Sorcerer (2024) | Revised

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Sorcerer Revised (2024)

Sorcerer

Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can't name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby's birth or the strike of lightning from a clear sky might spark a Sorcerer's gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.

Sorcerers don't learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.

Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn't like to stay quiet. A Sorcerer's magic wants to be wielded.

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.

Unwanted Ease

When it comes to drawing forth their abilities in times of need, sorcerers have it easy compared to other characters. Their power not only rests within them, but it likely takes some effort to keep it at bay. Every sorcerer is born to the role, or stumbles into it through cosmic chance. Unlike other characters, who must actively learn, embrace, and pursue their talents, sorcerers have their power thrust upon them.

Because the idea of an innately magical being traveling among them does not sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benefit their less magically gifted contemporaries.

Sorcerers are often defined by the events surrounding the manifestation of their power. For those who receive it as an expected birthright, its appearance is a cause for celebration. Other sorcerers are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their abilities.

“Practice and study are for amateurs. True power is a birthright.” — Hennet, scion of Tiamat

Arcane Origins

Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause.

Does your character know the source of your magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn't know where their power arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign.

d6 Origin
1 Your power arises from your family's bloodline. You are related to some powerful creature, or you inherited a blessing or a curse.
2 You are the reincarnation of a being from another plane of existence.
3 Your birth was prophesied in an ancient text, and you are foretold to use your power for terrible ends.
4 Small stones inscribed with spells and kept in a cloth bag
5 You are the product of generations of careful, selective breeding.
6 You were made in a vat by an alchemist.

Reaction

When a new sorcerer enters the world, either at birth or later when one's power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen.

When your sorcerer's powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between?

d6 Reaction
1 Your powers are seen as a great blessing by those around you, and you are expected to use them in service to your community.
2 Your powers caused destruction and even a death when they became evident, and you were treated as a criminal.
3 Your neighbors hate and fear your power, causing them to shun you.
4 You came to the attention of a sinister cult that plans on exploiting your abilities.
5 People around you believe that your powers are a curse levied on your family for a past transgression.
6 Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in a bloody revolt over a century ago.

Supernatural Mark

A sorcerer at rest is almost indistinguishable from a normal person; it's only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk.

If your sorcerer has a supernatural mark, it might be one that's easily concealed, or it could be a source of pride that you keep on constant display.

d6 Mark
1 Your eyes are an unusual color, such as red.
2 You have an extra toe on one foot.
3 One of your ears is noticeably larger than the other.
4 Your hair grows at a prodigious rate.
5 You wrinkle your nose repeatedly while you are chewing.
6 A red splotch appears on your neck once a day, then vanishes after an hour.

Signs of Sorcery

As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one's magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from.

When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon?

d6 Sign
1 You deliver the verbal components of your spells in the booming voice of a titan.
2 For a moment after you cast a spell, the area around you grows dark and gloomy.
3 You sweat profusely while casting a spell and for a few seconds thereafter.
4 Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell.
5 If you are standing when you cast a spell, you rise six inches into the air and gently float back down.
6 Illusory blue flames wreathe your head as you begin your casting, then abruptly disappear.
The Revised Sorcerer
Level Proficiency Bonus Features Sorcery Points Cantrips Prepared Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Innate Sorcery, Spellcasting - 4 4 2 - - - - - - - -
2nd +2 Font of Magic, Metamagic, Metamagic Options 2 4 5 3 - - - - - - - -
3rd +2 Sorcerer Subclass 3 4 6 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 5 7 4 3 - - - - - - -
5th +3 Sorcerous Restoration 5 5 8 4 3 1 - - - - - -
6th +3 Subclass Feature 6 5 9 4 3 2 - - - - - -
7th +3 Sorcery Incarnate 7 5 10 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 8 5 11 4 3 3 2 - - - - -
9th +4 - 9 5 12 4 3 3 3 1 - - - -
10th +4 Metamagic 10 6 13 4 3 3 3 2 - - - -
11th +4 - 11 6 14 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 12 6 15 4 3 3 3 2 1 - - -
13th +5 - 13 6 16 4 3 3 3 2 1 1 - -
14th +5 Subclass Feature 14 6 17 4 3 3 3 2 1 1 - -
15th +5 - 15 6 18 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 16 6 19 4 3 3 3 2 1 1 1 -
17th +6 Metamagic, Sorcerous Overflow 17 6 20 4 3 3 3 2 1 1 1 1
18th +6 Subclass Feature 18 6 21 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon 19 6 22 4 3 3 3 3 2 1 1 1
20th +6 Arcane Apotheosis, Supreme Sorcerer 20 6 22 4 3 3 3 3 2 2 1 1
Multiclassing

Ability Score Minimum: Charisma 13

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.

Class Features

  • 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: simple weapons
Tools: None.
Saving Throws: Constitution, Charisma
Skills: Any two of your choice.

Equipment

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

  • (a) A Spear, 2 Daggers, a Dungeoneer's Pack, and 28 GP.
  • (b) 50 GP.

Innate Sorcery

At 1st level, an event in your past left an indelible mark on you, infusing you with 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. You gain an additional use at Sorcerer levels 5 (three uses), 9 (four uses), 13 (five uses), and 17 (six uses).

Spellcasting

At 1st level, drawing from your innate magic, you can cast spells. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list in the 2024 Player's Handbook.

Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

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.

Ritual Casting. You can cast a sorcerer spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus. Your body is your focus. Therefore, your Sorcerer Spells do not require a Spellcasting Focus or Material Components except if the Spell has Material components that are consumed by the spell or that have a cost specified in the spell.

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

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

Metamagic

At 3rd level, 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.

Metamagic Options

The following options are available to your Metamagic feature. 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, 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: 2 Sorcery Points
When you cast a spell that forces a creature to make a saving throw, you can spend 2 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: 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, 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 Subclass

At 3rd level, You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you 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 or lower.

Ability Score Improvement

When you reach Sorcerer Level 4, and again at Sorcerer Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.

Sorcerous Restoration

At 5th level, 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 2 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.

Sorcerous Overflow

At 17th level, your innate magical power reaches new heights. Choose one 1st-level spell always prepared by your Sorcerer Subclass and one 1st-level spell you have prepared as part of your Spellcasting feature. You may cast both of these spells at their lowest level without expending a spell slot.

Additionally, choose one of the 2nd-level spells granted by your Sorcerer Subclass; you may now cast that spell without expending a spell slot as well.

Casting any of these spells at a higher level requires the use of a Spell Slot as normal. You may change which Spells are affected by this feature at the end of a Long Rest.

Arcane Apotheosis

At 20th level, while your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.

Supreme Sorcerer

At 20th level, you become a supreme sorcerer. Your Charisma score increases by 4, to a maximum of 26.

Aberrant

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

At 3rd level, When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.

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.

Sorcerer Level Spells
3rd Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis

Telepathic Speech

At 3rd 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 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

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.

Pyshic Defenses

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

At 14th 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 18th 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 3d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage 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.

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 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

At 3rd level, When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.

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.

Sorcerer Level Spells
3rd Aid, Alarm, Lesser Restoration, Protection from Evil and Good
5th Dispel Magic, Protection From Energy
7th Freedom of Movement, Summon Construct
9th Greater Restoration, Wall of Force

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.
d6 Manifestation
1 Spectral cogwheels hover behind you.
2 The hands of a clock spin in your eyes.
3 Your skin glows with a brassy sheen.
4 Floating equations and geometric objects overlay your body.
5 A spectral clockwork mechanism appears behind you.
6 The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.

Restore Balance

At 3rd 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

At 14th 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 18th level, you 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.

Draconic

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.

Draconic Spells

At 3rd level, when you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.

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 Evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
3rd Alter Self, Chromatic Orb, Command, Dragon's Breath
5th Fireball, Fly
7th Charm Monster, Ice Storm
9th Cone of Cold, Summon Dragon

Draconic Empowerment

At 3rd level, the magic in your body manifests physical traits of your draconic gift.Parts of your body are covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. At Sorcerer level 10, you gain +1 AC while using this feature.

Additionally, choose one of the following Damage Types: Acid, Cold, Fire, Lightning or Poison. When you cast a Spell that deals Damage, you can change its damage type to the damage type you chose with this Feature (no action required).

Draconic Breath

At 3rd level, you learn how to unleash the elment you chose with your Draconic Empowerment Feature in a cone of destructive energy. All creatures within a 30-foot cone eminating from you must make a Dexterity Saving Throw against your Spell Save DC, taking 2d8 of the damage type you chose with your Draconic empowerment Feature on a failed save or half as much on a successful save.

The Damage of this feature increases to 4d8 at 6th level, 6d8 at 14th level, and 8d8 at 18th level.

You can use this Feature a number of times equal to your Charisma Modifier (minimum once) and regain all expended uses at the end of a Short or Long Rest

Elemental Affinity

At 6th level, you gain Reistance to the Damage Type you chose with your Draconic Empowerment Feature at 3rd level.

Additionally, when you deal damage with a Spell that deals Damage of the type you chose with your Draconic Empowerment Feature at 3rd level, you can add your Charisma Modifier to the damage you deal once.

Dragon Wings

At 14th level, draconic wings appear on your back. You have a Fly Speed equal to your Speed and can hover.

Draconic Menace

At 14th level, if a creature fails a Saving Throw against a Spell that would deal damage of the type you chose with your Draconic Empowerment Feature, they also suffer the Frightened Effect with you as the source of their fear until the start of your next Turn.

Dragon's Fury

At 18th level, any time you deal damage of the type you chose with your Draconic Empowerment Feature, it ignores Resistance and treats Immunity as Resistance instead.

Dragon Companion

At 18th level, You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn't require Concentration by spending 2 Sorcery Points. You may only spend Sorcery Points in this way Once per Long Rest.

Shadow

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 the Shadowfell’s sinister energy and were transformed by it. Your shadowy magic allows you to command darkness, undeath, and woe with ease.

Shadow Spells

At 3rd level, when you reach a Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared.

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 Evocation or a Illusion spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
3rd Bane, Darkness, Inflict Wounds, Pass Without Trace
5th Nondetection, Summon Undead
7th Greater Invisibility, Phantasmal Killer
9th Creation, Mislead

Eyes of the Dark

At 3rd level, you have Darkvision with a range of 120 feet and Blindsight with a range of 10 feet.

In addition, if a spell you cast creates an area of Darkness, you can see normally through that spell’s Darkness.

At 18th level, your Blindsight's Range becomes 30 feet.

Spirits of Ill Omen

At 6th level, you can cast Summon Undead without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration by spending 2 Sorcery points. If you do so, the spell ends early if you cast it again.

Shadow Walk

At 14th level, when you are in Dim Light or Darkness, you can take a Bonus Action to teleport up to 120 feet to an unoccupied space you can see that is also in Dim Light or Darkness.

At 18th level, your destination no longer needs to be in Dim Light or Darkness.

Umbral Form

At 18th level, As a Bonus Action, you adopt a shadowy form, gaining the benefits below for 1 minute, until you have the Incapacitated condition, or until you end the form (no action required). Once you use this feature, 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.

Incorporeal Movement. You can move through occupied spaces as if they were Difficult Terrain and phase through solid objects. If you end your turn in such a space or object, you take 1d10 Force damage and are shunted to the nearest unoccupied space.

Shadow Resilience. You have Resistance to all damage except Force, Psychic, and Radiant damage.

Strength of the Grave. If you would drop to 0 Hit Points and not die outright, you can make a Charisma saving throw (DC 5 plus half the damage taken). If you succeed, your Hit Points instead change to a number equal to two times your Sorcerer level.

Spellfire

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.

Spellfire Spells

At 3rd level, when you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.

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 Evocation spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
3rd Cure Wounds, Guiding Bolt, Lesser Restoration, Scorching Ray
5th Aura of Vitality, Dispel Magic
7th Fire Shield, Wall of Fire
9th Greater Restoration, Flame Strike

Spellfire Burst

At 3rd level, 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 1d6 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). When you reach Sorcerer Level 5, this damage improves to 2d6. When you reach Sorcerer Level 11, this damage improves to 3d6. When you reach Sorcerer Level 17, this damage improves to 4d6.

Absorb Spells

At 6th level, You always have Counterspell prepared and it does not count against the number of Sorcerer Spells you have prepared.

Additionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points.

Honed Spellfire

At 14th level, Your Spellfire Burst improves.

Bolstering Flames. You add your Sorcerer level to the Temporary Hit Points gained.

Radiant Fire. the damage from this feature ignores Resistance.

Crown of Spellfire

At 18th level, 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 7 Sorcery Points (no action required) to restore your use of it.

Burning Life Force. Once per turn when you are hit by an attack roll, you can expend a number of Hit Dice, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice and reduce the amount of damage from that attack equal to the total rolled plus your Sorcerer level.

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.

Wild

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.

Wild Magic Spells

At 3rd level, when you reach a Sorcerer level specified in the Wild Magic Spells table, you thereafter always have the listed spells prepared.

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 Conjuration or a Transmutation spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
3rd Augury, Chromnatic Orb, Color Spray, Crown of Madness, Sorcerous Burst
5th Blink, Hypnotic Pattern
7th Hallucinatory Terrain, Polymorph
9th Animate Objects, Jallarzi's Storm of Radiance

Wild Magic Surge

At 3rd level, your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table below to create a magical effect.

If the magical effect is a spell, it is too wild to be affected by your Metamagic.

Tides of Chaos

At 3rd 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 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.

Chaos Control

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Tamed Surge

At 18th level, Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.

Once you use this feature, you can't do so again until you finish a Long Rest.

d100 Effect
01-04 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
05-08 A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature's stat block.
09-12 For the next minute, you regain 5 Hit Points at the start of each of your turns.
13-16 Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
17-20 You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you're surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell.
21-24 For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action.
25-28 You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
29 - 30 The next time you cast a spell that deals damage within the next minute, don't roll the spell's damage dice for the damage. Instead use the highest number possible for each damage die.
33-36 You have Resistance to all damage for the next minute.
37-40 You turn into a potted plant until the start of your next turn. While you're a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
41-44 For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.
d100 Effect
45-48 You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.
49-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-56 You can take one extra action on this turn.
57-60 You cast a random spell. If the spell normally requires Concentration, it doesn't require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, See Invisibility.
61-64 For the next minute, any flammable, nonmagical object you touch that isn't being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning.
65-68 If you die within the next hour, you immediately revive as if by the Reincarnate spell.
69-72 You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
73-76 You teleport up to 60 feet to an unoccupied space you can see.
77-80 A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81-84 You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn.
85-88 Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt.
89-92 Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage.
93-96 You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute.
97-00 Roll 1d6 On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously.

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Changes: Me, SmugCoffeeMan

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Changelog

1.0

  • Adjusted prepared spell progression like the other casters.
  • Gave all subclasses spells.
  • Sorcerers don't need a focus or material components if the materials don't have a cost or aren't consumed on cast.
  • Added Sorcerous Overflow.

1.1

  • Buffed Draconic Resilience's AC to increase by +1 at 10th level.
  • Dragon Wings is now a passive, but its movement is tied to the character's speed. This is to make it competitive with Spellfire's capstone.
  • Added a revised version of the Spellfire UA Sorcerer Subclass.
  • Radiant Fire now scales like a Cantrip.
  • Absorb Spells specifies that the prepared Counterspell doesn't count against your Sorcerer Spells prepared.
  • Honed Spellfire Is formatted differently, and Radiant Fire's benefit is changed to pierce Resistance due to the changes to the base feature.

1.2

  • Reworked Dragon Sorcerer from the ground up. This version is no longer Vanilla+. Instead, it aims to turn Draconic Sorcerer into the Blaster option by making it focused on using elemental spells of your ancestry.
  • Added Shadow Sorcerer from the new UA and tweaked some of its features, including revising the Spell List (To better fit the flavor at later levels), improving Eyes of the Dark at 18th level, tweaking Spirits of Ill Omen to use sorcery points for its concentration feature, Removing the restrictions on Shadow Walk at 18th level, adjusting Incorporeal movement to work like my Revised Phantom Rogue's feature of the same name, and adding Psychic to the list of resistances you don't gain because why would you be immune to mental attacks?