Introduction
This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.
References to Other Documentation
The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.
- AAG: Astral Adventurer's Guide
- BMT: Book of Many Things
- DMG14: Dungeon Master's Guide (2014)
- DMG24: Dungeon Master's Guide 2024
- EEPC: Elemental Evil Player's Companion
- EFA: Eberron: Forge of the Artificer
- EGW: Explorer's Guide to Wildemount
- ERLW: Eberron: Rising From the Last War
- FRHoF: Forgotten Realms: Heroes of Faerun
- FTD: Fizzban's Treasury of Dragons
- GGR: Guildmaster's Guide to Ravnica
- IDRotF: Icewind Dale: Rime of the Frostmaiden
- MCoC: Magniloth's Compendium of Changes
- MOT: Mythic Odysseys of Theros
- MPMM: Mordenkainen Presents: Monsters of the Multiverse
- MM25: Monster Manual 2025
- MTF: Mordenkainen's Tome of Foes
- PHB14: Player's Handbook (2014)
- PHB24: Player's Handbook 2024
- SCAG: Sword Coast Adventurer's Guide
- SCC: Strixhaven: A Curriculum of Chaos
- SCoC: Smug's Compendium of Changes
- SatO: Sigil and the Outlands
- TCE: Tasha's Cauldron of Everything
- TDSCR: Tal'Dorei Campaign Setting Reborn
- UCR: Unchained Rules
- VGM: Volo's Guide to Monsters
- VRGR: Van Richten's Guide to Ravenloft
- XGE: Xanathar's Guide to Everything
- XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
- XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
- XUA25P: Unearthed Arcana 2024: The Psion
- XUA25PU: Unearthed Arcana 2025: The Psion Update
- XUA25SU: Unearthed Arcana 2025: Subclasses Update
How to Use
To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.
Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.
If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.
Unchained Sorcerer
Unchained Sorcerers wield innate magic that is stamped into their being. Some Unchained 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 an Unchained 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 Unchained Sorcerer, a churning magic that can be passed down through generations.
Unchained Sorcerers don't learn magic; the raw, roiling power of magic is part of them. The essential art of an Unchained Sorcerer is learning to harness and channel that innate magic, allowing the Unchained Sorcerer to discover new and staggering ways to unleash their power. As Unchained Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.
Unchained Sorcerers are rare. Some family lines produce exactly one Unchained 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. an Unchained Sorcerer's magic wants to be wielded.
Raw Magic
Magic is a part of every Unchained Sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some Unchained 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 Unchained Sorcerer in every generation, but in other lines of descent every individual is an Unchained Sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some Unchained 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.
Unchained 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
Unchained Sorcerers are rare in the world, and it's unusual to find an Unchained 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. an Unchained Sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.
Unchained 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, Unchained 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, Unchained 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 Unchained 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, Unchained 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, Unchained Sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many Unchained Sorcerers succeed in overcoming that prejudice through deeds that benefit their less magically gifted contemporaries.
Unchained 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 Unchained Sorcerers are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their abilities.
Arcane Origins
Some Unchained 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 Unchained 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 Unchained 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 Unchained 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
an Unchained Sorcerer at rest is almost indistinguishable from a normal person; it's only when their magic flies forth that Unchained Sorcerers reveal their true nature. Even so, many Unchained Sorcerers have a subtle but telling physical trait that sets them apart from other folk.
If your Unchained 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 Unchained Sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from an Unchained 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 Unchained 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 Unchained Sorcerer
| Level | Proficiency Bonus | Features | Sorcery Points | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Innate Sorcery, Spellcasting, Unchained Sorcerer Subclass | - | 4 | 4 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Font of Magic, Metamagic, Metamagic Options | 2 | 4 | 5 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 3 | 4 | 6 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Subclass Feature | 5 | 5 | 8 | 4 | 3 | 1 | - | - | - | - | - | - |
| 6th | +3 | Sorcerous Restroration | 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 | Metamagic | 9 | 5 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Subclass Feature | 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 | Golden Soul | 13 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | - | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | Subclass Feature | 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 | 17 | 6 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Sorcerous Overflow | 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 an Unchained Sorcerer
The most important question to consider when creating your Unchained 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 an Unchained 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 fire bolt, prestidigitation, ray of frost, and sorcerous burst cantrips, along with the 1st-level spells Shield (MCoC) and magic missile.
Class Features
- Hit dice: 1d6 per Unchained Sorcerer level.
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Unchained 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 Unchained Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Unchained 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 Unchained Sorcerer levels 5 (three uses), 9 (four uses), 13 (five uses), and 17 (six uses).
Additionally, you add your Charisma Modifier to the Damage you deal with all Unchained Sorcerer Cantrips once.
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 Unchained Sorcerer spells, which appear in the Unchained Sorcerer spell list on page 31 of this document.
Cantrips. You know four Unchained Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain an Unchained Sorcerer level, you can replace one of your cantrips from this feature with another Unchained Sorcerer cantrip of your choice.
When you reach Unchained Sorcerer levels 4 and 10, you learn another Unchained Sorcerer cantrip of your choice, as shown in the Cantrips column of the Unchained Sorcerer Features table.
Spell Slots. The Unchained 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 four level 1 Unchained Sorcerer spells. Burning Hands, Frost Fingers (MCoC), Magic Missile, and Shield (MCoC) are recommended.
The number of spells on your list increases as you gain Unchained Sorcerer levels, as shown in the Prepared Spells column of the Unchained Sorcerer Features table. Whenever that number increases, choose additional Unchained Sorcerer spells until the number of spells on your list matches the number in the Unchained 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 Unchained Sorcerer, your list of prepared spells can include six Unchained Sorcerer spells of level 1 or 2 in any combination.
If another Unchained 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 Unchained Sorcerer spells for you.
Changing Your Prepared Spells. Whenever you gain an Unchained Sorcerer level, you can replace one spell on your list with another Unchained Sorcerer spell for which you have spell slots.
Ritual Casting. You can cast an Unchained 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 Unchained Sorcerer spells.
Spellcasting Focus. Your body is your focus. Therefore, your Unchained 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.
Unchained Sorcerer Subclass
At 1st Level, you gain an Unchained Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Sorcerer level or lower.
Font of Magic
At 2nd Level, 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 Unchained 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). Spell Slots gained through the Pact Magic Feature cannot be converted into Sorcery Points.
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. You cannot create Spell Slots for use with the Pact Magic Feature with Sorcery Points.
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 2nd 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 an Unchained Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Unchained Sorcerer level 9 and two more at Unchained Sorcerer level 17.
Metamgagic 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.
Ability Score Improvement
When you reach Unchained Sorcerer Level 4, and again at Unchained 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 6th 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 Unchained Sorcerer Spell you cast.
Golden Soul
At 13th Level, when you would cast a Spell that has Material components that are consumed by the spell or that have a cost specified in the spell, you can spend Sorcery Points equal to twice that Spell's Level to ignore those Material Components. Sorcery Points spent in this way cannot be recovered in any way other than finishing a Long Rest, meaning that your Maximum Sorcery Points are effectively reduced by the amount spent with this feature until you finish a Long Rest.
You must finish a Long Rest to use this feature again.
Additionally, the Cost of any Material Components that are not consumed by the casting of a spell is reduced by half (rounded up) for you.
Sorcerous Overflow
At 18th Level, your innate magical power reaches new heights. Choose one 1st-level and one 2nd-level Unchained Sorcerer spell always prepared by your Unchained Sorcerer Subclass and one 1st-level Unchained Sorcerer 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.
Casting any of these spells at a higher level requires the use of a Spell Slot as normal. You may change which Unchained Sorcerer Spells are affected by this feature at the end of a Long Rest.
Epic Boon
At 19th Level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
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.
Ancestral Soul
The innate magic of these Unchained Sorcerers comes from a specific ancestor who wielded such great magical power that a fragment of their very soul guides them. This ancestor grants the Unchained Sorcerer guidance and direction as they explore their innate magical abilities. They may be the sole surviving decendant of their ancestor, a reincarnation who bears an eerie resemblance to that ancestor, or a victim of a curse that was due to handling the ancestor's personal effects.
Ancestral Spells
At 1st level, and again when you reach an Unchained Sorcerer level specified in the Ancestral Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 evocation spell from the Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Guidance, Charm Person, Command |
| 3rd | Borrowed Knowledge (SCC), Locate Object |
| 5th | Counterspell (MCoC), Dispel Magic |
| 7th | Divination, Locate Creature |
| 9th | Contact Other Plane, Legend Lore |
Ancestor's Lore
At 1st level, 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 Skill of your choice.
Visage of the Ancestor
At 1st level, Choose the form your ancestor takes, which might resemble the ancestor in life or a symbolic creature. While your Innate Sorcery feature is active, this form appears in a spectral haze around you, and you have Advantage on any Charisma (Deception), Charisma (Persuasion), or Charisma (Intimidation) Skill Checks you make.
Superior Spell Disruption
At 5th level, while your Innate Sorcery feature is active, you can cast Counterspell (MCoC) or Dispell Magic without expending a spell slot. If you cast Counterspell in this way, the target has Disadvantage on its Constitution saving throw. If you cast Dispel Magic in this way, you have Advantage on your ability checks to end ongoing spells. Once you cast either spell without a spell slot, you must finish a Long Rest before you can cast the spell in this way again.
Ancestral Majesty
At 10th level, your ancestor's visage 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 against your Unchained Sorcerer Spell Save DC. 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
At 10th level, your deep connection with your ancestor steadies you. Taking damage can't break your Concentration on Unchained Sorcerer spells.
Ancestor's Ward
At 15th level, your ancestor's protection redirects harmful magic away from you. While your Innate Sorcery feature 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.
Aberrant Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. 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 1st level, and again when you reach an Unchained Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Arms of Hadar, Dissonant Whispers, Mind Sliver |
| 3rd | Detect Thoughts, Tasha's Mind Whip (XUA25PU) |
| 5th | Psychic Explosion (SCoC), Sending |
| 7th | Evard's Black Tentacles, Phantasmal Killer |
| 9th | Rary's Telepathic Bond, Telekinesis |
Telepathic Speech
At 1st level, You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of 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 Unchained Sorcerer level. It ends early if you use this ability to form a connection with a different creature.
Psionic Sorcery
At 5th 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 from your Psionic Spells Feature, 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 5th 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 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 15th 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 1st level, and again when you reach an Unchained Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Mending, Protection From Evil and Good, Thunderwave |
| 3rd | Calm Emotions, Shatter |
| 5th | Slow, Sonic Explosion (MCoC) |
| 7th | Summon Construct, Thunder Shield (MCoC) |
| 9th | Antilife Shell, Destructive Wave |
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 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 5th 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 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 15th 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.
Defiled Soul
The power of a Defiled Soul Sorcerer siphons life essence from the surrounding world. At their command, creatures grow sick and plants wither to husks. They draw power from the corruption of life itself, draining vitality to fuel destructive magic.
Defiled Spells
At 1st level, and again when you reach an Unchained Sorcerer level specified in the Defiled Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Necromancy spell from the Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Infestation (XGE), Inflict Wounds, Ray of Sickness |
| 3rd | Blindness/Deafness, Ray of Enfeeblement |
| 5th | Bestow Curse, Vampiric Touch |
| 7th | Blight, Spirit of Death (BMT) |
| 9th | Antilife Shell, Contagion |
Defile and Empower
At 1st level, once per turn when you roll damage for a spell you cast using a spell slot, you can siphon your life energy into the spell and empower it. Roll a number of your unexpended Hit Dice, up to a number equal to half the level of spell slot expended (round up, minimum of one die), and add the total rolled to one damage roll of the spell. Those Hit Point Dice are then expended.
Life Steal. Instead of drawing on your own life force when you use this feature, you can try to steal life from another creature you can see within 30 feet of yourself. That creature makes a Constitution saving throw against your spell save DC; creatures that have Immunity to the Exhaustion condition automatically succeed on the save. On a failed save, in place of rolling your Hit Point Dice, roll a number of the creature's unexpended Hit Point Dice, up to a number equal to half the level of slot expended (round down, minimum of one die); you then add that total rolled to one damage roll of the spell, and those Hit Point Dice are expended for the creature.
Once a creature fails its save against Life Steal, you can't use Life Steal again until you finish a Long Rest unless you expend 3 Sorcery Points (no action required) to restore your use of it.
Corrupted Caster
At 5th level, you learn further ways to tap into the corrupting magic within yourself, granting you the following benefits.
Defiler's Ward. When you take a Bonus Action to transform Sorcery Points into a spell slot, you can wreathe your body in a protective web of defiling energy. Roll a number of d6s equal to the level of spell slot created. You gain Temporary Hit Points equal to the total rolled.If a creature hits you with a melee attack roll while you have Temporary Hit Points, the creature takes Necrotic or Poison damage (your choice) equal to your Charisma modifier.
Strengthend Rot. Damage dealt by your Sorcerer spells and Sorcerer features ignores Resistance to Necrotic and Poison damage.
Withering Aura
At 10th level, When you use your Innate Sorcery, an aura of defiling magic fills a 15-foot Emanation originating from you while your Innate Sorcery is active, granting you the following additional benefits.
Defiling Shroud. When an enemy within the aura hits you with an attack roll, you can reduce that attack's total damage against you. The reduction equals your Charisma modifier.
Essence Siphon. When an enemy dies within the aura, you regain 1d4 Sorcery Points. Once you use this benefit, you can't regain Sorcery Points in this way until you use Innate Sorcery again.
Superior Defilier
At 15th level, you've perfected your ability to control and channel defiling magic, granting you the following benefits.
Fouled Soul. You have Immunity to the Poisoned and Exhaustion conditions.
Furthered Defilement. The size of your Withering Aura increases to a 30-foot Emanation. In addition, enemies can't regain Hit Points while in your aura.
Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name, or your birth aligns with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
Divine Spells
At 1st level, and again when you reach an Unchained Sorcerer level specified in the Divine Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 spell from the Unchained Cleric spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Cure Wounds, Healing Word, Word of Radiance |
| 3rd | Lesser Restoration, Shining Ray (MCoC) |
| 5th | Mass Healing Word, Spirit Guardians (Radiant Only) |
| 7th | Fount of Moonlight, Sickening Radiance (XGE) |
| 9th | Greater Restoration, Mass Cure Wounds |
Favored by the Gods
At 1st level, divine power guards your destiny. You learn the Guidance Cantrip, it counts as an Unchained Sorcerer Cantrip for you, and does not count against the number of cantrips you know. Additionally, you can cast Guidance as a Reaction as well as an Action.
Empowered Healing
At 5th 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 round.
Otherworldly Wings
At 10th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a fly speed equal to your speed and can hov er. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
Unearthly Recovery
At 15th 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. When you do, any allied creatures within a 30-foot emanation of you that have fewer than half their hit points remaining can roll 4d6 plus your Charisma modifier and recover that many hit points.
Once you use this feature, you can't use it again until you finish a short or long rest.
Draconic Soul
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 1st level, and again when you reach an Unchained Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Command |
| 3rd | Dragon's Breath |
| 5th | Fear |
| 7th | Charm Monster |
| 9th | Summon Dragon |
Additionally, you choose a type of Dragon from the following table. This choice influences some Spells and Subclass Features you gain, including extra Draconic Spells determined by the Damage Type of your Dragon Ancestor.
| Dragon Ancestor | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Crystal | Radiant |
| Emerald | Psychic |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Sapphire | Thunder |
| Silver | Cold |
| Topaz | Necrotic |
| White | Cold |
Acid
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Acid Splash, Tasha's Caustic Brew (TCE) |
| 3rd | Acidic Ray (MCoC) |
| 5th | Acid Sphere (MCoC) |
| 7th | Vitriolic Sphere |
| 9th | Cone of Acid (MCoC) |
Cold
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Frost Fingers (MCoC), Ray of Frost |
| 3rd | Rime's Binding Ice (FTD) |
| 5th | Ice Ball (MCoC) |
| 7th | Fire Shield (Chill Only) |
| 9th | Cone of Cold |
Fire
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Fire Bolt, Burning Hands |
| 3rd | Aganazzar's Scorcher (XGE) |
| 5th | Fireball (MCoC) |
| 7th | Fire Shield (Warm Only) |
| 9th | Immolation (XGE) |
Lightning
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Shocking Grasp, Shower of Sparks (MCoC) |
| 3rd | Witch Bolt |
| 5th | Lightning Bolt |
| 7th | Storm Shield (MCoC) |
| 9th | Cone of Sparks (MCoC) |
Necrotic
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Darkness Wave (MCoC), Toll The Dead |
| 3rd | Shadowy Surge (SCoC) |
| 5th | Void Sphere (MCoC) |
| 7th | Blight |
| 9th | Enervation (XGE) |
Poison
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Poison Spray, Ray of Sickness |
| 3rd | Toxic Ray (MCoC) |
| 5th | Toxic Sphere (MCoC) |
| 7th | Toxic Shield (MCoC) |
| 9th | Cloudkill |
Psychic
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Psychic Wave (MCoC), Vicious Mockery |
| 3rd | Telekinetic Surge (MCoC) |
| 5th | Antagonize (BMT) |
| 7th | Raulothim's Psychic Lance (XUA25PU) |
| 9th | Yolande's Regal Presence |
Radiant
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Shining Wave (MCoC), Starry Wisp |
| 3rd | Moonbeam |
| 5th | Shining Explosion (MCoC) |
| 7th | Sickening Radiance |
| 9th | Dawn |
Thunder
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Thunderwave, Tyrant's Tail (SCoC) |
| 3rd | Shatter |
| 5th | Sonic Explosion (MCoC) |
| 7th | Sickening Radiance |
| 9th | Dawn |
Draconic Empowerment
At 1st 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 Unchained Sorcerer level 10, you gain +1 AC while using this feature.
Additionally, when you cast a Spell that deals Damage, you can change its damage type to the damage type associated with your Dragon Ancestor (no action required).
Draconic Breath
At 1st level, you learn how to unleash the power of your Dragon Ancestor in a cone of destructive energy. As a Magic Action, you can force all creatures within a 30-foot cone eminating from you to 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 5th level, 6d8 at 10th level, and 8d8 at 15th 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 5th level, you gain Reistance to the Damage Type associated with your Dragon Ancestor.
Additionally, when you deal damage with a Spell of Level 1+ granted by your Draconic Spells Feature, you can add your Charisma Modifier to the damage you deal once.
Dragon Wings
At 10th level, draconic wings appear on your back. You have a Fly Speed equal to your Speed and can hover.
Draconic Menace
At 10th level, if a creature fails a Saving Throw against a Spell that would deal the Damage Type associated with your Draconic Ancestor, 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 15th level, any time you deal damage of the type associated with your Dragon Ancestor, it ignores Resistance and Immunity.
Dragon Companion
At 15th 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.
Giant Soul
The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.
Giant Spells
At 1st level, and again when you reach an Unchained Sorcerer level specified in the Giant Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Elementalism, Chaos Bolt (XGE), Thunderwave |
| 3rd | Enlarge/Reduce, Hold Person |
| 5th | Call Lightning, Sleet Storm |
| 7th | Ice Storm, Stoneskin |
| 9th | Destructive Wave, Wrath of Nature (XGE) |
Jotun Resilience
At 1st level, you add your Charisma Modifier (minimum +0) to any Constitution Saving Throw you make to maintain concentration on a spell.
Lost Soul of Ostoria
At 5th level, when you cast one of your Giant Spells, you can spend 2 Sorcery Points to use any of the following options. You can only use one of the following options per casting of a Giant Spell. You cannot use Metamagic on a Spell if you use one of these options.
Cloud Giant's Transposition. You can magically teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 plus 5 times your Constitution modifier (minimum 10 feet).
Fire Giant's Fury. Must be used with a Spell that deals Damage. Add your Charisma Modifier (minimum +1) to the damage the spell deals.
Frost Giant's Guard. You gain temporary hit points equal to your Charisma modifier (minimum of 1).
Hill Giant's Wrath. You can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 plus 5 times your Charisma modifier (minimum of 10 feet). A target can choose to fail this save.
Stone Giant's Skin. You gain a bonus to your AC equal to your Charisma Modifier (minimum +1) until the end of your next turn.
Storm Giant's Gaze. Up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to 1d6 plus your Charisma modifier (minimum +0).
Rage of Fallen Ostoria
At 10th level, when you cast a Sorcere spell of 1st level or higher during your turn, you can increase your Size by one category - from Medium to Large for example. The size increase lasts for 1 minute, ends early if you die or are incapacitated, and grants the following benefits. You must finish a Short or Long Rest to use this feature again, unless you expend a 6th-level Spell slot (no action) to do so again.
- Your reach increases by 5 feet.
- Your speed increases by 5 feet.
- You have Advantage on Strength Checks and Strength Saving Throws.
- You gain Resistance to Cold, Fire, Lightning, or Thunder Damage. You choose which when you activate this feature.
- You gain temporary hit points equal to your Sorcerer Level.
Blessing of the All Father
At 15th level, you gain a permanent +1 to Constitution Saving Throws you make.
Additionally, you can now use Rage of the Fallen Ostoria twice before you must finish a Short or Long Rest, but no more than Once per Round. If you use your Rage of the Fallen Ostoria feature again while already under its effects, you gain the following benefits.
- Increase your Reach by 5 feet (10 feet total).
- Increase your speed by 5 feet (10 feet total).
- Choose a second Damage Type to gain resistance to.
- Gain additional temporary hit points equal to your Sorcerer Level (maximum 2 times your Sorcerer Level).
Heroic Soul
Your innate magic comes from an ancestor who was a great warrior, their legends transcending their death and imbuing you with the powers from those legends - even if some of them were manufactured. Sorcerers with this origin can trace their bloodlines to powerful Fighters and heroic Paladins who fought great threat in the past. Some of these bloodlines are legacies passed from father to son, while others are tied to heroes so ancient their names are long-forgotten but their deeds are long-remembered.
Heroic Spells
At 1st level, and again when you reach an Unchained Sorcerer level specified in the Heroic Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 an evocation spell from the Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Booming Blade (TCE), Compelled Duel, Shield (MCoC) |
| 3rd | Magic Weapon, Shining Smite |
| 5th | Crusader's Mantle, Phantom Steed |
| 7th | Guardian of Faith, Staggering Smite |
| 9th | Destructive Wave, Steel Wind Strike |
Heroic Inheritance
At 1st level, you gain proficiency with Simple and Martial Weapons and Shields.
In additionly, you gain Proficiency in the History Skill. If you are already proficient in this skill, you gain Proficiency in another Skill of your choice.
Heroic Fortitude
At 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in the Unchained Sorcerer Class.
In addition, while you aren't wearing Armor, your base Armor Class becomes 10 plus your Constitution and Charisma Modifiers. You can use a Shield and still gain this benefit.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.
Heroic Phantasm
At 10th level, when you deal damage with with a simple or martial weapon, you deal an additional 1d6 Force Damage.
In addition, when a creature fails a save against a Spell you cast, you can force that creature to take additional Force Damage equal to half of your Sorcerer Level (rounded down). You can use this Feature once per Long Rest.
Undying Hero
At 15th level, if you would be reduced to 0 Hit Points, you can spend up to 6 Sorcery Points, rolling 1d6 for each Sorcery Point spent and adding your Charisma Modifier once to the total amount rolled, recovering that many Hit Points.
You must finish a Long rest to use this Feature again.
Lunar Soul
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.
Lunar Spells
At 1st level, and again when you reach an Unchained Sorcerer level specified in the Lunar Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Bless, Guiding Bolt, Sacred Flame |
| 3rd | Blindness/Deafness, Moonbeam |
| 5th | Hypnotic pattern, Nondetection |
| 7th | Control Water, Fount of Moonlight |
| 9th | Dream, Mislead |
Moon Fire
At 1st level, when you cast Sacred Flame as an Unchained Sorcerer Spell, you can target one creature as normal or two creatures that are within 5 feet of each other.
Lunar Boon
At 5th level, when you use a Metamagic Option on a Lunar Spell, you reduce the cost of that Metamagic by 1 (to a minimum of 0). You can use this feature a number of times equal to your Charisma Modifier (minimum once) and regain all expended uses when you finish a Long Rest.
Waxing and Waning
At 5th level, you can cast a 1st-level Spell from the Lunar Spell table without expending a Spell Slot. You must finish a Short or Long Rest to do so again.
Lunar Empowerment
At 10th level, the power of the moon saturates you. You can spend 1 Sorcery Point to gain one of the following benefits for 1 hour. You can use this feature a number of times equal to your Charisma Modifier (minimum once) and regain all expended uses when you finish a Short or Long Rest.
- 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 Investigation and Perception checks while within the bright light you shed.
- You have advantage on Stealth checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.
- You have resistance to necrotic and radiant damage.
Lunar Phenomenon
At 15th level, you can use a bonus action to use one of the following options. You can use each option once, and regain the ability to use an option you have used when you finish a long rest, unless you spend 6 sorcery points to use that option again.
- 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 be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.
- 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 become invisible until the end of your next turn, or until immediately after you make an attack roll or cast a spell.
- 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.
Phoenix Soul
Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you.
Phoenix Spells
At 1st level, and again when you reach an Unchained Sorcerer level specified in the Phoenix Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Conjuration spell from the Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Burning Hands, Hellish Rebuke |
| 3rd | Aganazzar's Scorcher (XGE), Scorching Ray |
| 5th | Fireball (MCoC), Fly |
| 7th | Fire Shield (Warm Only), Wall of Fire |
| 9th | Flame Strike, Reincarnate (MCoC) |
Ignite
At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
Additionally, you gain resistance to fire damage.
Mantle of the Phoenix
At 1st level, you can unleash the phoenix fire that blazes within you.
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits. You can use this feature a number of times equal to your Charisma Modifier (minimum once) and regain all expended uses when you finish a Long Rest.
- You shed bright light in a 15-foot emanation and dim light for an additional 15 feet.
- Any creature that hits you with a melee weapon attack or Unarmed strike or that touches you takes fire damage equal to 1d6 plus your Charisma modifier.
- Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.
Phoenix Spark
At 5th level, you have learned how to fight off death like your namesake. When you would be reduced to 0 hit points, you can use your reaction to be reduced to 1 hit point instead, and deal fire damage equal to 2d6 plus your charisma modifier to all creatures within a 10-foot emanation of you.
If you use this feature while under the effects of your Mantle of the Phoenix Feature, you instead deal 4d6 plus your charisma modifier in fire damage with this feature.
Once you use this feature, you must finish a Long Rest to use it again.
Nourishing Fire
At 10th level, flames mend your wounds. When you cast a spell that deals fire damage from the Phoenix Spell table, you recover hit points equal to 2d6 plus the spell's slot level plus your charisma modifier.
Reborn in Fire
At 10th level, you halve the cost of the materials for the Reincarnate (MCoC) spell when you cast it, and when it is cast on you, it does not require material components at all.
Form of the Phoenix
At 1tth level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of the Phoenix feature, you gain additional benefits:
- You have a fly speed equal to your speed and can hover.
- You have immunity to fire damage and resistance to all other forms of damage except for force and psychic damage.
- If you use your Phoenix Spark, that feature deals an extra 4d6 fire damage to each creature.
Flaming Rebirth
At 15th level, if you would die, you can use a reaction to spend 12 sorcery points to cast the Reincarnate (MCoC) Spell on yourself without material components and without expending a Spell Slot. If you do, you choose the Species you reincarnate as, rather than rolling on the table. You suffer 1 level of exhaustion after doing so, and this level of exhaustion can only be removed by finishing a Long Rest. Furthermore, the Sorcery Points spent to recover this creature do not replenish until you finish a Long Rest with no ranks of Exhaustion gained from this feature. If you have levels of exhaustion from this feature, you cannot use this feature again, and once you use this feature you cannot use it again until you have no levels of exaustion from this feature and finish a long rest.
Additionally, when you cast the Reincarnate (MCoC) Spell on another creature, you can choose what Species they reincarnate as.
Runechild Soul
The mysterious weave and flow of magic is feared by many folk across Exandria. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes—and which sees a sorcerer named as a Runechild.
Rune Child Spells
At 1st level, and again when you reach an Unchained Sorcerer level specified in the Rune Child Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Comprehend Languages, Magic Stone (XGE), Sonic Shard (MCoC) |
| 3rd | Darkvision, Sonic Ray (MCoC) |
| 5th | Gylph of Warding (SCoC), Thunder Step |
| 7th | Divination, Thunder Shield (MCoC) |
| 9th | Synaptic Static, Teleportation Circle |
Essence Runes
At 1st level, your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in this class. These runes can manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert.
At the end of a turn during which you spent one or more sorcery points, a number of your essence runes equal to the number of sorcery points you spent begin to glow with stored energy, becoming charged runes. You use these charged runes to power your Runechild subclass features. Also, as a bonus action, you may spend a sorcery point to convert two essence runes into two charged runes.
If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action. If you have 5 or more charged runes, you emit bright light in a 5-foot radius and dim light for an additional 5 feet.If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune. Any charged runes also revert to inert essence runes after you finish a long rest.
Glyph of Aegis
At 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a reaction. Roll a number of d6s equal to the number of runes you expended, and reduce the damage by the total.
At 5th level, you can touch a creature as an action and expend up to 3 charged runes to transfer your protective power to it for up to 1 hour. The next time that creature takes damage within the next hour, it rolls 1d6 per charged rune spent and reduces the damage by the total. You can't transfer this power to a creature already under the effect of Glyph of Aegis.
At 10th level, the dice used with this feature become d8s.
Sigilic Augmentation
At 5th level, you can channel your runes to temporarily bolster your physical capabilities. When you make a Strength, Dexterity, or Constitution ability check, you can expend a charged rune as a reaction to gain advantage on the roll.
In addition, when you are forced to make a Strength, Dexterity, or Constitution saving throw, you can use your reaction and expend a charged rune to gain advantage on the saving throw. Once you use this feature in this way, you can't use it in this way again until you complete a short or long rest.
Manifest Inscriptions
At 5th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you expend one charged rune to reveal hidden or invisible arcane traps, marks, runes, wards, sensors, or glyphs within 60 feet of you. They glow with dim light in a 5-foot radius for 1 minute.
You have advantage on Arcana skill checks to discern the nature of any magic revealed in this way for the duration. If the glyphs you reveal mean something in a language you can't read, you can understand them while they are glowing as if you knew that language.
Runic Torrent
At 10th level, you can channel runic energy to overpower even the staunchest defenses. When you cast a spell, you can expend 2 charged runes to cause the spell to deal force damage instead of its usual damage types. Additionally, all creatures targeted by the spell or within the spell's area must succeed on a Strength saving throw against your spell save DC or be knocked prone or pushed up to 15 feet away from the spell's point of origin (your choice).
Once you use this feature, you can't do so again until you complete a short or long rest.
Arcane Exemplar
At 15th level,Starting at 18th level, you can use a bonus action and expend a charged rune to become a being of pure magical energy. While in your exemplar form, you gain the following benefits. Your exemplar form lasts until the end of your turn. However, you can expend a charged rune at the end of your turn (no action required) to extend the duration until the end of your next turn. When your exemplar form ends, you are stunned until the end of your next turn. Once you use this feature, you can't use it again until you complete a long rest unless you spend 6 Sorcery Points to do so.
- You gain a fly speed equal to your speed and can hover.
- Creatures have Disadvantage on saving throws against your Sorcerer spells.
- You have Resistance to all damage dealt by spells.
- Whenever you cast a spell of 1st level or higher, you regain hit points equal to 1d6 plus that spell's level.
Sea Soul
The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
Sea Spells
At 1st level, and again when you reach an Unchained Sorcerer level specified in the Sea Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Conjuration spell from the Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Rough Waves (SCoC), Shocking Rebuke (MCoC), Water Whip (SCoC) |
| 3rd | Create or Destroy Water, Water Blast (SCoC) |
| 5th | Freedom of the Waves (TDCSR), Tidal Wave (XGE) |
| 7th | Control Water, Watery Sphere (XGE) |
| 9th | Greater Restoration, Maelstrom (XGE) |
Soul of the Sea
At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your speed.
Additionally, you gain resistance to Cold damage.
Curse of the Sea
At 1st level, you learn the secret of infusing your spells with a watery curse.
When you hit a creature with a cantrip's attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn't a cantrip (you choose the effect to use if more than one effect applies):
Cold damage. If the affected target takes cold damage from your spell, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater.
Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.
Watery Defense
At 5th level, you gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to 1d6 plus Your charisma modifier, and then you can move up to 30 feet without provoking opportunity attacks.
Once you use this special reaction, you can't use it again until you finish a short or long rest.
Shifting Form
Starting at 10th level, you gain the ability to enter a liquid state while moving. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there.
On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
Liquid Form
Starting at 15th level, your being is altered by the power of the sea. You gain the following benefits:
- You no longer need to eat, drink, or sleep.
- A critical hit against you becomes a normal hit.
- You have resistance to bludgeoning, piercing, and slashing damage.
Shadow Soul
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 1st level, and again when you reach an Unchained Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Bane, Darkness Wave (MCoC), Toll the Dead |
| 3rd | Pass Without Trace, Shadowy Surge (SCoC) |
| 5th | Summon Undead, Void Sphere (MCoC) |
| 7th | Blight, Greater Invisibility |
| 9th | Destructive Wave (Necrotic Only), Mislead |
Eyes of the Dark
At 1st 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 15th level, your Blindsight's Range becomes 30 feet.
Spirits of Ill Omen
At 5th 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 10th 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 15th level, your destination no longer needs to be in Dim Light or Darkness.
Umbral Form
At 15th 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 Soul
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 1st level, and again when you reach an Unchained Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Guiding Bolt, Spellfire Flare (FRHoF) |
| 3rd | Cure Wounds, Guiding Bolt, Lesser Restoration, Scorching Ray |
| 5th | Aura of Vitality, Dispel Magic |
| 7th | Spellfire Storm (FRHoF), Wall of Fire |
| 9th | Greater Restoration, Flame Strike |
Spellfire Burst
At 1st 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 2d6 Fire or Radiant damage (your choice). When you reach Sorcerer Level 5, this damage improves to 3d6. When you reach Sorcerer Level 11, this damage improves to 4d6. When you reach Sorcerer Level 17, this damage improves to 5d6.
Absorb Spells
At 5th level, you always have Counterspell (MCoC) 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 10th 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 15th level, 2hen you use Innate Sorcery, you can alter it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, 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.
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.
Stone
Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.
Stone Spells
At 1st level, and again when you reach an Unchained Sorcerer level specified in the Stone Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Earth Tremor (XGE), Magic Stone (XGE), Shield (MCoC) |
| 3rd | Maximilian's Earthen Grasp (XGE), Shatter |
| 5th | Erupting Earth (XGE), Meld Into Stone |
| 7th | Stone Shape, Thunder Shield (MCoC) |
| 9th | Bigby's Hand, Wall of Stone |
Stone's Durability
At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in the Unchained Sorcerer class.
Additionally, while not wearing armor, you have a base Armor Class of 10 plus your Constitution and Charisma modifiers, and your skin assumes a stony appearance. At 10th level, your base Armor Class increases by +1. You can use a shield and benefit from this feature.
Stone Guard
At 1st level, you gain proficiency with shields.
Stone Strikes
At 1st level, you can roll 1d6 in place of the normal damage of your Unarmed Strikes or any Simple or Martial weapon you wield that you are proficient with that deals Bludgeoning damage that lacks the Heavy or Special properties. This die changes to a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Additionally, you can use your Constitution Modifier instead of your Strength or Dexterity modifier for their Attack and Damage rolls with your Unarmed Strikes or weapons affected by this feature.
Stone Aegis
At 5th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection. As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 1d6 + your charisma modifier. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
In addition, Once per Round, when a creature you can see within 30 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack or Unarmed Strike against the attacker. If that attack hits, it deals an extra 1d6 force damage. This extra damage increases to 2d6 at 14th level and 3d6 at 17th level.
Stone's Edge
At 10th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals Bludgeoning or Thunder damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to 2d6 plus your Constitution Modifier. This feature can only be used once per casting of a spell.
You must finish a short or long rest to use this feature again.
Earth Master's Aegis
Beginning at 15th level, when you use your Stone Aegis to protect an ally, you can choose up to three additional creatures to gain its benefits.
Storm
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 djinn. Whatever the case, the magic of the storm permeates your being.
Storm Spells
At 1st level, and again when you reach an Unchained Sorcerer level specified in the Storm Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Conjuration spell from the Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Shocking Grasp, Shower of Sparks (MCoC), Witch Bolt |
| 3rd | Gust of Wind, Sparking Ray (MCoC) |
| 5th | Call Lightning, Lightning Bolt |
| 7th | Storm Sphere (XGE), Watery Sphere (XGE) |
| 9th | Control Winds (XGE), Electrocution (SCoC) |
Wind Speaker
At 1st level, 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.
Tempestuous Magic
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.
Heart of the Storm
At 5th 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 1d6 plus your Charisma modifier.
Storm Guide
At 5th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
If it is neither, you can spend 2 Sorcery Points to cause harmless rain to fallin a 20-foot radius emanation centered on you or harmless wind to blow in a 100-foot radius emanation centered on you. This effect lasts for 1 hour or until you end it (no action required).
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 2d6 plus your Charisma modifier. 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 15th level, you gain immunity to lightning and thunder damage. You also gain a fly speed equal to your speed and can hover.
As a bonus action, you can spend 6 Sorcery Points to choose a number of creatures within 30 feet of you equal to 2 + your Charisma Modifier (Minimum three creatures. The chosen creatures gain a flying speed equal to your speed for 1 hour.
Once you spend Sorcery Points in this way, you can't do so again until you finish a short or long rest.
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 1st level, and again when you reach an Unchained Sorcerer level specified in the Wild Magic Spells table, you thereafter always have the listed spells prepared.
Whenever you gain an Unchained 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 Unchained Sorcerer, Unchained Warlock, or Unchained Wizard spell list.
| Unchained Sorcerer Level | Spells |
|---|---|
| 1st | Chaos Bolt (XGE), Chromatic Orb, Sorcerous Burst |
| 3rd | Crown of Madness, Fortune's Favor (EGW) |
| 5th | Blink, Summon Fey |
| 7th | Polymorph, Vitriolic Sphere |
| 9th | Animate Objects, Temporal Shunt (EGW) |
Wild Magic Surge
At 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast an Unchained 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 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 an Unchained Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.
If you do cast an Unchained Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.
Bend Luck
At 5th 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 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.
Tamed Surge
At 15th level, Immediately after you cast an Unchained 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 (MCoC) 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. |
Appendix A: Unchained Sorcerer Spell List
Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.
Cantrips (Level 0 Unchained Sorcerer Spells)
Acid Splash
Air Burst (SCoC)
Blade Ward (MCoC)
Booming Blade (TCE)
Chill Touch
Control Flames (XGE)
Create Bonfire (XGE)
Dancing Lights
Elementalism
Encode Thoughts (GGR)
Fire Bolt
Friends
Frostbite (XGE)
Green-Flame Blade (TCE)
Lightning Lure (TCE)
Mage Hand
Magic Dart (MCoC)
Magic Stone (XGE)
Mending
Message
Mind Sliver
Minor Illusion
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Sorcerous Burst
Spider's Bite (SCoC)
Starry Wisp
Sword Burst (TCE)
Telekinetic Fling (XUA25PU)
Thunderclap
Toll the Dead
Tyrant's Tail (SCoC)
Vicious Mockery
Water Whip (SCoC)
Level 1 Unchained Sorcerer Spells
Absorb Elements (XGE)
Acid Knife (MCoC)
Acid Wave (MCoC)
Armor of Agathys
Burning Hands
Catapult (XGE)
Charm Person
Chaos Bolt (XGE)
Chilling Rebuke (MCoC)
Chromatic Orb
Corrosive Rebuke (MCoC)
Darkness Wave (MCoC)
Deafening Rebuke (MCoC)
Fire Knife (MCoC)
Frost Fingers (MCoC)
Earth Tremor (XGE)
Hellish Rebuke
Ice Knife
Lightning Knife (MCoC)
Mage Armor (MCoC)
Magic Missile
Magnify Gravity (EGW)
Psychic Wave (MCoC)
Ray of Sickness
Rough Waves (MCoC)
Shield (MCoC)
Shocking Rebuke (MCoC)
Shower of Sparks (MCoC)
Sonic Boom (MCoC)
Sonic Shard (MCoC)
Spellfire Flare (FRHoF)
Tasha's Caustic Brew (TCE)
Thunderwave
Toxic Knife (MCoC)
Toxic Rebuke (MCoC)
Toxic Surge (MCoC)
Wardaway (FRHoF)
Witch Bolt
Level 2 Unchained Sorcerer Spells
Acid Blade (MCoC)
Acidic Ray (MCoC)
Aganazzar's Scorcher (XGE)
Blur
Cloud of Daggers
Dragon's Breath
Dust Devil (XGE)
Electrify (SCoC)
Flame Blade
Flaming Sphere
Freezing Ray (MCoC)
Frozen Blade (MCoC)
Heat Metal
Magic Weapon
Maximilian's Earthen Grasp (XGE)
Melf's Acid Arrow
Mind Spike
Mirror Image
Misty Step
Phantasmal Force
Rime's Binding Ice (FTD)
Scorching Ray
Shadow Blade (XGE)
Shadowy Surge (SCoC)
Shatter
Snilloc's Snowball Storm (XGE)
Sonic Blade (MCoC)
Sonic Ray (MCoC)
Sparking Blade (MCoC)
Sparking Ray (MCoC)
Spray of Cards (BMT)
Tasha's Mind Whip (XUA25PU)
Telekinetic Surge (MCoC)
Toxic Blade (MCoC)
Toxic Ray (MCoC)
Water Blast (SCoC)
Wither and Bloom (SCC)
Level 3 Unchained Sorcerer Spells
Acid Sphere (MCoC)
Antagonize (BMT)
Ashardalon's Stride (FTD)
Call Lightning
Corrosive Touch (SCoC)
Counterspell (MCoC)
Dispel Magic
Erupting Earth (XGE)
Fireball (MCoC)
Flame Arrows (XGE)
Ice Arrows (SCoC)
Ice Ball (MCoC)
Laeral's Silver Lance (FRHoF)
Lightning Arrow
Lightning Bolt
Lightning Sphere (MCoC)
Melf's Minute Meteors (XGE)
Poison Wave (SCoC)
Protection from Energy
Psychic Explosion (SCoC)
Pulse Wave (EGW)
Sleet Storm
Sonic Explosion (MCoC)
Sudden Chill (SCoC)
Telekinetic Crush (XUA25PU)
Thunder Step (XGE)
Tidal Wave (XGE)
Toxic Sphere (MCoC)
Vampiric Touch
Void Sphere (MCoC)
Wind Wall
Level 4 Unchained Sorcerer Spells
Acid Rain (SCoC)
Acid Shield (MCoC)
Backlash (FRHoF)
Blight
Elemental Bane (XGE)
Evard's Black Tentacles
Fire Shield
Gravity Sinkhole (EGW)
Ice Storm
Phantasmal Killer
Raulothim's Psychic Lance (XUA25PU)
Shadow of Moil (XGE)
Sickening Radiance (XGE)
Spellfire Storm (FRHoF)
Storm Shield (MCoC)
Storm Sphere (XGE)
Thunder Shield (MCoC)
Toxic Shield (MCoC)
Venomous Stinger (SCOC)
Victriolic Sphere
Wall of Fire
Watery Sphere (XGE)
Level 5 Unchained Sorcerer Spells
Acid Bath (SCoC)
Animate Objects
Bigby's Hand
Cloudkill
Cone of Acid (MCoC)
Cone of Cold
Cone of Flames (MCoC)
Cone of Sparks (MCoC)
Conjure Elemental
Destructive Wave
Electrocution (SCoC)
Enervation (XGE)
Immolation (XGE)
Insect Plague
Jallarzi's Storm of Radiance
Maelstrom (XGE)
Negative Energy Flood (XGE)
Songal's Elemental Suffusion (FRHoF)
Steel Wind Strike
Synaptic Static
Temporal Shunt (EGW)
Wall of Force (MCoC)
Yolande's Regal Presence
Level 6 Unchained Sorcerer Spells
Blade Barrier
Bones of the Earth (XGE)
Chain Lightning
Circle of Death
Contengiency
Disintegrate
Eliminster's Effulgent Spheres (FRHoF)
Find the Path
Fizban's Platinum Shield (FTD)
Globe of Invulnerability
Gravity Fissure (EGW)
Investiture of Flame (XGE)
Investiture of Ice (XGE)
Investiture of Stone (XGE)
Investiture of Wind (XGE)
Mental Prison (XUA25PU)
Otiluke's Freezing Sphere
Psionic Blast (XUA25PU)
Scatter (XGE)
Sunbeam
Wall of Ice
Level 7 Unchained Sorcerer Spells
Crown of Stars (XGE)
Delayed Blast Acid Sphere (MCoC)
Delayed Blast Ice Ball (MCoC)
Delayed Blast Fireball
Delayed Blast Lightning Sphere (MCoC)
Delayed Blast Sonic Explosion (MCoC)
Delayed Blast Toxic Sphere (MCoC)
Delayed Blast Void Sphere (MCoC)
Draconic Transformation (FTD)
Finger of Death
Fire Storm
Forcecage (MCoC)
Mordenkainen's Sword
Prismatic Spray
Reverse Gravity
Simulacrum
Teleport
Tether Essence (EGW)
Whirlwind (XGE)
Level 8 Unchained Sorcerer Spells
Abi-Dalzim's Horrid Wilting (XUA25PU)
Antimagic Field
Befuddlement
Clone
Corrosive Cloud (MCoC)
Dark Star (EGW)
Decaying Cloud (MCoC)
Earthquake
Freezing Cloud (MCoC)
Holy Star of Mystra (FRHoF)
Illusory Dragon (XGE)
Incendiary Cloud
Maddening Darkness (XGE)
Reality Break (EGW)
Reverberating Cloud (MCoC)
Static Cloud (MCoC)
Sunburst
Toxic Cloud (MCoC)
Tsunami
Level 9 Unchained Sorcerer Spells
Blade of Disaster (FRHoF)
Gate
Invulnurability (XGE)
Meteor Swarm
Power Word Kill
Prismatic Wall
Psychic Scream (XUA25PU)
Storm of Vengeance
Time Ravage (EGW)
Time Stop
Weird
Wish
Credits
Art (In Order)
Other
Changes: Me, SmugCoffeeMan
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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Changelog
1.0
- Created the document.
1.1
- Updated Source list
- Updated references to XUA25P to XUA25PU
- Changed spells from 2014 content in XUA25PU to those versions.
- Added Unchained versions of the Ancestral Soul (XUA25ArS) and Defiled Soul (XUA25ApS) Subclasses
1.2
- Updated Spellfire Soul's features to better reflect the final version printed in FRHoF.
- Added some spells from FRHoF.