

Sorcerer Resurged
A hoard of zombies is engulfed in purple flames, as a single half-orc levitates over the raging inferno, his outstretched hands covered in soot and his heart burning with the same arcane glow that surrounds him.
Intrigued by the unnatural way light bent around the young elf's silhouette, a guard reaches a hand towards her. With a single glance, she floods his mind with devastating visions of the future, paralyzing him on the spot as she calmly wanders into the keep.
After hurling a freezing blast of magic at the towering troll, the young halfling smiles to herself. She turns her back to the monster, unaware that the chaotic magic that she just commanded has turned her into a newt.
Sorcerers are inherently attuned to the magic of the world. Their power is limited only by their willingness to face risk by digging ever deeper within themselves. This natural connection to the arcane makes them stand out from other wielders of magic, as they are able to manifest otherworldly powers as second nature and bend spells to their will.
Innate Power
Unlike other adventurers who access magic through scholarly means or by channeling the power of a higher being, sorcerers have an intrinsic connection to the magical forces that permeate the world. Whether they were born with magical abilities, or acquired them through extraordinary circumstances, a sorcerer's affinity with the arcane is particularly intimate, allowing them to twist magic in unique and astounding ways.
These gifts, however, don't come without a cost. The unearthly essence of a sorcerer is not one that they can hide, as it can manifest physically, transforming their bodies and altering the way they interact with the world. Some sorcerers float like feathers, some are covered in flames or frost, and others may drain the color of every object they touch. This makes it impossible for a sorcerer to live a normal life, as they tend to be either revered or cast out of their homeland due to their unwieldy powers.
The Mystery of the Arcane
There are no greater questions in the life of a sorcerer than those surrounding their own powers, their origins and sheer vastness. This inescapable enigma pushes sorcerers to lives of adventure in which they may find answers, as well as grow more proficient in their abilities. Just like their magic, a sorcerer’s destiny is not chosen, and such potential rarely comes without consequence.
Creating a Sorcerer
To create a sorcerer, you must first consider the nature of your magic as well as your relationship to it. A sorcerer's power may come from countless origins and manifest in different ways. Were you born with access to magic or did you develop it later in life? Do you know the source of your power? Does magic abilities run in your family or were you the first to manifest them? How did you first realize that you had a gift for magic?
Their arcane forces shape a sorcerer's life as well as their appearance. What is the first thing that reveals to others your magical essence? Is it something you feel comfortable with? Does it bring you shame, or pride? How have other people in your life reacted to you being a sorcerer?
Lastly, as you grow in power, you will seek an arcane art to help hone your skills. Think of whether you'll embrace the chaotic aspects of magic, if you'll focus on controlling a particular element or manipulating others' perception, or if you'll seek the path of witchcraft to imbue your magic into arcane tokens.
Quick Build
You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, choose the hermit background.
The Sorcerer Resurged
| Level | Proficiency Bonus | Features | Cantrips | Spells Known | Spell Maximum | Manifestations of Power |
|---|---|---|---|---|---|---|
| 1 | +2 | Sorcery, Sorcerous Spark | 3 | 3 | 1 | — |
| 2 | +2 | Font of Magic, Manifestations of Power | 3 | 4 | 1 | 2 |
| 3 | +2 | Arcane Art feature | 3 | 6 | 2 | 2 |
| 4 | +2 | Ability Score Improvement | 4 | 7 | 2 | 2 |
| 5 | +3 | Elemental Affinity | 4 | 9 | 3 | 3 |
| 6 | +3 | Arcane Art feature | 4 | 10 | 3 | 3 |
| 7 | +3 | — | 4 | 11 | 4 | 3 |
| 8 | +3 | Ability Score Improvement | 4 | 12 | 4 | 4 |
| 9 | +4 | — | 5 | 14 | 5 | 4 |
| 10 | +4 | Arcane Art feature | 5 | 15 | 5 | 5 |
| 11 | +4 | — | 5 | 16 | 6 | 5 |
| 12 | +4 | Ability Score Improvement | 5 | 16 | 6 | 5 |
| 13 | +5 | — | 6 | 17 | 7 | 6 |
| 14 | +5 | Searing Power | 6 | 17 | 7 | 6 |
| 15 | +5 | — | 6 | 18 | 8 | 6 |
| 16 | +5 | Ability Score Improvement | 6 | 18 | 8 | 7 |
| 17 | +6 | — | 6 | 19 | 9 | 7 |
| 18 | +6 | Arcane Art feature | 7 | 20 | 9 | 7 |
| 19 | +6 | Ability Score Improvement | 7 | 21 | 9 | 8 |
| 20 | +6 | Embodiment of Magic | 7 | 22 | 9 | 8 |
Multiclassing and the Sorcerer
If your group uses the optional rule on multiclassing, here’s what you need to know if you choose sorcerer as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a sorcerer.
Proficiencies. If sorcerer isn't your initial class, you don't gain any proficiencies when you take your first level as a sorcerer.
Sorcery. If you have both the Spellcasting class feature and the Sorcery class feature from the sorcerer class, you can use sorcery points to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast sorcerer spells you know.
Class Features
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st.
Proficiencies
Armor: None
Weapons: Simple weapons
Tools None
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Arcana, Deception, History, Insight, Intimidation and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a light crossbow and 20 bolts or (b) a sling
• (a) a quarterstaff or (b) two daggers
• (a) a dungeoneer’s pack or (b) an explorer’s pack
Sorcery
You are infused with raw arcane magic. This mystical power flows through you like blood, allowing you to reshape the world around you. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. At higher levels, you learn additional sorcerer cantrips of your choice, as shown in the Cantrips Known column of the Sorcerer table.
When you gain a level in this class, you can replace one of the sorcerer cantrips you know with another cantrip from the sorcerer spell list.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level equal to or lower than your Spell Maximum, as shown on the Sorcerer table. For instance, when you reach 3rd level in this class, you can learn two new spells of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which must be of a level equal to or lower than your Spell Maximum.
Sorcery Points
You have a number of sorcery points equal to your Charisma modifier + your Sorcerer level (minimum of 2 points) to cast your sorcerer spells of 1st level and higher, as well as activating other arcane abilities. To cast a sorcerer spell, you must expend a number of sorcery points equal to twice the level you want to cast the spell at. You regain all expended sorcery points each time you finish a short or long rest.



For example, if you know the 1st-level spell burning hands, you can cast it as a 1st-level spell by spending 2 sorcery points, or as a 2nd-level spell by spending 4 points. You can never spend sorcery points to cast a spell as a level higher than your Spell Maximum.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells. Your sense of self allows you to control the power of your innate magic. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
High Level Spells
Spells of 6th-level and higher are particularly taxing to cast. Once you cast a spell of 6th level or higher you can’t cast a spell of that level again until you finish a Long Rest, even if you have enough Sorcery Points to do so. Starting at level 19, you can cast two 6th-level spells before you finish a Long Rest, and at level 20, you can cast two 7th-level spell slots before you finish a Long Rest.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells. Alternatively, your body works as a spellcasting focus for your sorcerer spells. You must have a free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed by a spell or have a gold cost.
Sorcerous Spark
A spark in your heart burns with elemental power that fuels your magic. Choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. This damage type becomes your Spark damage type.
Whenever you cast a sorcerer spell that deals damage, you can change the type of damage to your Spark damage type.
Additionally, when you deal damage of your Spark damage type, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
Sorcerous Bolt
You can channel your magic into destructive bolts of elemental damage to hurl at your enemies. As an action, you can make a ranged spell attack against a creature or object you can see within 120 ft. On a hit, the target takes 1d8 + your Charisma modifier damage of your Spark damage type.
As you gain levels in this class, you can hurl additional bolts as part of the same action, two bolts at level 5, three bolts at level 11, and four bolts at level 17. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.
Font of Magic
Starting at 2nd level you can tap into a deeper source of power, putting your physical body at risk. As a Bonus Action you can regain a number of sorcery points up to your sorcerer Level. Roll an amount of d6 equal to half the points regained (rounded up) and you take damage equal to the result. This damage ignores Temporary Hit Points and it can’t be reduced in any way.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Manifestations of Power
The magic that flows through you grants you supernatural abilities beyond any mortal, these are your Manifestations of Power. At 2nd level, you gain two manifestations of your choice. When you gain certain sorcerer levels, you gain additional manifestations, as shown in the Manifestations of Power column of the Sorcerer table.
You can only apply the effect of one manifestation of power on a spell or use of sorcerous bolt, unless otherwise noted.
- Prerequisites. If a manifestation has a prerequisite, you must meet it to learn that manifestation. For example, if a manifestation requires you to be a level 5+ sorcerer, you can only select the manifestation once you reach sorcerer level 5.
- Replacing and Gaining Manifestations. Whenever you gain a sorcerer level, you can replace one of your manifestations with another one for which you qualify.
Arcane Art
At 3rd level, you hone your power through occult practices aligned with a particular Arcane Art. Choose an Arcane Art which grants you features at 3rd level, and again when you reach 6th, 10th, and 18th level in this class.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Elemental Affinity
At 5th level, you have grown accustomed to the elemental power that courses through you. You gain resistance to your Spark damage type.
Endless Power
At 14th level, your inner well of magic knows no bounds. You regain the use of your Font of Magic ability when you finish a short or long rest.
In addition, you can apply the effects of two manifestations of power to the same spell or use of sorcerous bolt.
Embodiment of Magic
At 20th level you are perfectly attuned to the magic that permeates the world and have become a true avatar of the arcane. You have Advantage on arcana checks and saving throws against spells. Additionally, you can cast 1st-level spells without spending sorcery points.
Moreover, you can choose to ignore the damage caused by your Font of Magic ability. Once you use this feature, you can’t do so again until you finish a long rest.


Arcane Arts
Throughout history, sorcerers have sought ways of gaining control over their innate mystical power. This has led to the creation and study of ancient traditions known as arcane arts. Covetous and distrustful, those who are studied in the arcane arts seldom take students, as training a skilled wielder of magic might pose a risk to their own power.
However, every now and then a child with the potential of a sorcerous spark might be taken under the wing of a mighty sorcerer to understand the nature of their innate abilities, sometimes even against their will. Other sorcerers still stumble unto the secrets of the arcane arts by listening to the whispers of magic itself, becoming the first of their line.
Chaos Mage
Your innate power comes from the wild forces of chaos that underlie the order of creation, tapping into the most raw and unruly form of magic. You might have been exposed to an event of powerful wild magic, perhaps through a planar portal leading to the plane of Limbo, or you were chosen by a powerful fey creature, or marked by a demon.
However it came to be, this chaotic energy churns within you, waiting for any outlet. Chaos mages are often feared for their unpredictability, yet they hold great potential due to their ties to the force of destiny itself.
Chaos Magic
3rd-level Chaos Mage feature
As you use your sorcerous abilities, untamed magical power builds up inside you, waiting for a chance to unleash itself. This buildup of power is your Chaos Level. It starts at 0 and has maximum level of 20.
Whenever you cast a sorcerer spell of 1st level or higher, add the level of the spell to your current chaos level, then roll 1d20. If the result is equal to or less than your current chaos level, roll on the Surge of Chaos table to create a magical effect. If the effect is a spell, it is cast using your spellcasting modifier and saving throw, but it lasts for the full duration unless otherwise stated, and the DM determines any specific resolution. Once a Surge of Chaos is triggered your Chaos Level resets to 0.
Other events may also cause you to roll against your current Chaos Level, such as rolling a natural 1 or having your Chaos Level reach 10 or higher, at your DMs discretion. If your Chaos Level ever reaches 20, you must automatically roll on the Surge of Chaos table.
Unstable Spellwork
3rd-level Chaos Mage feature
The chaotic power of raw magic courses through you, making the effect of your spells less predictable. When you cast a sorcerer spell of 1st level or higher that deals damage, roll 1d10, the result determines the type of damage the spell deals, according to the Unstable Damage table.
Additionally, when you deal damage with your Arcane Bolt, instead of rolling 1d8 for the damage, roll 2d10. Choose one of the results to be your damage roll, the other one determines the damage type using the Unstable Damage table.
Unstable Damage
| d10 | Damage type |
|---|---|
| 1 | Poison |
| 2 | Fire |
| 3 | Cold |
| 4 | Lightning |
| 5 | Acid |
| 6 | Psychic |
| 8 | Necrotic |
| 9 | Radiant |
| 10 | Force |
Fate Weaver
3rd-level Chaos Mage feature
Your relationship to the forces of chaos and chance allows you to slightly alter your fate and that of those around you. When you or another creature within 60 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to modify the roll by adding or subtracting a number up to your Charisma modifier. You do so after the creature rolls but before any effects of the roll occur. Then, add the amount modified by this ability to your current chaos level.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Chaotic Overflow
6th-level Chaos Mage feature
The accumulating turmoil within you empowers the destructiveness of your magic. Once during your turn, when you deal damage with a sorcerer spell or using your arcane bolt, you can deal additional damage to one target equal to your current chaos level.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Controlled Chaos
10th-level Chaos Magician feature
By embracing the chaotic nature of your magic, you’ve gained a modicum of control over it. When you deal damage with a sorcerer spell or an arcane bolt, instead of rolling on the Unstable Damage table, you can spend 1 sorcery point to choose the type of damage you deal.
Additionally, when you roll on the Surge of Chaos table, you can roll twice and use either number.
Conduit of Chaos
18th-level Chaos Magician feature
You are attuned to the unpredictability of raw magic and can bestow it onto others. When you choose an option from the Surge of Chaos table, you can force one creature within 60 feet of you to make a Charisma saving throw against your spell save DC or become the target of the effect you didn’t choose. A creature may willingly fail this roll.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 6 sorcery points to use it again.
Surge of Chaos
| d100 | Effect | d100 | Effect |
|---|---|---|---|
| 01–02 | You and all creatures within 15 feet of you must succeed on a Constitution saving throw or take 1d8 damage for every sorcerer level you have. Creatures that succeed take half damage. Roll on the Unstable Damage table to determine the damage type. | 51–53 | An extraplanar creature controlled by the DM appears in an unoccupied space within 10 feet. Roll 1d20, on a result of 1-5 it’s a quasit, on a 6-10 it’s a pixie, on an 11-15 it’s a monodrone, and on a 16-20 it’s a unicorn. The creature disappears after 1 minute. |
| 03–05 | Your strength score becomes 18 for 1 hour. | 54–56 | A 4th level confusion is cast centered on you. |
| 06–08 | A rain cloud appears over you for 1 minute. At the end of each of your turns it deals 1d4 lightning damage to you and all creatures within 5 feet of you. | 57–59 | The next time you deal damage with a spell within 1 minute, instead of rolling, deal the maximum amount of damage you could deal. |
| 09–11 | For the next hour you can only speak in Demonic, you can still understand other languages you know. | 60–62 | A sleep spell is cast centered on you. The level of the spell is equal to your Spell Maximum. |
| 12–14 | Loud music blares around you, causing you and creatures within 15 feet of you to have Disadvantage on ability checks and saving throws for 10 minutes. | 63–65 | The bones in your hands disappear for 1 hour. For the duration you can’t hold objects with your hands or cast spells with somatic components. |
| 15–17 | A floating shield appears around you for 1 minute. For the duration your AC increases by an amount equal to your Charisma modifier. | 66–68 | You and all creatures within 15 feet of you must succeed on a Wisdom saving throw or be blinded until the end of their next turn. |
| 18–20 | All surfaces within 30 feet of you turn gooey, becoming difficult terrain for 1 hour. | 69–71 | Your face turns into one of a random animal for 1 hour. For the duration you can speak and understand animals. |
| 21–23 | A 2nd level levitate is cast on you and every creature within 15 feet of you. All targets raise 10 feet at the beginning of your turn for one minute, after which the effect ends. | 72–74 | You gain resistance to one random damage type for 10 minutes. Roll on the Unstable Damage table to determine the damage type. |
| 24–26 | You regain 1 hit point for each sorcery point you have. | 75–77 | You regain all expended sorcery points. |
| 27–29 | For the next hour, frogs come out of your mouth when you speak. For the duration you can’t cast spells with verbal components. | 78–80 | Roll 1d10, if the number shown is even, the next time you roll a d20 treat the result as a 20, if the number is odd treat your next result as a 1. |
| 30–32 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. | 81–83 | A 5th level seeming is cast centered on you, turning all affected creatures into a copy of you. |
| 33–35 | A 2nd level dragon’s breath is cast on you. | 84–86 | A 2nd level armor of Agathys is cast on you. |
| 36–38 | Your hair turns a garish combination of colors for 10 hours. For the duration you have Disadvantage on Charisma checks. | 87–89 | You and one random creature within 60 feet of you instantly swap locations. |
| 39–41 | You and all creatures within 15 feet of you gain an amount of temporary hit points equal to your sorcerer level. | 90–92 | A 4th level polymorph is cast on you and every creature within 15 feet of you. All targets become beasts of CR 0 |
| 42–44 | You and all creatures within 15 feet of you become weak to one random damage type. Roll on the Unstable Damage table to determine the damage type. | 93–95 | Your skin becomes metallic for 10 minutes. For the duration you have resistance to all damage, your speed is halved and you have Disadvantage on dexterity saving throws. |
| 45–47 | For the next hour you shine bright light in a 20-foot radius and dim light for an additional 20 feet. | 96–98 | A 2nd level enlarge/reduce is cast on you. Roll 1d10, if the result is odd you are enlarged, if it’s even you’re reduced. |
| 48–50 | A 3rd level haste is cast on you. | 99–00 | You cast a 9th level wish, then your sorcery points become 0. |
Elementalist
Followers of the art of elementalism focus on deepening their connection to the sorcerous spark that burns within them. Some do this by studying with Ancient Dragons, while others travel to the edges of the Elemental planes.
This understanding of their arcane nature allows elementalists to unleash devastating power. However, this path is marked by risk and pain, as by opening the gates to your elemental power, you risk being overwhelmed by it.
Elemental Control
3rd-level Elementalist feature
The power of your sorcerous spark allows you ways of controlling the elements associated with it. You learn one cantrip based on your Spark damage type, according to the following table:
Elemental Control Cantrip
| Spark damage type | Cantrip |
|---|---|
| Acid | blade ward |
| Cold | shape water |
| Fire | control flames |
| Lightning | light |
| Necrotic | minor illusion |
| Poison | druidcraft |
| Psychic | message |
| Radiant | thaumaturgy |
| Thunder | gust |
If you already know the corresponding cantrip, you can choose another one from the table. Additionally, you can cast your elemental control cantrip as a Bonus Action.
Empowered Bolt
3rd-level Elementalist feature
Coursing elemental power causes your arcane bolts to be unpredictably powerful. When you roll the maximum number on a die to determine the damage of an arcane bolt, you can roll the die again and add it to the damage total. This ability can be triggered multiple times by the same attack but only to a single bolt per turn.
Primordial Surge
3rd-level Elementalist feature
You can channel the raw power of your Sorcerous spark, damaging your own body in the process. When you cast a sorcerer spell of 1st level or higher that deals your Spark damage type, you can decide to deal maximum damage instead of rolling. When you cast a spell this way, roll 1d10 for each level of the spell and take damage equal to the result. This damage ignores Temporary Hit Points and it can’t be reduced in any way.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Elemental Attunement
6th-level Elementalist feature
Your attunement to elemental energy extends to those closest to you. As a Bonus Action you can spend 1 sorcery point to choose a number of creatures within 60 feet of you up to your Charisma modifier and grant them resistance to your Spark damage type for 1 hour or until you use this feature again.
Invigorating Surge
10th-level Elementalist feature
The same destructive power that surges through you, protects you from outside harm. Whenever you use your Primordial Surge ability, you gain a number of temporary hit points equal to the damage taken. These temporary hit points last until you finish a short or long rest.
Elemental Incarnation
18th-level Elementalist feature
As a Bonus Action you can shed your mortal coil and assume a form of pure elemental power that lasts for 10 minutes or until you fall unconscious. For the duration, you gain the following benefits:
- You gain a flight speed equal to your walking speed and can hover
- You have immunity to your Spark damage type
- You have resistance to bludgeoning, slashing and piercing damage
- When you deal damage of your Spark damage type, you ignore resistance to the damage and treat creatures with immunity as if they had resistance.
- Creatures of your choice that start their turn within 30 feet of you take damage of your Spark damage type equal to your Charisma modifier.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.



Mesmerist
You have honed your magic to unveil the secrets of the mind and have it bend to your will. Through mastery of both the illusion and enchantment schools of magic, you are able to manipulate reality, enthrall foes and impose your will on those around you.
Mesmerists use their abilities to manipulate those around them and gain favored positions of power, either by dashing from a public spotlight, or by pulling strings from the shadows.
Entrhalling Gaze
3rd-level Mesmerist feature
With a single glance you can alter a creature’s impression of you, potentially turning foes into allies. You can spend 1 sorcery point as a Bonus Action to choose one creature within 30 feet that can see you. The creature must succeed on a Wisdom saving throw against your spell save DC or have it’s opinion of you magically altered: if the creature is hostile against you, it becomes indifferent; and if it is indifferent, it becomes charmed by you. The effect lasts for one hour or until you make an action that would alter the creature's impression of you.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Mesmeric Magic
3rd-level Mesmerist feature
Your magic is specially tuned to alter perception and twist minds. Whenever you cast a 1st level or higher spell from the enchantment or illusion schools of magic you regain one sorcery point.
Mirage Veil
6th-level Mesmerist feature
A thin layer of illusion obscures your form from others. Attacks against you have Disadvantage. If you take damage, this effect is suppressed until the start of your next turn. Additionally, any roll made to identify you is made with Disadvantage.
Illusory Spellwork
10th-level Mesmerist feature
You can create illusory replicas of spells that are just as powerful, if not more. When you cast a spell of 1st level or higher you can spend a number of sorcery points equal to the spell's level to alter it in the following ways:
- The spell’s school becomes illusion.
- The spell only affects creatures of your choice within its range, up to your Charisma modifier (minimum of one).
- If the spell deals damage of a type other than psychic, it instead deals psychic damage.
- If the spell requires a saving throw of any ability other than intelligence, targets must make an intelligence saving throw instead.
Field of Distortion
18th-level Mesmerist feature
Your illusory veil expands greatly, distorting the world around you. Creatures of your choice within 30 feet of you have Disadvantage on saving throws, attack rolls and perception checks, and they treat this area as difficult terrain. As a Bonus Action, you can spend sorcery points to increase the range of the field by 10 feet for each point spent, up to your Charisma modifier. This increase lasts for 10 minutes.


Witch
The teachings of the oldest arcane art have been passed from mentor to apprentice since the beginning of time, becoming surrounded by superstition and speculation. You have learned to channel and supplement your innate magic through the crafting of tokens, potions and powerful talismans, as well as the use of dark rituals.
Unlike other sorcerers, witches often form tight-nitted groups, known as covens. These fellowships serve as a way to exchange arcane knowledge and empower their hexes.
Occult Rituals
3rd-level Witch feature
Choose one of the following classes: cleric, druid, warlock, or wizard. You learn two spells from that class’s list and they count as sorcerer spells for you. The spells must be of a level equal to or lower than your Spell Maximum and they must have the ritual tag. Whenever you level up you can replace one of these spells with another spell that fits the requirements. You can cast any spells you know with the ritual tag as rituals.
Witchcraft
3rd-level Witch feature
You gain proficiency with Herbalism kits, and one other Artisan tool of your choice. Additionally, whenever you finish a long rest, you can create one common magic item or potion. The item remains magical until you finish a long rest again, in which case you can choose for it to maintain its power for another day, or craft a new item.
Witch's Talisman
3rd-level Witch feature
You craft a particularly powerful token to aid in your labor. Choose one of the following talisman options. Your talisman functions as an arcane focus.
- Awakened familiar: You know the find familiar spell and can cast it as part of a long rest without spending material components. Familiars you summon in this way gain additional hit points equal to your sorcerer level and are able to understand and speak one language you know. When you summon a familiar this way choose one ability, whenever they make an ability check with that ability, they gain a bonus to the roll equal to your Charisma modifier.
- Book of Shadows: You learn two spells from the class you chose for your Occult Rituals feature. The spells must be of a level equal to or lower than your Spell Maximum. Additionally, whenever you would learn an additional sorcerer spell or cantrip, you can choose the new spell from the selected spell list or the sorcerer spell list.
- Bubbling Cauldron: You have proficiency with the poisoner’s kits. When a creature drinks any potion or poison you brew using this cauldron, instead of rolling dice it treats any damage or healing as the maximum roll. Additionally, when you brew a potion with a temporary effect, you double the effect’s duration.
- Crystal Ball: You know the augury spell and can cast it as an action without spending sorcery points or material components. Once you cast augury in this way you can’t do so again until you finish a long rest. Additionally, whenever you cast a divination spell while holding this talisman, you regain one sorcery point.
- Poppet Doll: As part of a long rest, you can create a small effigy of a creature you know, you must include material extracted from that creature such as a lock of hair, nail clippings, or a drop of blood. While holding this talisman, you can cast spells with a range of touch on the associated creature as long as they are within 1 mile from you.
If your talisman is damaged or destroyed, you can craft a new one with the same properties as part of a long rest. When you gain a level in this class, you may replace your witch’s talisman with another from the list.
Wicked Hexer
6th-level Witch feature
You are particularly vicious at cursing, causing enemies to become susceptible to further punishment. Creatures under the effect of one of your spells have Disadvantage on saving throws against your spells, including those made to end an ongoing effect.
Toil and Trouble
10th-level Witch feature
Choose a second option for your Witch’s Talisman feature and gain its benefits.
Additionally, when you use your Witchcraft feature you can choose to craft two common magical items, or one uncommon magical item.
Coven's Might
18th-level Witch feature
Choose a third option for your Witch’s Talisman feature and gain its benefits. Additionally, you can perform an hour-long ritual to form a coven with a number of creatures up to your Charisma modifier. As long as a member of the coven is within 120 feet from you, you both gain the following benefits:
- You have Advantage on saving throws.
- You can use the help action as a Bonus Action, as long as you use it to help another member of the coven.
- When you cast a spell that requires concentration, another member of the coven can hold concentration of the spell.
- When a member of the coven is hit with an attack, another member can use their reaction to switch places with them, becoming the new target of the attack





Manifestations of Power
Each sorcerer has a unique connection to the magical forces that flow through them. As such, their magic reveals itself in a variety of ways, known as their Manifestations of Power. These manifestations give each sorcerer a signature way of using their abilities, altering their spellcraft or transforming their body.
As a sorcerer gains a better grasp over their own mystic potential, they gain more manifestations, as shown in the Sorcerer table. If a manifestation of power has prerequisites, you must meet them to learn it.
Arcane Barriers
Prerequisite: 5th level Sorcerer
As Bonus Action, you can spend 1 sorcery point to create a magical wall at an unoccupied point you can see within 60 feet of you. The wall is 1 inch thick and can be up to 5 feet in both length and height, its appearance reflects your sorcerous spark. It has an AC equal to your spell save DC and hit points equal to your sorcerer level. Additionally, whenever a creature makes a melee attack against one of your arcane barriers it takes 1d6 damage of your Spark damage type.
You can maintain a number of arcane barriers equal to your Charisma modifier. If you create an additional barrier, another one of your choice disappears.
Arcane Senses
You sense the presence of magic within 30 feet of you and can see a faint aura around any visible creature or object in the area that bears magic. Additionally, you can spend 1 sorcery point to cast Identify as an action without material components. Once you cast identify this way you can’t do so again until you finish a Long Rest.
Ascendant Step
Prerequisite: 5th level sorcerer
You gain a flying speed equal to your walking speed and can hover.
Aura of Power
Prerequisite: 5th level sorcerer
When you cast a sorcerer spell of 1st level or higher you can spend 1 sorcery point to burst with elemental power. Creatures within 5 feet of you must succeed on a Constitution saving throw against your spell save DC or take 1d8 damage of your Spark damage type and be pushed 5 feet away from you.
Distant Casting
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.
Enduring Spellwork
Whenever you roll a Constitution saving throw to maintain Concentration on a spell, you can spend 1 sorcery point to reroll your save. You must use the new roll.
Ethereal Aegis
As a Bonus Action, you can spend a number of sorcery points up to your Charisma modifier to protect yourself with a mystical ward. Roll 1d4 for each sorcery point spent, you gain an amount of Temporary Hit Points equal to the total rolled. These hit points last for 1 hour or until you use this feature again.
Explosive Bolt
Prerequisite: 5th level sorcerer
When you use your sorcerous bolt ability, you can concentrate the bolts into a single blast of elemental power. Choose one point within 120 feet of you, creatures within 5 feet must succeed on a Dexterity saving throw against your spell save DC or take 2d8 damage of your Spark damage type. This damage increases to 3d8 at 11th-level and 4d8 at 17th level.
Glimpses of the Future
Prerequisite: 9th level sorcerer
Visions of things yet to happen haunt your dreams. Whenever you finish a long rest, you may ask your DM one question about the following 24 hours which can be answered with yes or no. Roll 1d20, on a result of 1 to 5 you get no answer as the visions are too cryptic to decipher.
Hindering Bolt
When you hit a creature with a Sorcerous bolt, it must succeed on a Constitution saving throw against your spell save DC or have its speed reduced by 10 feet until the end of your next turn.
Mystic Glamour
You can cast Disguise Self without expending sorcery points. Starting at 5th level, you can cast Alter Self without expending sorcery points.
Shadowmancy
You gain darkvision with a range of 120 feet. If you already have darkvision, its range extends by 30 feet. Additionally, as a Bonus Action you can spend 1 sorcery point to command a creature’s shadow to grab onto them. Choose one creature within 120 feet of you, it must succeed on a Strength saving throw against your spell save DC or have its speed reduced to 0 until the end of your next turn.
Sorcerous Strikes
When you use your Sorcerous Bolt ability, you can replace any number of bolts with melee attacks empowered by elemental energy. For each bolt replaced, make a melee spell attack against a creature within 5 feet of you, on a hit, the creature takes 1d10 plus your Charisma modifier damage of your Spark damage type.
Sorcerous Tendrils
When you hit a creature within 60 feet of you with a sorcerous bolt, it must succeed on a Strength saving throw against your spell save DC or be moved 10 feet in the direction of your choice.
Spell-sculptor
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.
Subtle Spellwork
When you cast a spell, you can spend additional sorcery points equal to the spell level 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.
Swift Spellwork
Prerequisite: 5th level sorcerer
When you cast a 1st level sorcerer spell with a casting time of one action, you can spend an additional 2 sorcery points to cast it as a Bonus Action.
Telekinetic Grasp
You can mentally manipulate objects around you. As a Bonus Action you can lift, interact or move any object that isn’t being worn or carried and weighs less than 10 pounds. You can’t use this ability to attack, activate magical items, or move objects further than 30 feet from you.
As a Bonus Action, you can spend 1 sorcery point to increase your psychic abilities for 1 minute. For the duration, you can manipulate a number of objects up to your Charisma modifier at the same time. Additionally, if you use your Sorcerous Bolt ability, you can replace any number of bolts with an object you’re manipulating, replacing your Spark damage type with bludgeoning, slashing or piercing damage.
Telepathic Bond
You can communicate telepathically with creatures within 60 feet of you. To understand each other, you each must speak mentally in a language the other knows.
As a Bonus Action, you can spend 1 sorcery point to enhance your telepathic connections. Choose a number of creatures up to your Charisma modifier. For 1 hour you can communicate mentally with the chosen creatures while you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile).
Tongue of Babel
Your speech can be understood by any creature that knows at least one language.
Tongue of the Wild
You have the ability to communicate with Beasts, Plants, and vegetation. They can understand the meaning of your words, and can communicate simple ideas to you.
Uncanny Nature
Prerequisite: 5th level sorcerer
Choose one creature type other than humanoid, you are considered that creature type instead of humanoid. When you are targeted by effects that only affect humanoids, such as Calm Emotions, you can choose to still be affected by them. Additionally, you don’t need to eat, drink, or breathe and can finish a long rest without sleeping by spending 6 hours doing light activity, such as reading, talking or keeping watch.
Unerring Spellwork
Whenever you miss with a ranged spell attack, you can spend an amount of sorcery points equal to the spell’s level to roll an attack against a different creature within 30 feet of the original target, it becomes the new target of the spell.
The Sorcerer
Resurged
The innate caster class reimagined from the ground up for 5th-Edition. Tap into the magic within you and become a master of the arcane.
Includes 4 Arcane Arts: Chaos Mage, Elementalist, Mesmerist, and Witch.
Art credits:
The Final Glorious Evolution by Anato Finnstark
Inniaz, the Gale Force by Livia Prima
Howl 2014 by Bosmitze
Elementer by amirul hhf
Teferi, Master of Time by Yongjae Choi
Prescience by Leaf Art
Spell Exploration - Black Hole by Thomas Karlsson
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