Sorcerer, Revised

by CassBrews

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Sorcerer, Revised

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.

Raw Magic

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.

Unexplained Powers

Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.

Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

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 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.

The Sorcerer
Level Proficiency Bonus Features Sorcery Points Cantrips Known Prepared Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 2 4 2 2
2nd +2 Font of Magic, Metamagic 3 4 4 3
3rd +2 Innate Sorcery, Magical Nexus, Spell Summoning 5 4 6 4 2
4th +2 Ability Score Improvement 6 5 7 4 3
5th +3 Magical Guidance 8 5 9 4 3 2
6th +3 Sorcerous Origin feature 9 5 10 4 3 3
7th +3 11 5 8 11 3 3 1
8th +3 Ability Score Improvement 12 6 12 4 3 3 2
9th +4 14 6 14 4 3 3 3 1
10th +4 Metamagic, Sorcerous Origin feature 15 6 15 4 3 3 3 2
11th +4 17 6 16 4 3 3 3 2 1
12th +4 Ability Score Improvement 18 6 16 4 3 3 3 2 1
13th +5 20 6 17 4 3 3 3 2 1 1
14th +5 Sorcerous Origin feature 21 6 17 4 3 3 3 2 1 1
15th +5 23 6 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 24 6 18 4 3 3 3 2 1 1 1
17th +6 Metamagic 26 6 19 4 3 3 3 2 1 1 1 1
18th +6 Meta Mastery 27 6 20 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon, Metamagic 29 6 21 4 3 3 3 3 2 1 1 1
20th +6 Sorcerous Restoration 30 6 22 4 3 3 3 3 2 2 1 1

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 component pouch or (b) an arcane focus
  • (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.

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.

Spell Slots. The Sorcerer table shows how many spell slots you have to cast your 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.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell 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 Focus. Because your body is so sufused with magic, you may use it as a spellcasting focus for your sorcerer spells. Alternatively, you can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 10th, and 14th 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.

You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).

Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost Min. Sorcerer Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9
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.

Metamagic

Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

Careful Spell

Cost: 1 Sorcery Point

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, 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 it takes no damage if it would normally take half damage on a successful save.

Distant Spell

Cost: 1 Sorcery Point

When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.

Empowered Spell

Cost: 1 Sorcery Point

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), and you must use the new rolls.

You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.

Extended Spell

Cost: 1 Sorcery Point

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.

If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

Heightened Spell

Cost: 3 Sorcery Points

When you cast a spell that forces a creature to make a saving throw, you can spend 3 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.

Quickened Spell

Cost: 2 Sorcery Points

When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Seeking Spell

Cost: 1 Sorcery Point

If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.

Subtle Spell

Cost: 2 Sorcery Points

When you cast a spell, you can spend 2 Sorcery Points to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Transmuted Spell

Cost: 1 Sorcery Point

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

Cost: Special

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 1 plus the spell's level to target a second creature in range with the same spell (1 sorcery point total if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Innate Sorcery

By 3rd level, the innate magic inside you is full to bursting, a roiling magical tempest just below the surface of your being. As a Bonus Action, you can spend 3 Sorcery Points to 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 Nexus

At 3rd level, the magic within you is so potent that it calls out to other sources around you.

You learn the detect magic spell, which doesn't count against the number of spells you know, and may cast it without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a Long Rest.

Spell Summoning

Magic is innate in your bloodline, and you have the potential to even cast spells that you don't know.

Also at 3rd level, you learn to tap into this innate power, and bring those spells rushing forth. You can use your sorcery points to gain access to a spell from the Sorcerer spell list that you do not know. As a Bonus Action on your turn, you may spend a number of Sorcery Points equal to the spell level of the spell you wish to access. For 1 minute, you treat this spell as a prepared spell and can use your spell slots to cast it normally. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain all expended uses after you finish a Long Rest.

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.

Sorcerous Restoration

Starting at 5th level, your magical reserves are constantly replenishing. When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.

Sorcery Incarnate

At 7th level, if you have no uses of Innate Sorcery left, you can use it if you spend an additional 4 Sorcery Points when you take the Bonus Action to activate it.

In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

Meta Mastery

By 18th level, your understanding of altering spells with metamagic is equal to none. Choose a metamagic option you know that is not Heightened, Quickened or Twinned. You can use that metamagic option without expending any Sorcery Points. You have a number of uses of this feature equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a Long Rest.

Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Arcane Apotheosis

At 20th level, whenever you start your turn with 0 Sorcery Points, you gain 2.

Sorcerous Origins

Each sorcerer is imbued with magic from a different source, flowing through their blood.

Aberrant Sorcery

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. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?

Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole’s psionic power is yours. However you acquired this power, your mind is aflame with it.

Psionic Spells

Starting at 1st level, you gain 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 and is always prepared.

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

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 yourself. You and the chosen creature can communicate 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 mentally use a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.

Psionic Sorcery

Beginning at 6th level, when you cast any level 1+ spell 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, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.

Psychic Defenses

Also at 6th level, you have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Revelation in Flesh

Starting at 10th level, you can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.

Aquatic Adaptation. You gain a Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.

Glistening Flight. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.

See the Invisible. You can see any Invisible creature within 60 feet of yourself that isn’t behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.

Wormlike Movement. 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, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.

Warping Implosion

At 14th level, you can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 4d12 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 only.

Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Ancestral Sorcery

Sometimes referred to as Imperial Sorcery, your innate magic comes from a specific mortal ancestor who mastered magic, with such understanding that their very being became suffused it. You might be the ancestor’s sole surviving descendant, a reincarnation who bears an eerie resemblance to your ancestor, or a victim of a curse gained from handling your ancestor’s personal effects.

Ancestor's Lore

At 1st level, you can channel your ancestor's knowledge through your force of personality. When you make an Intelligence check, you gain a bonus to the check equal to your Charisma modifier (minimum of +1).

You also gain proficiency in one of these skills of your choice: Arcana, History, Investigation, Nature, or Religion.

Ancestral Spells

Starting at 1st level, you gain additional spells when you reach certain levels in this class, as shown on the Ancestral Spells table. Each of these spells counts as a sorcerer spell for you and is always prepared.

Ancestral Spells

Sorcerer Level Spells
1st Guidance, Mage Armor, Magic Missile
3rd Arcane Vigor, Nystul's Magic Aura
5th Clairvoyance, Magic Circle
7th Dimension Door, Locate Creature
9th Legend Lore, Yolande's Regal Presence

Imperious Defense

Also at 1st level, you can cause raw magic to emanate from every cell in your body, protecting you. As a Magic Action, you can give yourself a +1 bonus to your AC or to your Saving Throws for 1 minute.

Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 2 Sorcery Points (no action required) to restore your use of it.

Additionally, when you use your Innate Sorcery feature, you can use Imperious Defense as part of the same Bonus Action, expending its use as normal.

Superior Spell Disruption

At 6th level, your overflowing arcane power aids you in breaking spells. You always have Counterspell and Dispel Magic prepared.

While your Innate Sorcery feature is active, you can cast either spell without expending a spell slot. When you do, you have Advantage on your ability check to counter or end a spell. Once you cast either spell without a spell slot, you must finish a Long Rest before you can cast either spell in this way again.

Ancestral Force

At 10th level, you immense magical power evokes awe or dread. While your Innate Sorcery feature is active, you are surrounded by a magical aura in a 5-foot Emanation. Whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Charisma saving throw. On a failed save, the target has the Prone condition or has the Frightened condition until the end of your next turn (your choice). A creature makes this save only once per turn.

Steady Spellcaster

Also at 10th level, your ancestor's knowledge sharpens your focus. Taking damage can’t break your Concentration on Sorcerer spells.

Ancestral Ward

At 14th level, your ancestor's protection suffuses you, redirecting harmful magic away from you. While your Innate Sorcerymfeature is active, you gain Advantage on saving throws against spells. Once during your use of Innate Sorcery, when you fail a saving throw against a spell, you can choose to succeed instead.

Clockwork Sorcery

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 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’s part of a vast and glorious system.

Clockwork Spells

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you and is always prepared

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

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 yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Bastion of Law

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic 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 yourself. 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.

The ward lasts until you finish a Long Rest or until you use this feature again.

Trance of Order

Starting at 10th level, you gain the ability to align your consciousness with 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 a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Clockwork Cavalcade

At 14th level, you can momentarily summon spirits of order to expunge disorder around you. As a Magic 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 effects below within the Cube before vanishing. Once you use this action, you can’t use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.

Heal. The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.

Repair. Any damaged objects entirely in the Cube are repaired instantly.

Dispel. Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube.

Divine Sorcery

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.

Divine Spells

You learn additional spells when you reach certain levels in this class. Select two affinities from the following list: Good, Evil, Law, Chaos, Neutrality. Your chosen affinities can be different from your alignment, but you may not choose opposite ends of the same axis. You learn the spells from the tables below corresponding to your chosen affinities. Each of these spells counts as a sorcerer spell for you and is always prepared

Good Afinity Spells

Sorcerer Level Spell
1st Cure Wounds
3rd Prayer of Healing
5th Revivify
7th Death Ward
9th Greater Restoration

Evil Afinity Spells

Sorcerer Level Spell
1st Inflict Wounds
3rd Ray of Enfeeblement
5th Animate Dead
7th Blight
9th Negative Energy Flood

Law Afinity Spells

Sorcerer Level Spell
1st Bless
3rd Calm Emotions
5th Remove Curse
7th Banishment
9th Planar Binding

Chaos Afinity Spells

Sorcerer Level Spell
1st Bane
3rd Crown of Madness
5th Bestow Curse
7th Freedom of Movement
9th Jallarzi's Storm of Radiance

Neutrality Afinity Spells

Sorcerer Level Spell
1st Protection from Evil and Good
3rd Zone of Truth
5th Spirit Guardians
7th Aura of Purity
9th Dispel Evil and Good

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a Saving Throw or miss with an Attack Roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can't use it again until you finish a short or Long Rest.

Empowered Healing

Starting at 6th level, 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 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.

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 gain a Fly Speed equal to your Speed. The wings last until you dimiss them as a Bonus Action, have the Incapacitated condition, or die.

Unearthly Recovery

At 14th level, you gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Draconic Sorcery

Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Dragon Type Damage Type
Amethyst Force
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Crystal Radiant
Deep Psychic
Emerald Psychic
Gold Fire
Green Poison
Red Fire
Sapphire Thunder
Silver Cold
Topaz Necrotic
White Cold

Draconic Resilience

At 1st level, the magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 1, and it increases by 1 whenever you gain another Sorcerer level.

Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Draconic Spells

You learn additional spells when you reach certain levels in this class. You gain the spells from the Draconic Spells table below, as well as those on the table of your draconic ancestry. Each of these spells counts as a sorcerer spell for you and is always prepared.

Draconic Spells

Sorcerer Level Spell
1st Command
3rd Dragon's Breath
5th Fear
7th Charm Monster
9th Summon Dragon

Amethyst Dragon Spells

Sorcerer Level Spell
1st Magic Missile
3rd Levitate
5th Blink
7th Control Water
9th Bigby's Hand

Black Dragon Spells

Sorcerer Level Spell
1st Corroding Ray
3rd Melf's Acid Arrow
5th Water Breathing
7th Vitriolic Sphere
9th Acidic Spray

Blue Dragon Spells

Sorcerer Level Spell
1st Galvanic Bolt
3rd Dust Devil
5th Lightning Bolt
7th Storm Sphere
9th Wall of Stone

Brass Dragon Spells

Sorcerer Level Spell
1st Create or Destroy Water
3rd Suggestion
5th Wind Wall
7th Charm Monster
9th Scrying

Bronze Dragon Spells

Sorcerer Level Spell
1st Thunderwave
3rd Voltaic Outburst
5th Tidal Wave
7th Watery Sphere
9th Control Winds

Copper Dragon Spells

Sorcerer Level Spell
1st Corrosive Touch
3rd Acidic Orb
5th Slow
7th Confusion
9th Geas

Crystal Dragon Spells

Sorcerer Level Spell
1st Guiding Bolt
3rd Invisibility
5th Searing Light
7th Divination
9th Dawn

Deep Dragon Spells

Sorcerer Level Spell
1st Faerie Fire
3rd Tasha's Mind Whip
5th Stinking Cloud
7th Phantasmal Killer
9th Passwall

Emerald Dragon Spells

Sorcerer Level Spell
1st Dissonant Whispers
3rd Detect Thoughts
5th Major Image
7th Greater Invisibility
9th Seeming

Gold Dragon Spells

Sorcerer Level Spell
1st Shield
3rd Scorching Ray
5th Counterspell
7th Polymorph
9th Fire Snake

Green Dragon Spells

Sorcerer Level Spell
1st Ray of Sickness
3rd Noxious Spray
5th Spit Venom
7th Cape of Wasps
9th Cloudkill

Red Dragon Spells

Sorcerer Level Spell
1st Burning Hands
3rd Aganazzar's Scorcher
5th Fireball
7th Wall of Fire
9th Immolation

Sapphire Dragon Spells

Sorcerer Level Spell
1st Thunderwave
3rd Shatter
5th Meld into Stone
7th Stone Shape
9th Telekinesis

Silver Dragon Spells

Sorcerer Level Spell
1st Identify
3rd Frigid Touch
5th Arantov's Frozen Gale
7th Ice Storm
9th Legend Lore

Topaz Dragon Spells

Sorcerer Level Spell
1st Inflict Wounds
3rd Wither & Bloom
5th Life Transference
7th Blight
9th Antilife Shell

White Dragon Spells

Sorcerer Level Spell
1st Ice Knife
3rd Snilloc's Snowball Storm
5th Sleet Storm
7th Ice Fan
9th Cone of Cold

Elemental Affinity

Starting at 6th level, your draconic magic has an affinity with a damage type associated with dragons. You have Resistance to the damage type of your Dragon Ancestor, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

Dragon Wings

At 10th level, as a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Draconic Soul

At 14th level, as a Magic Action, you can transform into a Young Dragon matching the type you chose for your Dragon Ancestor for 1 hour, by expending a number of Sorcery Points equal to its CR. The transformation operates under the rules of Polymorph but you retain your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the dragon's bonus instead of yours. This effect counts as a 9th level spell for the purposes of dispel magic.

You cannot concentrate on spells in this form, but you do not need to make concentration checks to maintain it. Once you have transformed in this way, you cannot do so again until you finish a Long Rest.

Lunar Sorcery

You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells-perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.

Lunar Spells

You learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you and is always prepared.

Sorcerer Level Full Moon Spells New Moon Spells Crescent Moon Spells
1st Shield Ray of Sickness Color Spray
3rd Lesser Restoration Blindness/Deafness Alter Self
5th Dispel Magic Vampiric Touch Phantom Steed
7th Death Ward Confusion Hallucinatory Terrain
9th Rary's Telepathic Bond Hold Monster Mislead

Whenever you finish a Long Rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast the 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a Long Rest.

Moon Fire

Starting at 1st level, you can call down the radiant light of the moon on command. You know the Sacred Flame spell, which doesn’t count against the number of Sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.

Lunar Boons

Starting at 6th level, the current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:

  • Full Moon. Abjuration and Divination spells

  • New Moon. Enchantment and Necromancy spells

  • Crescent Moon. Illusion and Transmutation spells

Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the Sorcery Points spent for your Metamagic a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Waxing and Waning

Also at 6th level, you gain greater control over the phases of your lunar magic. As a Bonus Action, you can spend 1 Sorcery Point to change your current Lunar Embodiment phase for a different one.

You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a Long Rest.

Lunar Empowerment

Starting at 10th level, the power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase.

Full Moon. You can use a Bonus Action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have Advantage on Intelligence (Investigation) and Wisdom (Perception) Checks while within the bright light you shed.

New Moon. You have Advantage on Dexterity (Stealth) Checks. In addition, while you are entirely in darkness, Attack Rolls have Disadvantage against you.

Crescent Moon. You have Resistance to Necrotic and Radiant damage.

Lunar Phenomenon

At 14th level, as a Bonus Action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the Bonus Action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering.

Full Moon. You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution Saving Throw against your Spell Save DC or have the Blinded condition until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 Hit Points.

New Moon. You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity Saving Throw against your Spell Save DC or take 3d10 Necrotic damage and have its Speed reduced to 0 until the end of its next turn. In addition, you gain the Invisible condition until the end of your next turn, or until immediately after you make an Attack or use a Magic Action.

Crescent Moon. You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain Resistance to all damage until the start of your next turn.

Once you use one of these Bonus Action benefits, you can’t use that benefit again until you finish a Long Rest, unless you spend 5 sorcery points to use it again.

Shadow Sorcery

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 Spells

You learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Each of these spells counts as a sorcerer spell for you and is always prepared.

Shadow Spells

Sorcerer Level Spells
1st Grasping Shadows, Inflict Wounds
3rd Pass without Trace, Ray of Enfeeblement
5th Fear, Vampiric Touch
7th Blight, Shadow of Moil
9th Enervation, Negative Energy Flood

Eyes of the Dark

At 1st level, you have Darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of Sorcerer spells prepared. In addition, you can cast it by spending 2 Sorcery Points or by expending a spell slot. If you cast it with Sorcery Points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 Hit Points, you can make a Charisma Saving Throw (DC 5 + half the damage taken, rounded down). On a success, you instead drop to 1 Hit Point. You can't use this feature if you are reduced to 0 Hit Points by Radiant damage or by a Critical Hit.

After the Saving Throw succeeds, you can't use this feature again until you finish a Long Rest.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a Bonus Action, you can spend 3 Sorcery Points to 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. The hound takes its turn immediately after yours. On its turn, it can move only toward its target by the most direct route, and it can use its Action only to attack its target. The hound can make Opportunity Attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has Disadvantage on Saving Throws against any spell you cast. The hound disappears if it is reduced to 0 Hit Points, if its target is reduced to 0 Hit Points, or after 10 minutes.

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 you can see that is also in dim light or darkness.

Umbral Form

Starting at 14th 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.

You remain in this form for 1 minute. It ends early if you have the Incapacitated condition, if you die, or if you dismiss it as a Bonus Action.

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.

Storm Spells

You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each of these spells counts as a sorcerer spell for you and is always prepared.

Storm Spells

Sorcerer Level Spells
1st Fog Cloud, Thunderwave
3rd Shatter, Skywrite
5th Call Lightning, Fly
7th Ice Storm, Storm Sphere
9th Control Winds, Destructive Wave

Tempestuous Magic

Starting at 1st level, you can use a Bonus Action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking Opportunity Attacks.

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Heart of the Storm

At 6th level, you gain Resistance to Lightning and Thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals Lightning or Thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take Lightning or Thunder damage (choose each time this ability activates) equal to half your Sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, as a Magic Action, you can 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

Starting at 10th level, when you are hit by a Melee Attack, you can use your Reaction to deal Lightning damage to the attacker. The damage equals your Sorcerer level. The attacker must also make a Strength Saving Throw against your Sorcerer Spell Save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 14th level, you gain Immunity to Lightning and Thunder damage.

You also gain a magical Fly Speed of 60 feet. As a Magic Action, you can reduce your Fly Speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical Fly Speed of 30 feet for 1 hour. Once you reduce your Fly Speed in this way, you can't do so again until you finish a Short or Long Rest.

Wild Magic

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

Chaos Spells

Whenever you finish a Long Rest, roll on each of the below tables that you have spell slots for. Until the end of your next Long Rest, you have the spells you rolled prepared, and they don't count against the number of Sorcerer spells you have prepared.

Starting at 14th level, any time you roll on the tables below, you can roll twice and use either number.

1st-Level Spells

d6 Spells
1 Burning Hands
2 Chaos Bolt
3 Color Spray
4 Faerie Fire
5 Fog Cloud
6 Thunderwave

2nd-Level Spells

d6 Spells
1 Blur
2 Gust of Wind
3 Heat Metal
4 Melf's Acid Arrow
5 Scorching Ray
6 Shatter

3rd-Level Spells

d6 Spells
1 Fear
2 Feign Death
3 Fireball
4 Gaseous Form
5 Sleet Storm
6 Stinking Cloud

4th-Level Spells

d4 Spells
1 Confusion
2 Conjure Woodland Beings
3 Evard's Black Tentacles
4 Ice Storm

5th-Level Spells

d4 Spells
1 Animate Objects
2 Cloudkill
3 Cone of Cold
4 Flame Strike

Wild Magic Surge

Starting at 1st level, your spellcasting can unleash surges of untamed magic. Roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If you don't Surge, the next time you roll, the range is increased by 1, and a Wild Magic Surge happens on a 1-2. This continues until you cause a Wild Magic Surge, at which point, your range resets to 1.

If the magical 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.

Tides of Chaos

At 1st level, you can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.

If you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.

Bend Luck

At 6th level, you have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d6 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.

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.

Spell Bombardment

Beginning at 14th level, the harmful energy of your spells intensifies. When you roll Damage for a spell and roll the highest number possible on any of the dice, roll those dice again and add that roll to the Damage. This process repeats until you do not roll maximum Damage on any of the dice.

 

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