw) before the start of your next turn, Restoring Balance prevents those rolls from being affected by advantage and disadvantage as well. This upgraded version of Restoring Balance expend uses of Restoring Balance as normal, but no action required. You can choose to expend the Restoring Balance use after seeing the creature attempt the additional rolls.
Each time a creature reduce damage taken with Bastion of Law while your Trance of Order is active, they can add half your sorcerer level to the damage reduced.
___ #### Clockwork Cavalcade ___ - At 18th level, 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. ### 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. ___ -
Original Source:
Player's Handbook ___ #### Draconic Ancestry ___ - At 1st level, you choose one type of dragon as your - ancestor. The damage type and abilities you get - associated with each dragon is used when you - gain the following features: ___ \pagebreakNum
Draconic Ancestry
Dragon
Type
Damage
Type
Breath
Weapon
Amethyst
Force
Self (5 ft Radius)
Black
Acid
Line (30 ft)
Blue
Lightning
Line (30 ft)
Brass
Fire
Cone (15 ft)
Bronze
Lightning
Cone (15 ft)
Copper
Acid
Cone (15 ft)
Crystal
Radiant
Self (5 ft Radius)
Emerald
Psychic
Self (5 ft Radius)
Gold
Fire
Cone (15 ft)
Green
Poison
Line (30 ft)
Red
Fire
Line (30 ft)
Sapphire
Thunder
Self (5 ft Radius)
Silver
Cold
Cone (15 ft)
Topaz
Necrotic
Self (5 ft Radius)
White
Cold
Line (30 ft)
___
Draconic Persona:
You can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Endurance:
Parts of your skin are covered by thin sheen of dragon-like scales. When you aren't wearing armor, your AC is 13 + your Dexterity Modifier. Additionally, you gain 1 hit point and hit point maximum for each sorcerer level you've obtained.
Draconic Breath:
You may, as a bonus action, exhale a magical energy in the shape associated with your Draconic Ancestry. Roll a number of d6s equal to half your Sorcerer level, rounded up and add the rolls together and each creature in the area must make a Dexterity Saving throw against a DC equal to 8 + your Charisma Modifier + your proficiency bonus, doing Draconic Ancestry damage type equal to the total on a failed save, and half as much damage on a successful one. You can use this Draconic Breath a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
____ #### Origin Spells: Draconic Magic ___ - At 1st level, you know the , and you learn additional spells - based on the Damage type of the Dragon Ancestry you - chose when you reach certain levels in this - class, as shown on the Origins Spells table. Each spell - counts as a sorcerer spell for you, but it doesn’t count - against the number of sorcerer spells you know. ____ - Whenever you gain a sorcerer level, you can replace one - spell you gained from this feature with another spell of - the same level. The new spell must be an abjuration or a - evocation spell from the sorcerer, warlock, or wizard - spell list. You may also pick from the druid. cleric, paladin - spell lists if the spell does the same damage as your - Dragon Ancestry. ___ \columnbreak
##### Acid Origin Spells | Sorcerer level | Origin Spells | |:---|:-----------| | 1st | Chromatic Orb, Tasha's Caustic Brew | | 3rd | Dragon's Breath, Melf's Acid Arrow | | 5th | Fear, Hunger of Hadar | | 7th | Elemental Bane Vitriolic Sphere | | 9th | Summon Draconic Spirit, Circle of Power |
##### Cold Origin Spells | Sorcerer level | Origin Spells | |:---|:-----------| | 1st | Chromatic Orb, Armor of Agathyst | | 3rd | Dragon's Breath, Rime's Binding Ice | | 5th | Sleet Storm, Fear | | 7th | Elemental Bane, Ice Storm | | 9th | Summon Draconic Spirit, Cone of Cold |
##### Fire Origin Spells | Sorcerer level | Origin Spells | |:---|:-----------| | 1st | Burning Hands, Hellish Rebuke | | 3rd | Dragon's Breath, Scorching Ray | | 5th | Fireball, Fear | | 7th | Elemental Bane, Wall of Fire | | 9th | Summon Draconic Spirit, Flame Strike|
##### Force Origin Spells | Sorcerer level | Origin Spells | |:---|:-----------| | 1st | Magic Missile, Shield| | 3rd | Spiritual Weapon, See Invisibility | | 5th | Fear, Pulse Wave| | 7th | Gravity Sinkhole, Freedom of Movement | | 9th | Summon Draconic Spirit, Steel Wind Strike |
\pagebreakNum
##### Lightning Origin Spells | Sorcerer level | Origin Spells | |:---|:-----------| | 1st | Witch Bolt, Chromatic Orb | | 3rd | Dragon's Breath, See Invisibility | | 5th | Lightning Bolt, Call Lightning | | 7th | Elemental Bane, Storm Sphere | | 9th | Summon Draconic Spirit, Circle of Power |
##### Necrotic Origin Spells | Sorcerer level | Origin Spells | |:---|:-----------| | 1st | Hex, Inflict Wounds | | 3rd | Wither and Bloom, See Invisibility| | 5th | Vampiric Touch, Bestow Curse | | 7th | Blight, Shadow of Moil | | 9th | Summon Draconic Spirit, Enervation |
##### Poison Origin Spells | Sorcerer level | Origin Spells | |:---|:-----------| | 1st | Arms of Hadar, Tasha's Caustic Brew | | 3rd | Dragon's Breath, See Invisibility | | 5th | Summon Undead, Stinking Cloud | | 7th | Elemental Bane, Death Ward | | 9th | Summon Draconic Spirit, Cloudkill |
##### Psychic Origin Spells | Sorcerer level | Origin Spells | |:---|:-----------| | 1st | Dissonant Whispers, Cause Fear| | 3rd | Tasha's Mind Whip, Phantasmal Force | | 5th | Hypnotic Pattern, Enemies Abound | | 7th | Confusion, Summon Aberration | | 9th | Summon Draconic Spirit, Synaptic Static|
##### Radiant Origin Spells | Sorcerer level | Origin Spells | |:---|:-----------| | 1st | Guiding Bolt, Shield of Faith | | 3rd | Moonbeam, See Invisibility | | 5th | Spirit Shroud, Spirit Guardians | | 7th | Sickening Radiance, Banishment | | 9th | Summon Draconic Spirit, Dawn |
____
##### Thunder Origin Spells | Sorcerer level | Origin Spells | |:---|:-----------| | 1st | Thunderwave, Chromatic Orb | | 3rd | Shatter, See Invisibility | | 5th | Thunderstep, Fear | | 7th | Elemental Bane, Freedom of Movement | | 9th | Summon Draconic Spirit, Destructive Wave |
___ - In addition, each Dragon Ancestry damage type learns a - different cantrip based on the damage type chosen: ___
| Damage Type | Cantrip Known | |:---:|:-----------:| | Fire | Fire bolt | | Cold | Ray of Frost | | Lightning | Lightning Lure | | Acid | Acid Splash | | Poison | Infestation | | Damage Type | Cantrip Known | |:---:|:-----------:| | Psychic | Mind Sliver | | Radiant | Word of Radiance | | Necrotic | Chilling Touch | | Force | Sword Burst | | Thunder | Thunderclap |
___ #### Elemental Affinity ___ - Starting at 6th level, you gain the following features:
You gain Resistance to the same damage as the Damage type Associated with your Dragon Ancestry choice.
When you deal damage associated with your Dragon Ancestry with a spell or ability, add your Charisma modifier to 1 damage rolls.
You learn to manipulate magic effects and the elements as you encounter them, gaining a general understanding of how they work and sometimes manipulate them. When you are within 30 feet of an effect or ability you did not create that does damage that is
not
Bludgeoning, Piercing, or Slashing, you can as a reaction transmute the damage type to match your own from your Dragon Ancestry. When you do so your resistance gained from Elemental Affinity becomes immunity until the start of your next turn. Once you use this feature you can't do so again until you complete a long rest, or until you expends a 1st level spell slot or higher.
#### Draonic Sorcery ___ - Beginning at 6th level, when you cast any spell of 1st level - or higher from your Origin 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. When - you cast a spell using sorcery points that deals a type of - damage from the following list, you can change that - damage type to one matching your Draconic Ancestry: - acid, cold, fire, lightning, poison, thunder, necrotic, - radiant, force, or psychic. ___ \pagebreakNum ___ #### Dragon Wings ___ - At 10th level, you gain the ability to sprout a pair of - dragon wings from your back, gaining a flying speed equal - to twice your current speed. You can create or dismiss - these wings as a bonus action on your turn. They last until - you dismissed. If you gain flying from some other means, - you gain the hover feature while both durations overlap. ___ - 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 Ascension ___ - At 14th level, your Draconic Ancestry has grown stronger - in the following ways: ___
Improved Draconic Endurance:
Your scales on your skin improve increasing your AC further while not wearing any armor, your AC is now 16 + Dexterity modifier.
Legendary Manefestation:
When you would fail a save, you may add your Charisma modifier, potentially making it a success. Once you use this part of this feature to create a successful save, you can't do so again until you complete a long rest.
Improved Draconic Breath:
Damage now are d8's instead of d6's. When you no longer have any uses of breath weapon available in combat, at the start of your turn, roll a d6. On a 6, you gain 1 use of your breath weapon. You can increase this die roll by 1 for each 2 sorcery points you spend (no action required). Your Breath Weapon's Ranges change to the following:
Self:
(10 ft radius)
Line:
(60 ft, 10 ft wide)
Cone
(30 ft)
Mastery of Elements:
When you would deal damage of your Draconic Ancestry's type, you may once per long rest, or if you use 3 sorcery points to do so again, (no action required) you can treat other creature's immunity to your Dragon Ancestry damage type as resistance, and ignore creature's resistance to your Dragon Ancestry damage type until beginning of your next turn.
#### Draconic Presence ___ - Beginning at 18th level, you can channel the dread - presence of your dragon ancestor, causing those around - you to become awestruck or frightened. As an action, you - can spend 5 sorcery points to draw on this power and - exude an aura of awe or fear (your choice) to a distance of - 60 feet. For 10 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. ____ ### 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. ___ -
Original Source:
Xanathar's Guide to Everything ___ #### Origin Spells: Divine Magic ___ - At 1st level, you know the Guidance Cantrip, and - you learn additional spells when you reach certain levels - in this class, as shown on the Divine Soul Spells table. - Each spell counts as a sorcerer spell for you, but it doesn’t - count against the number of sorcerer spells you know. ____ - Whenever you gain a sorcerer level, you can replace one - spell you gained from this feature with another spell of - the same level. The new spell must be an abjuration or a - evocation spell from the sorcerer, cleric and paladin - spell lists. ____ ##### Origin Spells ___
Clockwork Soul Origin Spells
Spell Level
Spells
1st
Healing Word, Shield of Faith
2nd
Aid, Lesser Restoration
3rd
Mass Healing word, Aura of Vitality
4th
Death Ward, Divination
5th
Summon Celestial, Mass Cure Wounds
#### Favored by the Gods ___ - Starting at 1st level, divine power guards your destiny. If - you fail a saving throw, fail an ability check, or miss with - an attack roll, you can roll 2d4 and add it to the total, - possibly changing the outcome. ___ - Once you use this feature, you can't use it again until you - finish a short or long rest. #### Empowered Healing ___ - Starting at 6th level, the divine energy coursing through - you can empower healing spells. Whenever you or an ally - within 10 feet of you rolls dice to determine the number - of hit points a spell restores, you can spend 1 sorcery - point to reroll any number of those dice once, provided - you aren't incapacitated. You can use this feature only - once per turn. ___ - Whenever you heal or use sorcery points to reroll - someone else's dice for healing, the recipient of the - healing also receives temporary hit points equal to your - sorcerer level + your Charisma Modifier. ___ \pagebreakNum #### Divine Soul Magic ___ - Beginning at 6th level, when you cast any spell of 1st level - or higher from your Origin 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. When - you cast a spell using sorcery points that rolls dice to do - damage or healing, you may reroll any number of those - dice, however you must use the new rolls. ___ #### Angelic Form ___ - Starting at 10th level, you can use a bonus action to - manifest a pair of spectral wings from your back. While - the wings are present, you have a flying speed of 30 feet - and have the hover feature. The wings last until you die, - or you dismiss them as a bonus action. ___ - The appearance of the spectral wings can either be Angel - wings, Bat wings, or Dragonfly Wings, your choice. ___ - While these wings are out, you have a bonus to your - Strength, Dexterity, Constitution and Death Saving - throws equal to your Charisma modifier. #### Divine Protection ___ - At 14th level, you are able to protect yourself and other - with divine energy. You may do 1 of the following:
You may as a reaction give an ally a bonus to a failed saving throw or a failed attack roll of 1d4.
You may as a reaction protect yourself from attacks until the start of your next turn, gaining a bonus to AC equal to your Charisma modifier.
___ - You may use the above feature a number of times equal - to your proficiency bonus per long rest, or spend 2 - sorcery points to do so again. ___ - In addition, your Favored by the Gods feature is more - available to you than ever. You may now spend 3 sorcery - points to use Favored by the Gods when you have no uses - left. #### Unearthly Recovery ___ - At 18th level, you gain the ability to overcome grievous - injuries. As a bonus action when you have fewer than half - of your hit points remaining, you can regain a number of - hit points equal to half your hit point maximum. ____ - Once you use this feature, you can’t use it again until you - finish a long rest or spend 9 sorcery points. - ### Shadow ___ - 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. ___ - At your option, you can pick from or roll on the Shadow - Sorcerer Quirks table to create a quirk for your character. ___ -
Original Source:
Xanathar's Guide to Everything ___
Shadow Sorcerer Quirks
d6
Quirks
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.
#### Origin Spells: Shadow Magic ___ - At 1st level, you know the Minor Illusion Cantrip, and you - learn additional spells when you reach certain levels in - this class, as shown on the Shadow Origin table. Each - spell 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 Necromancy or a - Illusion spell from the sorcerer, warlock, or wizard - spell list. It may also be any spells from any spell list that - creates an effect of Heavy or Light Obscurement or - Darkness. ___ - In addition your vision has grown accustom to magics you - cast that create darkness or heavy obscurement. You - gain darkvision of 90 feet, or your if you already have - darkvision, it improved by an additional 60 feet. You may - see through any spell you cast that creates darkness or - heavy obscurement out to a range equal to your - darkvision. ##### Origin Spells: Shadow ___
Shadow Origin Spells
Spell Level
Spells
1st
Hex, Inflict Wounds
2nd
Pass without a Trace, Darkness
3rd
Summon Undead, Vampiric Touch
4th
Blight, Shadow of Moil
5th
Negative Energy Flood, Seeming
#### 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 Charisma saving throw succeeds, you can't use - this feature again until you finish a long rest. ___ - In addition, when you are at 0 hit points, creature dying - near you help you to stabilize. If a creature is reduced to 0 - hit points while within 30 feet of you when you are at 0 hit - points, you may roll your next Death saving throw with ___ \pagebreakNum ____ - advantage. #### Hound of Ill Omen ___ - At 6th level, you gain the ability to call forth a howling - creature of darkness to harass your foes. As a bonus - action, you summon a hound of ill omen to target one - creature you can see within 120 feet of you. You may only - have 1 hound active at a time 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.
If the Hound is in dim light, darkness or lightly obscured, as a bonus action, the Hound may attempt to Hide. The Hound attacking does not reveal the location while in dim light or darkness if the target is also in darkness or dim light.
Hound has resistance to necrotic damage while in dim light or darkness.
___ - The hound appears in an unoccupied space of your choice - within 30 feet of the target. The Hound acts at the end of - your turn on your initiative. 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 - or sorcerer abilities you use. The hound disappears if it is - reduced to 0 hit points, if its target is reduced to 0 hit - points, or after 10 minutes. ___ - Once you use this feature, you can't use it again until you - finish a long rest, or spend 3 sorcery points. #### Shadow Sorcery ___ - Beginning at 6th level, when you cast any spell of 1st level - or higher from your Shadow Magic feature, you can cast it - by expending a spell slot as normal or by spending a - number of sorcery points equal to the spell's level. If you - cast a spell using sorcery points, the spell that has a - range of 5 feet or greater doubles the range of the spell. If - a spell that has a range of touch, the spell instead has a - range of 60 feet instead. Furthermore, if you cast a spell - that creates darkness or heavy obscurement, you may - designate a number of people you can see equal to your - proficiency bonus before casting the spell to be able to - ignore those specific aspects of the spell. #### Shadow Walk ___ - At 10th 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 that is also in dim light or darkness. - You may activate your Hound of Ill Omen with the same - Bonus Action you use to Shadow walk. ___ - Furthermore, you have uncanny senses, knowing where - Dim light and Darkness exists. Up to a range equal to your - darkvision, you know of areas that are dimly lit or dark, - even through total cover. You also no longer have - disadvantage on Investigation or Perception checks made - in dim light. ___ #### Darkness Consumes ___ - At 14th level, you are even better at delving creatures into - darkness. When you hit a creature with a spell, or make a - creature fail a saving throw with a spell, or your Hound of - Ill Omen successfully attacks a creature, the creature - must make a Constitution save equal to your Sorcerer - Spell Save DC. On a failed save, all the target creature's - vision senses except Blindsight or Tremoresense are - reduced to 5 ft until the end of their next turn. ___ - Furthermore, your Hound of Ill Omen Statistic improve in - the following ways.
The Hound appears with a number of temporary hit points equal to your sorcerer level, instead of half your sorcerer level.
The Hound gains a bonus to hit and damage equal to your Proficiency Bonus.
The Hound's AC improves by an amount equal to your Charisma modifier.
The Hound may make 2 bite attacks with it's Attack action, the creature's Bite Strength save DC may use your Sorcerer Spell save DC instead of it's own, whichever is higher.
The Hound no longer disappears after it's target has been reduced to 0 hit points, you instead at the time the target creature dies, designate a new creature for the Hound of Ill Omen to continue stalking for the rest of it's duration or until the Hound is reduced to 0 hit points. If no other creature is available to target, the Hound teleports and stays within 5 ft of the Sorcerer, and may be designated towards a new target as a bonus action on a future turn within the original uses duration.
#### Umbral Form ___ - Starting at 18th level, you can spend 6 sorcery points 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. ___ - In addition, while in your Umbral form, your Hound of Ill - Omen gains the same resistances as you, and gains a - boost to it's hit point maximum equal to twice your - Sorcerer's Level. You may activate your Shadow Walk - feature with the same Bonus action you activate your - Umbral form. ___ - You remain in this form for 10 minutes. It ends early if you - are incapacitated, if you die, or if you dismiss it as a bonus - action. ___ \pagebreakNum ### Storm Sorcerer ___ - 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. ___ -
Original Sources:
Sword Coast Adventurer's Guide, - Xanathar's Guide to Everything ___ #### Origin Spells: Storm Magic ___ - At 1st level, you know the Ray of Frost Cantrip, and you - learn additional spells when you reach certain levels in - this class, as shown on the Storm Origin table. Each - spell counts as a sorcerer spell for you, but it doesn’t - count against the number of sorcerer spells you know. ___ - Whenever you gain a sorcerer level, you can replace one - spell you gained from this feature with another spell of - the same level. The new spell must be a Evocation or a - Conjuration spell from the druid, sorcerer, warlock, or - wizard spell list. ___ ##### Origin Spells: Storm ___
Storm Origin Spells
Spell Level
Spells
1st
Absorb Elements, Fog Cloud
2nd
Misty Step, Snilloc's Snowball Swarm
3rd
Call Lightning, Thunderstep
4th
Storm Sphere, Control Water
5th
Destructive Wave, Control Winds
#### Heart of the Storm ___ - Starting at 1st level, Immediately before or after you cast - a spell of 1st level or higher, you may gain one of the - following benefits:
A Small storm brews above you. You or the target of your spell (your choice) instantly disappear and reappear with a flash of lightning in an unoccupied location of your choice within 10 feet of the previous location, and your movement doesn't provoke Opportunity Attacks until the end of your turn. If you spend a Bonus action, you or the target of your spell (your choice) instead instantly disappear and reappear with a flash of lightning in an unoccupied location of your choice within 30 feet of the previous location, and your movement doesn't provoke Opportunity Attacks until the end of your turn. You do not need line of sight to the spot, although the new location can't be completely closed off from you.
Frost begins to gather around you, causing melee attacks against you to do cold damage equal to your sorcerer level until the end of your next turn. If you also spend a Bonus action, you also cause 15 feet radius around you, or the target of the spell (your choice) to become difficult terrain, becoming frosty, slippery or wet, and muddy until the end of your next turn.
Thunderous crack develops. You cause a Large creature or smaller within 5 ft of you or the target of the spell (your choice) to be knocked back 5 ft. If you also spend a bonus action, you cause a Large creatures or smaller to be knocked back 15 additional feet, and take your sorcerer level in Thunder damage.
Lightning builds a charge, releasing as you cast your spell. A Creature of your choice within 10 feet of you or the target of your spell (your choice) take Lightning damage equal to your Sorcerer level. If you also use your Bonus action, You cause the Lightning to Arc, affecting multiple creatures. The Lightning leaps from the initial target to a 2nd target, which must be within 10 feet of the first, and takes half your sorcerer level in damage.
Tornadoes begin to build in the area. Range weapon attacks against you and targets within 10 feet of you are made at disadvantage. Ranged weapon attacks made while within 10 feet of you cannot benefit from advantage. If you also use your Bonus action, you may also focus on any one of those tornadoes, and have it attempt a grapple check against a creature that is Huge or smaller within 30 feet of you. The creature makes a Strength Saving Throw or is restrained by the Tornado until the beginning of your next turn. You may move the Tornado up to 30 feet in any direction once per turn.
If you are near a body of water, you may choose this option. A Whirlpool begins to form on the surface of the water, reducing the speed of any creature or vessel by 10 feet and the make a Strength Saving throw or be pulled 10 feet closer to the center of the Whirlpool. If you also spend a bonus action, the Strength Saving throw is done so at disadvantage, the creature or vessels take Bludgeoning damage equal to your Sorcerer level.
#### Endure Elements ___ - Starting at 6th level, When you are exposed to either - Lightning, Cold or Thunder damage, you can harness that - energy and endure those elements. As a reaction to - taking Lightning, Thunder or Cold damage, you can gain - resistance to that damage type for 1 minute. During this 1 - minute duration, you may use a reaction to become - immune to subsequent damage of that same damage - type. You can only have 1 of these damage resistances - active at once. ___ \pagebreakNum ___ - During the 1 minute duration, you channel the power you - have taken. Damaging spells or abilities the sorcerer use - does additional damage of the same type you currently - have resistance to equal to the Sorcerer's Charisma - modifier once per turn. The next turn that the sorcerer - used their reaction to become immune instead of - resistance, increase this additional damage by a value - equal to the sorcerer's proficiency bonus. ___ - You can use this feature to create the 1 minute resistance - to a damage type equal to your proficiency bonus per - long rest, or if you spend 3 sorcery points to do so again. - You can use the immunity as many times as you have - reactions to use it for. ___ #### Storm Sorcery ___ - Beginning at 6th level, when you cast any spell of 1st level - or higher from your Origin 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. When - you cast a spell that does damage using sorcery points, - you can treat the spell as if it was cast at a higher level. - This additional higher level can be up to half your - proficiency bonus (rounded up) higher. ___ #### Wind Soul ___ - At 10th level, you gain a magical flying speed with the - hover feature of 60 feet. As a Bonus action, you can - reduce your flying speed to 30 feet for 1 hour and choose - a number of creatures within 60 feet of you equal to your - proficiency bonus. The chosen creatures gain a magical - flying speed of 30 feet with the hover feature for 1 hour. - You can reduce your flying speed in this way, a number of - times equal to half your proficiency bonus times per long - rest, or if you spend 5 sorcery points to do so again. ___ - In addition, Options you have under your Heart of the - Storm feature, where it can be you or the target of the - spell, can now affect both, if you choose. ___ #### Storm's Fury ___ - At 14th level, you can now perform two different options - on your Heart of the Storm feature each time you cast a - spell of 1st level or higher. Or you can choose one of the - following options:
When you deal Lightning damage to any creature, those creatures must make a Constitution Saving throw or be Incapacitated until the end of their next turn.
When you deal Cold damage to any creature, those creatures must make a Dexterity Saving throw or have their movement speed reduced to 0 until the end of their next turn.
When you deal Thunder damage to any creature, those creatures are deafened, and must make a Wisdom Saving throw, or become Frightened until the end of their next turn.
___ #### Storm Lord ___ - At 18th level, add the spell Control Weather to your - known Sorcerer spells and you may cast this spell without - using a spell slot once per long rest. This doesn't count - against the number of sorcerer spells known. - Furthermore, when you cast Control Weather, you may - cast it with the following changes.
The Casting time is 1 action.
The Duration is 1 hour, and doesn't require concentration.
You can, as a bonus action, change precipitation, temperature, or wind. It takes 1d4 rounds for the new conditions to take effect. Once the effect takes place, you may spend another bonus action to make an additional change.
You can change the stage condition up or down by 2 each time you make the change.
You may designate yourself and a number of other creature equal to your proficiency bonus to not be affected by the changing weather conditions, as if they weren't present at all.
___ - In addition, add the spell Storm of Vengeance to your - known Sorcerer spells and you may cast this spell without - using a spell slot once per long rest. This doesn't count - against the number of sorcerer spells known. ___ - If you also have your Storm Lord Control Weather spell - active at the same time, you and up to a number of - creatures equal to your proficiency bonus, may ignore the - effects of Storm of Vengeance, as if they weren't present. - In addition, if you currently have Control Weather active, - each round of effects for Storm of Vengeance, add your - sorcerer level to the damage roll of each instance of - that effect. ___ ### Wild Magic ___ - 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. ___ -
Special note:
the majority of these changes were done so - first by Treantmonk, and I have only slightly tweaked, - added features to them. ___ -
Original Source:
Player's Handbook #### Origin Spells: Wild Magic ___ - At 1st level, you know the Infestation Cantrip, and you - learn additional spells when you reach certain levels in - this class, as shown on the Wild Origin table. Each - spell 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 on the warlock, - sorcerer, or wizard spell lists. ___ \pagebreakNum ##### Origin Spells: Wild ___
Wild Origin Spells
Spell Level
Spells
1st
Silvery Barbs, Chaos Bolt
2nd
Mirror Image, Nathair's Mischief
3rd
Blink, Enemies abound
4th
Confusion, Polymorph
5th
Animate Objects, Mislead
___ #### Wild Magic Surge ___ - 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. ___ - In addition, you can manipulate the forces of chance and - tides of 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 a 4 or higher, you must finish a short or long - rest before you can gain advantage in this way again. ___ #### 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 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. #### Wild Sorcery ___ - Beginning at 6th level, when you cast any spell of 1st level - or higher from your Origin 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. ___ - When you cast a spell using sorcery points, roll a d6, if the - result is 4 or higher, refund half (rounded up) the sorcery - points spent to cast the spell. Once you successfully - refund sorcery points with this feature, it becomes harder - the next time. Now refund half the sorcery points spent to - cast the spell on a 5 or higher. If you are successful again, - you now must roll a 6 or higher to refund half the sorcery - points spent to cast the spell, and stay at 6 until you finish - a long rest. Once you complete a long rest, this feature - resets back to a result of 4 or higher to refund half the - sorcery points spent to cast the spell. ___ - If your spell that you cast with sorcery points that you - successfully refund half the sorcery points also - successfully trigger a Wild Magic Surge, refund all the - sorcery points instead. #### Controlled Chaos ___ - At 10th 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. ___ - In addition, you may choose the option below or option - above the one roll you chose to keep, you may know what - the effects are before deciding. ___ #### Inevitable Chaos ___ - At 14th level, your casting of spells becomes even more - volatile. When your Wild Magic Surge feature fails to - create a Wild Magic Surge, reduce the number needed to - roll on the 1d6 by 1 each time it fails to create a Wild - Magic Surge, to a minimum of a 1 or higher. As usual, - when you are successful at creating a Wild Magic Surge, - increase the number needed to roll on a 1d6 by 1 each - time it is successful, as usual, up to a maximum of 6. ___ #### Spell Bombardment ___ - Beginning at 18th level, 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 you trigger this feature, you can't do so again until - you finish a long rest, unless you spend sorcery points - equal to the spell's level to trigger this feature again - (no action required) ____ \pagebreakNum # Changelog ## Base Sorcerer
Added more skill choices to the Sorcerer at 1st level. Specifically: Perception, Sleight of Hand, Stealth, Survival. I see Sorcerer as "Natural Spellcasters" and as such, in my lore, would assume they could be hunted or persecuted for this, and due to that, the sorcerer, if they stay alive, is accustom to preventing capture.
Each Sorcerous Origin give 1 Cantrip themed for the Subclass, Reduced starting # of cantrips known at 1st level. Increased overall # of Cantrips known over time (roughly Proficiency bonus +2 # of cantrips known).
Increased number of spells known by 1 at 19th level, to keep with them at those levels of 1 spell known per two level of sorcerer.
Changed Arcane Spell Focus for Spellcasting: Now Always using a Material component, and can cast spells with material components that consume by expending Hit dice. Roll the Hit die, and multiple the result by 100, if the cost is exceeded then you can cast it.
Changed number of Sorcery Points given Starting at 2nd level. Amount is roughly Proficiency bonus + Sorcerer level.
Changed frequency of learning new Metamagic, gaining 2 additional over all. Added at roughly same levels in sorcerer as you would get proficiency bonus increases...
Added new Metamagic options: Amplified (Similar to Twin, but for damaging spells, upcasting), Maximize Spell.
Changed Functionality of some metamagic/costs:
Change Extended Spell to allow you to use on spells you already have Metamagic attached.
Now apply Extended Spell Metamagic as the spell is expiring. Not as it is casting.
Added Treantmonk's Adjustment to Distant spell to increase ranges of Teleportation spells.
Added option to Empower Spell, that if the spells damage is from a critical, can reroll twice as many dice.
Added UA Seeking spell, but added that the new roll ignores all cover except total cover.
Added 10th level Sorcerer feature to each Subclass of Sorcerer.
Fundamentally Changed 20th level feature, now called Sorcerer Supreme, now had following benefits:
Metamagics cast from 3rd level spell slots or lower cost 1 less SP to a minimum of 0.
Completing Short rests give Charisma modifier + PB of Sorcery Points each time.
Once per long rest, can make a Constitition Saving throw to negate a spell currently affecting you, gaining sorcery points equal to the spells level negated.
Get Free castings without using spell slots from your Sorcerous Origins Spell list Proficiency times per long rest, and only each individual spell each per long rest.
## Aberrant Mind
On Psionic Spells, changed Calm Emotions to Tasha's Mind Whip. Changed Rary's Telepathic Bond to Synaptic Static
Changed Name of Psychic Defenses to Psychic Conduit
Added Functionality to Psychic Defenses (Psychic Conduit)
Added Force damage resistance.
Added Force damage and Psychic damage bonus equal to Charisma Modifier once per turn to spells.
Added Psychic Protection feature at 10th level:
Expands Telepathic Speech number of creature you can have at once, also allowing each creature to speak to another creature through you.
Extended Telepathic Speed duration to Hours instead of minutes. And changed it to being half Sorcerer level instead of Sorcerer Level.
Added additional functionality to Telepathic speech to see through their senses or impart your senses onto a creature in the Telepathic bond.
Added Once per long rest or if you spend 3rd spell slot, as a reaction to extend your Psychic Conduit feature to everyone you are linked to with Telepathic Bond until end of your turn. While duration, your spells don't harm them either.
Changed Warping Implosion damage from 3d10 to 5d10.
## Clockwork Soul
Added Clockwork Sorcery, allows Sorcerer to cast spells on Sorcerer Origin Spell table, using sorcery points equal to the spell level, gives effects of Extend spell on spells cast from Origin Spell lists.
Added Suspended Animation feature at 14th, moved Trance of Order to 10th:
While Trance of Order active, no rolls ability checks/attack rolls/saving throws, can't have disadvantage.
Unlimited uses of Restore Balance during Trance of Order, if used normally
Can Later on a creatures turn, upgrade Restoring balance during Trance of Order to affect multiple rolls of the same type.
Can add half your Sorcerer level to Bastion of Law damage reduced while Trance of Order is active.
\pagebreakNum ## Draconic Bloodline
Dramatically increases the bonuses of Draconic Ancestry, Combining some aspects of of Draconic Resilience as well.
Added Functionality of a Breath Weapon related to dragon Origin.
Added Gem dragon damage types and ORigins as options. Made unique breath weapon shapes (can flavor as not exactly a breath weapon as you choose.)
Added Draconic Magic feature at 1st, adding Domain spells. Each are technically separated based off which damage type your dragon falls under. (
perhaps not needed, as you can swap out spells
), can pick from more spell lists.
Changed Elemental Affinity: Can Once per long rest change damage taken (Not B/P/S though) to be same as damage type associated with your Dragon Origin, and become immune to that damage as a reaction.
Added Draconic Sorcery at 6th, Added boosted Transmuted Spell to spell cast using sorcery points from Origin Spell list.
Moved Dragon Wings to 10th level. Made same change as Treantmonk to speed being twice movement speed instead.
Added Draconic Ascension feature at 14th:
Upgrades AC of scales provide to 16+ Dexterity modifier.
Once you are successful per long rest, you can add Charisma Modifier to a saving throw that originally fail, hopefully turning it into a success.
Breath Weapon improves. Area increases, damage improves. Allows system similar to dragons if no uses left to use breath weapon again.
Once per long rest or with 3 sorcery points, can ignore resistance and treat immunity as resistance to your dragon's Origin damage type, until the beginning of your next turn.
Changed duration of Draconic Presence to be 10 minutes instead of 1 minute. (Think Treankmonk did the same thing, not sure if that is where I got the inspiration for that...
## Divine Soul
Changed Divine Magic, same as all other Sorcerer Subclasses, can choose spells from Sorcerer, Cleric and Paladin spell lists.
Changed Favored by the Gods to also work on Ability checks.
Changed range of Empowered Healing to be 10 ft instead of 5 ft.
Added functionality to Empowered Healing to rerolling the die, that they also gain Temporary hit points equal to sorcerer level + Charisma Modifier.
Added Divine Soul Magic at 6th. Allows 1 reroll on healing or damage die once per casting with sorcery points.
Moved Angelic Form to 10th level. Added Hover feature to the Flying. Added bonus to Several saving throws while winds are active.
Removed wings disappear when incapacitated within Angelic Form
Added Divine Protection feature at 14th level, give bonuses to defenses for yourself or allies, give more uses of Favored by the Gods.
Added to Unearthly Recovery feature to use again using 9 sorcery points.
## Shadow
Added Shadow Magic at 1st level.
Merged part of Eyes of the Dark into Shadow Magic. Improved feature, seeing through darkness you create no longer requires sorcery points.
Added functionality to Strength of the Grave, creatures dying when you are trying to stabilize gives you advantage on death saves.
Added functionality to Hound of Ill Omen:
Resistance to necrotic damage while in dim light or darkness
Hound may hide as a bonus action while in dim light, darkness, or lightly obscured. Attacking doesn't reveal the location of the hound while in dim light or darkness if target is also in dim light or darkness.
Hound now goes at the end of your turn on your initiative.
Changed duration to be 10 minutes instead of 5 minutes.
Can use this once per long rest for free, and for 3 sorcery points there after.
Added Shadow Sorcery at 6th level. Give a better version of Distant spell to spell cast using sorcery points. In addition, can designate creature you can see not to be affected by Heavy obscurement or Darkness you create with spells.
Moved Shadow Walk to 10th level.
Added Functionality to Shadow walk, may be used with same bonus action as Hound of Ill Omen.
Added Functionality to Shadow Walk, gain Supernatural detection of area of dim light or darkness near you, within your darkvision range. no longer have disadvantage on perception checks made in dim light.
Added feature "Darkness Consumes" at 14th level. Improves Hound of Ill Omen, and also can make creatures lose senses to see if they fail a save.
Changed Duration of Umbral Form to 10 minutes.
Added functionality to Umbral Form , Hound of Ill Omen gains temporary hit points, resistances same as use, and can be activated with same bonus action as Shadow walk
\pagebreakNum ## Storm Sorcery
Pretty much redesigned most of the aspects of the subclass. Gains the following features at the given levels:
Origin Spells:Storm: 1st level
Heart of the Storm: 1st level
Endure Elements: 6th level
Storm Sorcery: 6th level
Wind Soul: 10th level: Changed some functionality of original feature Was 18th level.
Changed Wind Soul feature to Proficiency times per long rest instead of once per short or long rest.
Storm's Fury: 14th level: Changed entire aspect of this feature, but kept the spirit of it.
Storm Lord: 18th level: Give Control Weather and Storm of Vengeance as known spells and can cast each without using a spell slot. Gain additional benefits/options when casting Control Weather.
## Wild Magic
Added Origin Spell: Wild at 1st level.
Changed Wild Magic Surge to match mostly what Treantmonk Variant did with his... Added Tides of Chaos into the description of Wild Magic Surge (to keep with same theme of 1 feature plus spell list for all Sorcerer Subpaths)
Changed Bend luck to match Treantmonk's Sorcerer Variant
Added Wild Sorcery: Added bonus may get Sorcery points back when casting spell using sorcery points. Gets harder the more sorcery points you successfully get refunded back.
Added functionality to Controlled Chaos and moved it to level 10. Now can also choose the options below or above the option rolled when deciding your Wild Magic Surges.
Added Feature at 14th level: "Inevitable Chaos": When you fail to create a Wild Magic surge, future surges becomes easier to trigger.
Changed Spell Bombardment: Mostly the same to one of Treantmonk Sorcerer Wild Magic variants. Although I changed can be used once per long rest, unless you spend sorcery points equal to the spells level to trigger this feature again.