Revised 5.24e Sorcerer Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Innate Sorcery, Spellcasting | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Font of Magic, Metamagic | 4 | 4 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Sorcerer Subclass | 4 | 5 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 5 | 6 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Sorcerous Restoration | 5 | 7 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Subclass Feature | 5 | 8 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Sorcery Incarnate | 5 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 5 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | Magical Guidance | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Subclass Feature | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Subclass Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Metamagic | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Subclass Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement+ | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Arcane Apotheosis | 6 | 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: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your
- Constitution modifier per Sorcerer level after 1st.
Proficiencies
- Armor: None
- Weapons: Simple Weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Arcana, History, Insight,
- Investigation, Medicine, and Religion
Equipment
- You start with the following equipment, in addition to the
- equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- A spellbook
1st level: Spellcasting
- As a student of arcane magic, you have learned to cast
- spells. See the Player’s Handbook for rules on
- spellcasting. The information below details how you use
- those rules as a Sorcerer.
- Cantrips: You know three cantrips of your choice from
- the Sorcerer spell list (see the “Sorcerer Spell List”
- sidebar). Rather than choosing, you may start with Light,
- Mage Hand, and Ray of Frost. Whenever you finish a Long
- Rest, you can replace one of your cantrips from this
- feature with another Sorcerer cantrip of your choice.
- When you reach levels 4 and 10 in this class, you learn
- another Sorcerer cantrip of your choice, as shown in the
- Cantrips column of the Sorcerer table.
- Spell Slots: The Sorcerer table shows how many spell
- slots you have to cast your spells of level 1 and higher. To
- cast one of these 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.
- Prepared Spells of Level 1+: You prepare the list
- of spells of level 1 and higher that are available for you to
- cast with this feature. To do so, choose four spells from
- your spellbook. The chosen spells must be of a level for
- which you have spell slots. The number of spells on your
- list increases as you gain Sorcerer levels, as shown in the
- Prepared Spells column of the Sorcerer table. Whenever
- that number increases, choose additional spells from the
- Sorcerer spell list until the number of spells on your list
- matches the number on the 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 spells of levels 1 and 2 in any combination,
- chosen from your spellbook. If another Sorcerer feature
- gives spells that you always have prepared, those spells
- don’t count against the number of spells you can prepare
- with this Spellcasting feature, but those spells otherwise
- follow the rules in this feature.
- Changing Your Prepared Spells: Whenever you finish a
- Long Rest, you can change your list of prepared spells,
- replacing one or more of the spells there. Preparing a new
- list requires time spent studying your spellbook and
- memorizing the incantations and gestures you must make
- to cast a spell: at least 1 minute per spell level for each
- spell you add to the list.
- Spellcasting Ability: Intelligence is your spellcasting
- ability for the spells you cast with your Sorcerer features.
- Spellcasting Focus: You can use an Arcane Focus or your
- spellbook as a Spellcasting Focus for the spells you cast
- with your Sorcerer features.
1st level: Innate Sorcery
- An event in your past left an indelible mark on you,
- infusing you with a simmering magic. As a Bonus Action,
- you can unleash that magic for 1 minute, during which
- you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Sorcerer spells you cast.
- You can use this feature twice, and you regain all
- expended uses of it when you finish a Long Rest.
2nd level: Font of Magic
- 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 table. You can never have more
- Sorcery Points than the number shown on the table for
- your level. You regain all spent 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 in level than 5. Any spell slot you
- create with this feature vanishes when you finish a Long
- Rest.
Spell Slot Level |
Sorcery Point Cost |
Min. Sorcerer Level |
|---|---|---|
| 1st | 2 | 2 |
| 2nd | 3 | 3 |
| 3rd | 5 | 5 |
| 4th | 6 | 7 |
| 5th | 7 | 9 |
2nd level: Metamagic
- Because your magic flows from within you, you can alter
- your spells to suit your needs; you gain two Metamagic
- options of your choice from the “Metamagic Options”
- section later in this class’s description. You gain two more
- when you become a level 10 Sorcerer and two more when
- you become a level 17 Sorcerer.
- 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.
3rd level: Sorcerer Subclass
- You gain a Sorcerer subclass of your choice: Aberrant
- Sorcery, Clockwork Sorcery, Draconic Sorcery, Spellfire
- Sorcery or Wild Magic Sorcery. Subclasses are detailed
- after this class’s description.
- A subclass is a specialization that grants you special
- features at certain Sorcerer levels. For the rest of your
- career, you gain each of your subclass’s features that are
- of your Sorcerer level and lower.
4th level: Ability Score Improvement
- You gain the Ability Score Improvement feat or another
- feat of your choice for which you qualify. As shown on the
- Sorcerer table, you gain this feature again at levels 8, 12,
- 16, and 19.
5th level: Sorcerous Restoration
- When you roll Initiative or finish a Short Rest and have no
- Sorcery Points remaining, you regain a number of those
- points equal to your Sorcerer level divided by four (round
- down).
7th level: Sorcery Incarnate
- While your Innate Sorcery feature is active, you can use
- up to two of your Metamagic options on each spell you
- cast.
- In addition, if you have no uses of Innate Sorcery left, you
- can use it if you spend 2 Sorcery Points when you take the
- Bonus Action to activate it.
9th level: Magical Guidance
- 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 ability check and you must use the new roll,
- potentially turning the failure into a success.
20th level: Arcane Apotheosis
- While your Innate Sorcery feature is active, you can use
- one Metamagic option on each of your turns without
- spending Sorcery Points on it.
Metamagic Options
- The following options are available to your Metamagic
- features. The options are presented in alphabetical order.
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, you spend 1 Sorcery
- Point and choose a number of those creatures up to your
- Charisma modifier (minimum of one creature). A chosen
- creature automatically succeeds on its saving throw
- against the spell, and 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.
- When you cast a spell that has a range of Touch, you can
- spend 1 Sorcery Point to make the range of the spell 30
- feet.
Empowered Spell 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 have 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: 2 Sorcery Points
- When you cast a spell that forces a creature to make a
- saving throw to resist its effects, you can spend 2 Sorcery
- Points to give one target of the spell Disadvantage on its
- saving throws 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 spell of level 1 or higher
- on the current turn, nor can you cast a spell of level 1 or
- higher 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. 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 Cost: 1 Sorcery Point
- When you cast a spell, you can spend 1 Sorcery Point 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: 1 Sorcery Point
- When you cast a spell, such as Charm Person or Hold
- Person, that can be cast with a higher-level spell slot to
- target an additional creature, you can spend 1 Sorcery
- Point to increase the spell’s effective level by 1.
Sorcerer Subclasses
- A Sorcerer subclass is a specialization that grants you
- special abilities at certain Sorcerer levels, as specified in
- the subclass. This section presents the following
- subclasses: Abberant Sorcery, Clockwork Sorcery,
- Draconic Sorcery, Wild Magic Sorcery.
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, perhaps the location where a great
- dragon was slain. Or perhaps you handled a treasure
- taken from a dragon’s hoard, some precious item that
- was infused with draconic power. Or you might claim a
- dragon for an ancestor or wield draconic magic by virtue
- of your Dragonborn heritage.
3rd level: Draconic Sorcery Spells
- You learn additional spells when you reach certain levels
- in this class, as shown on the Draconic Sorcery 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.
| Spell Level | Spells |
|---|---|
| 1st | Absorb Elements, Alarm |
| 2nd | Dragon's Breath, See Invisibility |
| 3rd | Fear, Fly |
| 4th | Freedom of Movement, Polymorph |
| 5th | Circle of Power, Summon Draconic Spirit |
3rd level: Draconic Ancestry
- The magic in your body manifests physical traits of your
- draconic gift. Your Hit Point maximum increases by 3 and
- 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 + your Dexterity modifier + your Charisma modifier.
- You can speak, read, and write Draconic. In addition, your
- speech can be understood by all creatures of the Dragon
- type.
6th level: Elemental Affinity
- Your draconic magic has an affinity with one of the
- damage types associated with dragons. Choose one of
- those types: Acid, Cold, Fire, Lightning, or Poison.
- You have Resistance to that damage type, and when you
- cast a spell that deals damage of that type, you can add
- your Charisma modifier to one damage roll.
- While Innate Sorcery is Active, your Elemental Affinity
- damage added equal your Charisma modifier + half your
- Sorcerer level, rounded down.
10th level: Dragon Wings
- Your innate magic can now manifest as draconic wings on
- your back. As a Bonus Action, you sprout those wings,
- gaining a Fly Speed equal to your Speed. The wings last
- until you dismiss them as a Bonus Action or you have the
- Incapacitated condition.
- While your Innate Sorcery feature is active, your Fly speed
- is double your Speed, and you gain the Hover trait.
- When the wings manifest, you decide whether they’re
- spectral or physical. If physical, you mustn’t be wearing
- something that obstructs them.
14th level: Draconic Breath
- You learn the Sorcerous Burst Cantrip. If you already
- know this Cantrip you learn a new one instead. You
- cannot replace Sorcerous Burst later when you gain
- Sorcerer levels. When you use Sorcerous Burst, you may
- replace the effect from 1 target to being Self (15 ft cone)
- or Self (30 ft line-5 feet wide)
- While your Innate Sorcery feature is active, you may as a
- Bonus Action Cast Sorcerous Burst Cantrip, except the
- range is Self (30 feet cone) or Self (60 feet line-10 ft wide),
- your choice and the damage matches the one chosen
- from your Elemental Affinity. Make one attack roll vs all
- target within the area. Each creature with AC less than the
- attack rolls total are hit by the spell. Make one damage
- roll for all creatures hit.
18th level: Draconic Presence
- You can channel the dread presence of dragons. As a
- Bonus Action, you can exude an aura of awe or fear (your
- choice) within 60 feet. For 1 minute or until you have the
- Incapacitated condition, each creature of your choice that
- starts its turn in this aura must succeed on a Wisdom
- saving throw against your spell save DC or have the
- Charmed (if you chose awe) or Frightened (if you chose
- fear) condition until the creature is outside the aura.
- If Innate Sorcery is active, you can choose to have targets
- both Charmed and Frightened.
- Once you use this feature, you can't use it again unless
- you finish a Long Rest or spend 5 Sorcery Points.
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 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.
| 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! |
3rd level: Aberrant Sorcery Spells
- You know the Mind Sliver cantrip. and you learn
- additional spells when you reach certain levels in this
- class, as shown on the Aberrant Sorcery 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.
| 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 Tentacles, Summon Aberration |
| 5th | Synaptic Static, Telekinesis |
3rd level: 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 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.
- While Innate Sorcery is active, you may speak
- telepathically with all creatures within 60 feet who is not
- behind total cover in addition to your chosen creature.
6th level: Psionic Magic
- When you cast any spell of 1st level or higher from your
- Aberrant Sorcery 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.
- While Innate Sorcery is active, creatures within 30 feet of
- you have disadvantage on spell and effects that cause the
- Charm or Frightened condition.
6th level: Psychic Conduit
- 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 to 1
- creature who has taken either psychic or force damage
- from a spell.
- While Innate Sorcery is active, you may add your
- Charisma modifier plus half your sorcerer level to 1
- creature who has taken either psychic or force damage
- from a spell.
10th level: Mind Shielding
- You may extend your resistances to psychic and force
- damage to the creature chosen with your Telepathic
- Speech. When you choose a creature for your Telepathic
- Speech, you and that creature have a Ward of hit points
- equal to your Sorcerer level. This Ward apply to damage
- before any damage mitigation or resistances. Once those
- Ward hit points are gone you can't gain them again until
- you finish a Short Rest or Long rest.
- While your Innate Sorcery is active, you may extend the
- Psychic and Force Resistance effect to all chosen
- creatures within 60 feet that is not behind total cover.
14th level: Revelation in Flesh
- 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.
18th level: Warping Implosion
- 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 against
- your spell save DC. 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
- While Innate Sorcery is active, you add your Psychic
- Conduit's damage to this features damage and targets are
- also Dazed if they fail their save.
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 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.
| 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. |
3rd level: Clockwork Sorcery Spells
- 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.
| 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 |
3rd level: Restore Balance
- 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.
6th level: Bastion of Law
- 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.
- If Innate Sorcery is active when you use this feature, you
- and another creature within 30 feet both gain the ward.
- In addition, you and the creature may add your sorcerer
- level to the amount of the ward if you use all the dice at
- when manifesting the ward.
6th level: Clockwork Magic
- When you cast any spell of 1st level or higher from your
- Clockwork Sorcery 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.
10th level: Trance Order
- 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 4 sorcery
- points to use it again.
- If you use this feature while Innate Sorcery is active, you
- may extend Innate Sorcery and this feature duration to 10
- minutes.
14th level: Innate Animation
- When you activate your Trance of Order, or your Innate
- Sorcery, you gain the following benefits.
- Whenenever you make an attack roll, an ability check, or a saving throw, the rolls cannot be made with disadavantage
- Your Restoring Balance feature does not expend uses if not using Innate Animation extra effect, listed below.
- Your Restoring Balance affects all rolls made until the Start of the target creature's next turn, not just the initiating d20 test.
18th level: Clockwork Cavalcade
- 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.
- If you use this feature while Innate Sorcery is active, the
- cube becomes a 60ft cubes rather than a 30 feet cube and
- you end every spell of 8th 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.
Wild Magic Sorcery
- 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. However it came to be, this magic churns within
- you, waiting for any outlet.
3rd level: Wild Magic Sorcery Spells
- You learn additional spells when you reach certain levels
- in this class, as shown on the Wild Magic Sorcery 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 Illusion,
- Transmutation or Enchantment spell from the sorcerer, or
- wizard spell list.
| Spell Level | Spells |
|---|---|
| 1st | Silvery Barbs, Chaos Bolt |
| 2nd | Mirror Image, Nathair Mischief |
| 3rd | Blink, Enemies Abound |
| 4th | Confusion, Polymorph |
| 5th | Animate Objects, Mislead |
3rd level: Wild Magic Surge
- Your spellcasting can unleash surges of untamed magic.
- No more than once per turn, you can roll a d20
- immediately after you cast a Sorcerer spell with a spell
- slot. If you roll a 20, roll on the Wild Magic Surge table to
- create a magical effect (see the 2014 Player’s Handbook
- for that table).
- 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.
3rd level: Tides of Chaos
- You can manipulate the forces of chance and chaos to
- gain Advantage on one d20 Test. Once you do so, you
- must finish a Long Rest before you can use this feature
- again.
- Immediately after you cast a Sorcerer spell with a spell
- slot before you regain the use of this feature, you
- automatically roll on the Wild Magic Surge table and
- regain the use of this feature.
6th level: Bend Luck
- 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 use your Reaction and spend
- 1 Sorcery Point to roll 1d4 and apply the number rolled as
- a bonus or penalty (your choice) to the creature’s roll.
- While Innate Sorcery is active and you use Bend Luck, you
- roll 1d8 instead of 1d4 to the creature's roll.
10th level: Controlled Chaos
- 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.
- While Innate Sorcery is active, you may choose the option
- above of below the chosen roll. The Sorcerer may know
- what the effects are before deciding.
14th level: Sorcerous Chaos
- You can now use Tides of Chaos once per a Short Rest or
- Long Rest.
- In addition, while Innate Sorcery is Active, whenever you
- roll on the Wild Magic table, you may spend 1 Sorcery
- Point to reroll the Wild Magic Table Result, and you must
- use the new result(s).
18th level: Wild Bombardment
- Immediately after you cast a Sorcerer spell with a spell
- slot, you can restores all your expended Sorcery Points.
- Once you use this feature, you can’t do so again until you
- finish 1d4 Long Rests.
Spellfire Sorcery
- Your innate power stems from the source of magic itself:
- the Weave. This connection manifests as a rare ability
- known as spellfire, and you surge with radiant bursts of
- this raw magic. Your talent with spellfire allows you to
- heal allies, sear enemies, and absorb powerful spells.
- Wielders of spellfire tend to be adventurous souls with
- penchants for wandering. Many travel between
- cosmopolitan settlements, such as those along the Sword
- Coast, and wield their magic in service of the common
- good. Others prioritize the realization of their own
- strange powers by roaming equally strange lands, from
- the magic-blasted wastes of the Anauroch Desert to the
- god-touched wilds of the Old Empires. Wherever they go
- in the Realms, spellfire Sorcerers are often courted by
- factions with interests in the arcane arts, such as the
- Harpers and the Cult of the Dragon.
3rd level: Spellfire Burst
- When you spend at least 1 Sorcery Point as part of the
- Magic action or a Bonus Action on your turn, you can
- unleash one of the following magical effects of your
- choice. You can do so only once per turn.
- Bolstering Flames: You or one creature you
can see within 30 feet of yourself gains
Temporary Hit Points equal to 1d4 plus your
Charisma modifier.
- Radiant Fire: One creature you can see within
30 feet of yourself must succeed on a Dexterity
saving throw against your spell save DC or take
1d6 Fire or Radiant damage (your choice).
3rd level: Spell Fire Spells
| Spell Level | Spells |
|---|---|
| 1st | Cure Wounds, Guiding Bolt |
| 2nd | Lesser Restoration, Scorching Ray |
| 3rd | Aura of Vitality, Dispell Magic |
| 4th | Fire Shield, Wall of Fire |
| 5th | Greater Restoration, Flame Strike |
6th level: Absorb Spells
- You always have a Counterspell prepared.
- Additionally, whenever a target fails the saving throw
- against a Counterspell you cast, you regain 1d4 Sorcery
- Points. If the target succeeds the saving throw against
- Counterspell you cast, casting the spell doesn't expend
- a Spell Slot.
10th level: Honed Spellfire
- Your Spellfire Burst improves. You add your Sorcerer level
- to the Temporary Hit Points gained from Bolstering
- Flames, and the 1d6 of Radiant Fire increases to 3d6.
14th level: Improved Absorb Spells
- When you make a saving throw against an affect
- generated from a Magic action, if you succeed on the
- saving throw, you regain 1d4 Sorcery Points. If you fail a
- saving throw against a Magic action effect, you may spend
- 3 Sorcery points to succeed instead.
18th level: Crown of Spellfire
- As a Bonus Action, you gain the following benefits for 1
- minute. Once you use this Bonus Action, you can’t use it
- again until you finish a Long Rest unless you spend 6
- Sorcery Points (no action required) to restore your use of
- it.
- Spellfire Bulwark: Reduce damage from attacks equal to your Sorcerer level.
- Burning Life Force: As a Bonus action spend 1 Sorcery point to gain 1 Expended Hit Die. In addition, As a Bonus action you may expend 1 Hit Die to regain 1d4 Sorcery Points.
- Flight: You gain a Fly Speed of 60 feet and can hover.
- Spell Avoidance: When you’re subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this benefit if you have the Incapacitated condition.