Životy
Odbornosti
Sorcerer (Tweaked)
| Úroveň | Bonus odbornosti | Vlastnosti | Sorcery Points |
|---|---|---|---|
| 1 | + 2 | Spellcasting Sorcerous Origin | 0 |
| 2 | + 2 | Spellcasting Sorcerous Origin | 2 |
| 3 | + 2 | Spellcasting Sorcerous Origin | 3 |
| 4 | + 2 | Spellcasting Sorcerous Origin | 4 |
| 5 | + 3 | Spellcasting Sorcerous Origin | 5 |
| 6 | + 3 | Spellcasting Sorcerous Origin | 6 |
| 7 | + 3 | Spellcasting Sorcerous Origin | 7 |
| 8 | + 3 | Spellcasting Sorcerous Origin | 8 |
| 9 | + 4 | Spellcasting Sorcerous Origin | 9 |
| 10 | + 4 | Spellcasting Sorcerous Origin | 10 |
| 11 | + 4 | Spellcasting Sorcerous Origin | 11 |
| 12 | + 4 | Spellcasting Sorcerous Origin | 12 |
| 13 | + 5 | Spellcasting Sorcerous Origin | 13 |
| 14 | + 5 | Spellcasting Sorcerous Origin | 14 |
| 15 | + 5 | Spellcasting Sorcerous Origin | 15 |
| 16 | + 5 | Spellcasting Sorcerous Origin | 16 |
| 17 | + 6 | Spellcasting Sorcerous Origin | 17 |
| 18 | + 6 | Spellcasting Sorcerous Origin | 18 |
| 19 | + 6 | Spellcasting Sorcerous Origin | 19 |
| 20 | + 6 | Spellcasting Sorcerous Origin | 20 |
| Úroveň | Bonus odbornosti | Vlastnosti | Cantrips Known | Spells Known |
|---|---|---|---|---|
| 1 | + 2 | Spellcasting Sorcerous Origin | 4 | 2 |
| 2 | + 2 | Spellcasting Sorcerous Origin | 4 | 3 |
| 3 | + 2 | Spellcasting Sorcerous Origin | 4 | 4 |
| 4 | + 2 | Spellcasting Sorcerous Origin | 5 | 5 |
| 5 | + 3 | Spellcasting Sorcerous Origin | 5 | 6 |
| 6 | + 3 | Spellcasting Sorcerous Origin | 5 | 7 |
| 7 | + 3 | Spellcasting Sorcerous Origin | 5 | 8 |
| 8 | + 3 | Spellcasting Sorcerous Origin | 5 | 9 |
| 9 | + 4 | Spellcasting Sorcerous Origin | 5 | 10 |
| 10 | + 4 | Spellcasting Sorcerous Origin | 6 | 11 |
| 11 | + 4 | Spellcasting Sorcerous Origin | 6 | 12 |
| 12 | + 4 | Spellcasting Sorcerous Origin | 6 | 12 |
| 13 | + 5 | Spellcasting Sorcerous Origin | 6 | 13 |
| 14 | + 5 | Spellcasting Sorcerous Origin | 6 | 13 |
| 15 | + 5 | Spellcasting Sorcerous Origin | 6 | 14 |
| 16 | + 5 | Spellcasting Sorcerous Origin | 6 | 14 |
| 17 | + 6 | Spellcasting Sorcerous Origin | 6 | 15 |
| 18 | + 6 | Spellcasting Sorcerous Origin | 6 | 15 |
| 19 | + 6 | Spellcasting Sorcerous Origin | 6 | 15 |
| 20 | + 6 | Spellcasting Sorcerous Origin | 6 | 15 |
Spell Slots per Spell Level
| Úroveň | Bonus odbornosti | Vlastnosti | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Sorcerous Origin | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Sorcerous Origin | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Sorcerous Origin | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Sorcerous Origin | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Sorcerous Origin | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Sorcerous Origin | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 12
Úroveň 14
Úroveň 16
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 6
Úroveň 8
Vývoj známých kouzel
| Úroveň | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Známá kouzla | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 12 | 13 | 13 | 14 | 14 | 15 | 15 | 15 | 15 |
Vývoj triků
| Úroveň | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Známé triky | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Počáteční vybavení
Vlastnosti třídy
Spellcasting (Level 1)
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell 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 also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell
Spell
Self Focus
When you cast spells that require a material component, you can ignore that component unless it has a value, such as the specially marked sticks, bones, or similar tokens worth at least 25 gp for the augury spell, in which case the components are required.
Sorcerous Origin (Level 1)
Choose a sorcerous origin, which describes the source of your innate magical power. There are too many to upkeep this list, and they're all linked at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Origin Spells
Each origin has a list of spells-its origin spells-that you gain at the sorcerer levels noted in the origin description. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know.
If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Font of Magic (Level 2)
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
| Spell Slot Level | Sorcery Point Cost |
|---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Metamagic (2) (Level 3)
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain two more at 6th, 10th, and 14th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Metamagic (4) (Level 6)
You gain two more Metamagic options
Sorcerous Origin feature (Level 6)
You gain another feature from your Sorcerous Origin
Ability Score Improvement (Level 8)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Metamagic (6) (Level 10)
You gain two more Metamagic options
Ability Score Improvement (Level 12)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Metamagic (8) (Level 14)
You gain two more Metamagic options
Sorcerous Origin feature (Level 14)
You gain another feature from your Sorcerous Origin
Ability Score Improvement (Level 16)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Sorcerous Origin feature (Level 18)
You gain another feature from your Sorcerous Origin
Ability Score Improvement (Level 19)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Sorcerous Restoration (Level 20)
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Multitřídy
Požadavky multitříd
{"cha":13}
Podtřídy
Vlastnosti podtřídy
Abyssal Legacy
Abyssal Legacy (Level 1)
The Infinite Layers of the Abyss are realms of chaos and evil incarnate, every layer populated by demons - horrifying extensions of the plane's power that exist only to kill and destroy, and each one more hostile and violent than the last. Your innate magic stems from the chaotic, churning energies of this plane, a terrible force that grants you great capacity for destruction and corruption. Some sorcerers of this origin can trace their powers back to extensive exposure to Abyssal corruption, or perhaps due to influence on their lineage from demonic forces, while others may have wrested their capabilities from a subdued demon in a dark ritual, tearing away its power and infusing it into themselves.
No matter the method of acquisition, those who wield the powers of Abyss tread a dangerous path, for their very blood yearns to be used in pursuit of devastation. A strong will is required to keep these compulsions in check, and those who succumb to them can be just as cruel and malevolent as a demon - or worse.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | Sunder |
5th | |
7th | |
9th | |
11th |
Sunder
2nd-level necromancy
- Classes
- Casting Time
- Range
- Components
- Duration
You send out a blast of dark chaos energy in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 2d4 necrotic damage and 2d4 force damage on a failed save, or half as much damage on a successful one. Any objects or structures in the path of the spell takes twice as much damage.
At Higher Levels
When you cast this spell using a spell slot of 3rd level or higher, the necrotic and force damage each increase by 1d4 for each slot level above 2nd.
Unholy Speech
At 1st level, the tongue of demons comes as naturally to you as breathing. You can speak, read and write Abyssal.
Dark Reconstitution
Also at 1st level, you take on the unnatural resilience of a demon, allowing you to shrug off blows that would fell lesser mortals. Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.
Additionally, when you take damage, you can use your reaction to halve the damage taken. Afterwards, you gain temporary hit points equal to your Charisma modifier + your sorcerer level (minimum of 1). Once you use this feature, you can't use it again until you finish a short or long rest.
Unhallowed Ground (Level 6)
At 6th level, you can infuse abyssal power into your destructive spells, leaving chaotic energy in their wake. When you cast a spell of 1st level or higher that deals damage and has an area of effect, you can spend 1 sorcery point to fill its area of effect with chaotic energy. The energy is difficult terrain, and at the start of your next turn it explodes, dealing force damage equal to your Charisma modifier to any creatures within it. The chaotic energy then disappears.
Obliterate (Level 6)
Also at 6th level, your power can eliminate any obstacle in your path, living or otherwise. Sorcerer spells you cast deal double damage to objects and structures.
Demonic Assimilation (Level 14)
At 14th level, the vile corruption that flows in your veins grants you abilities common to the greatest of demons. You have advantage on saving throws against poison and gain resistance to poison damage, as well as either fire, cold, or lightning damage. As an action, you can speak a word of power and magically teleport up to 60 feet to an unoccupied space you can see.
Reality Breach (Level 18)
At 18th level, you have attained true mastery over your demonic blood and can rend wide reality itself, creating a gateway to the chaotic and destructive forces of the Abyss. As an action, you can spend 6 sorcery points to tear open an abyssal breach in an unoccupied space within 60 feet of you, which persists for 1 hour or until you lose your concentration (as if you were concentrating on a spell). Each creature within 30 feet of the breach as it opens must make a Constitution saving throw, taking 7d6 force damage on a failed save or half as much on a successful one. A creature must also make this saving throw whenever it comes within 30 feet of the breach or starts its turn there.
If you maintain concentration on the breach for its whole duration, it stabilizes, no longer dealing damage and becoming dormant for 1 month, when it can be closed by dispel magic cast at 5th level or above or if you use your action to do so. After 1 month, it becomes a 10 feet tall, 10 feet wide stable portal, serving as a gateway between a random layer of the Abyss (determined by the DM) and the plane on which this feature was originally used. The presence of such a breach is anathema to natural life, killing and withering all plants within a mile radius. The breach remains until a month passes, you die, you create another stabilized breach, or it is forcibly closed by the will of a demon lord, dispel magic cast at 9th level, or similarly powerful effects.
Draconic Bloodline
Draconic Bloodline (Level 1)
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th | |
11th |
Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
| Dragon | Damage Type |
|---|---|
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Affinity (Level 6)
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings (Level 14)
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence (Level 18)
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet.
For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Godtouched
Godtouched (Level 1)
The gods are beings of immense power, but yet, they are distant, refraining from directly meddling in the affairs of mortals. Instead, they invest mortal agents with their powers to carry out their will upon the material plane. A Godtouched is one such agent, imbued with divine power by the gods to complete a specific quest. You might have been godtouched at birth, or through some divine revelation later in life. Your magic is divine, your very being carrying a spark of the gods' own power within it. Unlike other agents of the gods, you require no faith and no ritual to channel their might.
The gods have vested you with a purpose, a fate, a destiny to fulfill. It may be a legendary prophecy, or an enigmatic quest that you yourself do not know the extent of. You may receive celestial visions or messages concerning your destiny, and dark forces are almost assuredly working to stop it.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th | |
11th |
Divine Soul
Starting at 1st level, you are imbued with divine magic, rather than arcane as other sorcerers are. You do not use the sorcerer spell list for your Spellcasting feature, instead you use the cleric spell list. All spells on the cleric spell list count as sorcerer spells for you, and the spells on the sorcerer spell list no longer count as sorcerer spells for you.
Additionally, you can speak Celestial, and you are able to use a holy symbol as your spellcasting focus.
Divine Destiny
At 1st level, your destiny is ordained by celestial powers, and fate itself can be bent to serve it. Work with your DM to determine what your divine destiny is, and how much you know about it. You have advantage on Intelligence and Wisdom checks to recall information or discover insights about your destiny.
If you fail an ability check, saving throw, or attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Channel Divinity (Level 6)
Beginning at 6th level, you are able to channel divine energy to fuel magical effects. Each Channel Divinity option listed below explains how to use it. When you use your Channel Divinity, you choose which option to use. You must finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your sorcerer spell save DC.
Blessing of Life
When you use a spell of 1st level or higher to restore hit points to a creature, you can cause the creature to regain additional hitpoints equal to 1d8 + the spell's level, using your Channel Divinity.
Blinding Rebuke
When you are damaged by a creature within 60 feet of you that you can see, you can use your Channel Divinity as a reaction to cause a blinding flash of light to erupt in front of the target. The target must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Empowered Radiance
When you roll damage for a spell, you can use your Channel Divinity to deal additional radiant damage equal to the spell's level + your Charisma modifier to each creature damaged by the spell.
Seraphic Form (Level 14)
At 14th level, your divine essence causes you to undergo a physical transformation. Your appearance takes on an otherworldly aspect, simultaneously beautiful, kind, and imposing. You gain proficiency with Intimidation and Persuasion, and your proficiency bonus is doubled for ability checks that use them.
Additionally, you are able to briefly conjure spectral wings to bear you aloft. As a bonus action you can conjure these wings, granting you a flying speed of 30 feet until the end of your turn. Whenever you fall, you descend 60 feet per round until you land, which you do safely. You choose the appearance of the wings, such as angelic or bat-like.
Martyrdom (Level 18)
Starting at 18th level, you are a divine beacon even in the darkest of times. When you are reduced to 0 hitpoints, a burst of divine energy is released from your body, affecting all creatures within 60 feet of you. Hostile creatures within the radius must succeed on a Charisma saving throw against your sorcerer spell save DC. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. Friendly creatures within the radius gain 8d6 temporary hitpoints. Once you have used this feature, you can't do so again until you finish a long rest.
Imperial Birthright
Imperial Birthright (Level 1)
There is power in king's blood. Your innate magic comes from your royal ancestry. Whether you are a far flung cousin of a great house, the child of a deposed prince, a secret bastard denied legitimacy, or the rightful heir to a kingdom, your bloodline is that of kings and emperors. You might be unaware of your lineage and of the source of your power, or perhaps you have always known yourself to be the true inheritor of a throne now held by usurpers. The appearance of one with this birthright often presents a political opportunity, either by the sorcerer themselves or by others seeking to exploit their claim to power. Many who possess it opt to keep their ancestry hidden for fear of assassination or worse.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th | |
11th |
Commanding Voice
Your bloodline has granted you a voice fit for a ruler, one that makes your enemies tremble and puts fire into the hearts of your allies. At 1st level, you gain proficiency in your choice of Intimidation, Performance, or Persuasion.
Additionally you learn the command spell, which counts as a sorcerer spell for you, and does not count against your number of spells known. When you cast the spell, you can speak up to three words together as the command, instead of only one.
Whenever you cast a spell of 1st level or higher that has verbal components, you can grant temporary hitpoints equal to your Charisma modifier to a friendly creature within 30 feet of you, which last for 1 minute.
Ancestral Homeland
At 1st level, your bloodline has imprinted on you many aspects of your lineage's homeland. You or your DM selects the nature and location of your ancestral homeland, typically a kingdom or the capital region of an empire.
You learn the native language of your homeland, and gain proficiency with a tool of your choice associated with its culture. You have advantage on Intelligence checks to recall information about your homeland, its history, and its culture.
Majestic Presence (Level 6)
At 6th level, you gain an aura of majesty that steels the hearts and minds of those who follow you. When you or a friendly creature within 30 feet of you makes a Charisma or Wisdom saving throw, you can use your reaction to grant them advantage on the saving throw. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails.
Indomitable Decree (Level 6)
Starting at 6th level, when you cast a spell with verbal components, you can spend 1 sorcery point to imbue your voice with magic. You can cast the spell regardless of any obstruction to your ability to speak or magical prevention, such as silence. If the spell involves speaking to a creature, the target can hear and understand you even if it doesn't share your language or is deafened.
Bend the Knee (Level 14)
Beginning at 14th level, when a creature fails the initial saving throw imposed by one of your spells, they become frightened of you until the end of your next turn.
Ancestral Title (Level 18)
At 18th level, you adopt a title befit a legendary monarch, and gain permanent benefits associated with that title. Choose one of the following benefits:
The Conqueror
You can add twice your Charisma modifier to one damage roll of any spell you cast.
The Great
Increase one ability score of your choice by 2. Your maximum for that score is now 24.
The Holy
You learn the beacon of hope and revivify spells, which count as sorcerer spells for you, and you can cast them at will, without expending a spell slot.
The Kind
You learn the sanctuary spell, which counts as a sorcerer spell for you, and you can cast it at will, without expending a spell slot. Your Commanding Voice feature grants temporary hitpoints to all friendly creatures within 30 feet of you, instead of just one.
The Terrible
You are immune to being frightened and charmed. Creatures that are frightened of you have disadvantage on saving throws against your spells.
The Wise
Choose four of your skill proficiencies. You gain expertise with them, which means your proficiency bonus is doubled for any ability check you make with them.
Infernal Heritage
Infernal Heritage (Level 1)
Your innate magic comes from infernal power that can be traced back to the Nine Hells of Baator, power infused into your blood or that of your ancestors. Such power most often manifests itself as the result of a pact or bargain made with a powerful devil, such as a Pit Fiend or an Erinyes. You may have endured a near death experience at the hands of a devil and been forever tainted by the encounter, or perhaps your bloodline includes a powerful Tiefling whose ancestry has manifested in an unusual way. Regardless of circumstance, fell power now surges through you, both a blessing and a curse.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th | |
11th |
Devil's Progeny
At 1st level, the infernal blood you possess grants you innate understanding of devils and their machinations. You can speak, read, and write Infernal, and gain proficiency in one of the following skills of your choice: Deception, Persuasion, or Intimidation.
Additionally, whenever you make an ability check to conceal or discover a hidden agenda or other deceptive loophole in a contract, deal or other type of bargain you make, you can add double your proficiency bonus to the check.
Legions of Avernus
At 1st level, you can harness the tyrannical nature of Baator to guide your allies, imbuing your barked orders and commands with magical impetus. Whenever an ally within 60 feet of you that can hear you misses an attack, you can use your reaction to allow them to reroll the die and take the new result. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and these uses recover once you finish a long rest.
Iron Above, Iron Below (Level 6)
At 6th level, your magic begins to take on aspects of the Iron City of Dis, fortifying your mind against trickery and outside intrusion, as well as the City of Chains that lies in the layer below anchored perilously its underside. You have advantage on ability checks to discern illusions, and on saving throws against being charmed or frightened.
As an action, you can spend 2 sorcery points to cause infernal chains to erupt from the ground underneath a creature up to 60 feet away. That creature must make a Dexterity saving throw. On a failed save, the chains coil around them and they are restrained. A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and the effect ends.
Infernal Concordat (Level 14)
At 14th level, you gain the unearthly glibness of infernal pactmakers, and the ability to enforce contracts as they do. Whenever you make an ability check using the skill gained by your Devil's Progeny feature, you have advantage on the roll.
Additionally, whenever you personally conduct a deal, transaction, or other form of bargain, you can spend 3 sorcery points and use an action to conjure a magically binding contract. The contract states, with exact wording, the obligations and terms that each party is bound to, and the consequences of breaking the agreement.
If all involved parties sign the contract of their own volition, they are subjected to the effects of a geas spell, as if cast by you, and cannot make a saving throw. When cast in this manner, the spell does not charm affected creatures, compels them to carry out their obligations as listed in the contract, and lasts until the obligations are completed. If a creature breaks the agreement, or geas is successfully dispelled from them, all involved parties are instantly made aware of the event.
Will of Asmodeus (Level 18)
At 18th level, you take on the inscrutable nature of the Lord of the Ninth himself. Any magic or ability that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.
Additionally, you can use the full force of your infernal magic to impose your will on a creature that would otherwise do you harm. When you are targeted by an attack or spell, you can use your reaction and spend 5 sorcery points to force the attacking creature to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn, and you can choose to have the creature immediately move up to its speed and perform the attack or spell against a new target of your choice. While charmed, the creature uses your spell save DC in place of its own.
Phoenix Soul Origin
Phoenix Soul Origin (Level 1)
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.
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power is costly. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a torch or sitting near a campfire.
Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th | |
11th |
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.
Phoenix Mantle
At 1st level, after you cast a spell that deals fire damage of 1st-level or higher, you can wreath yourself in a bird-shaped column of flame until the end of your next turn. For the duration, you gain the following benefits:
Once on each turn, when a creature within 5 feet of you damages you, you can deal fire damage to it equal to 1d6 + your Charisma modifier.
You shed bright light in a 30-foot radius around you, and dim light for an additional 30 feet.
Violent Rebirth (Level 6)
At 6th level, the elemental fire within you refuses to let you die. When you are reduced to 0 hit points, you can spend 2 sorcery point (no action required). You are instead reduced to 1 hit point, and each creature within 10 feet of you takes 1d6 fire damage.
If you use this feature while under the effects of your Phoenix Mantle, it deals that damage to every creature within 20 feet instead.
Rejuvenating Flame (Level 14)
Starting at 14th level, the magic from your flames restores your form. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.
Form of the Phoenix (Level 18)
At 18th level, whenever you use your Phoenix Mantle, you can choose to enhance it. If you do so, your phoenix mantle lasts for 1 minute and gains the following additional benefits:
You have a flying speed of 40 feet and can hover.
When you cast a spell or use a class feature that deals fire damage, you can add your Charisma modifier to one damage roll of that spell or feature.
If you use your Violent Rebirth feature, it deals an additional 3d6 damage to each creature.
Once you use this feature, you can't do so again until you finish a long rest.
Raw Magic
Raw Magic (Level 1)
You are capable of tapping directly into the source of arcane magic. Your magic is unfiltered, powerful, and hard to control, capable of both increased power and unpredictable side effects. You might have been born with this innate capability, or perhaps an encounter with powerful magic has imbued you with these chaotic abilities.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th | |
11th |
Raw Magic Surges
Your magic comes straight from the source, unfiltered and unpredictable. Through your will you are able to control it, but this control can be loosened, causing greater energies to surge through you, potentially empowering your magic, but also with chaotic side effects. When you cast a sorcerer spell of 1st level or higher, you can choose to roll on both the Positive Surges and Negative Surges tables (using a separate roll for each) to cause both a positive and a negative side effect of the spell.
Magical Interference
Starting at 1st level, whenever a creature other than yourself within 30 feet of you casts a spell of 1st level or higher, you can use your reaction to force them to roll on both the Positive Surges and Negative Surges tables to cause both a positive and a negative side effect of the spell.
Close to the Weave (Level 6)
Beginning at 6th level, your unfiltered access to magic allows you to more easily manipulate your spells. You gain two additional Metamagic options of your choice.
Additionally, you regain 1 sorcery point when you complete a short rest.
Surge Control (Level 14)
At 14th level, you gain a measure of control over your raw magic surges. Whenever you roll on the Positive Surge or Negative Surge table, you can reroll the die and must use the new roll.
Unlimited Power (Level 18)
Beginning at 18th level, you are able to directly overcharge your spells at cost to your own well-being. When you roll damage for a sorcerer spell of 1st level or higher, you may spend a number of hit dice up to your Charisma modifier. You and any targets of the spell take force damage equal to the total rolled. You can use this feature only once per turn.
Storm Sorcery
Storm Sorcery (Level 1)
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th | |
11th |
Wind Speaker
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)
Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Heart of the Storm (Level 6)
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Storm Guide (Level 6)
At 6th 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.
Storm's Fury (Level 14)
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Wind Soul (Level 18)
At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Vampiric Blood
Vampiric Blood (Level 1)
The blood of vampires runs thick with power, the same blood runs in your veins, granting you powerful magic and enhancing you with a taste of vampiric abilities. You may have inherited this bloodline directly from a vampire in your family, or perhaps you survived a near-death attack by a vampire, or were a thrall to a vampire for a time. You may reject your inner vampirism, attempting to abstain from blood and hiding the source of your power, or perhaps you embrace these powers, and seek to drain the blood of your foes on a quest to become a true vampire.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th | |
11th |
Blood Thirst
Starting at 1st level, while you may not be a vampire yourself, lacking their fangs or hatred of sunlight, your heritage bestows upon you a certain taste for blood. Drinking a pint of blood fulfills your need for food and water for a day. As an action, you can drink blood from the wounds of an incapacitated humanoid, or one that has died in the past minute, and gain temporary hitpoints equal to your spellcasting modifier. Additionally, you have advantage on Wisdom (Perception) checks and Wisdom (Survival) checks to find or track creatures that are bleeding.
Draining Spells
At 1st level, the arcane power granted by your bloodline drains your foes of their vitality. Once per turn, when you deal damage to a creature using a spell of 1st level or higher, you can regain a number of hitpoints equal to the spell's level.
Creature of the Night (Level 6)
Starting at 6th level, you have resistance to necrotic damage, and you gain darkvision with a radius of 60 feet. If you already have darkvision, its radius increases by 30 feet.
While in darkness, you can use your action to shapeshift into a Tiny bat-like form. While in this form, you can't attack, speak or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check while in bat form. Your statistics, other than your size and speed, are unchanged. Your equipment merges into your new form. You remain in bat form until you use an action to return to your normal form, or you are reduced to 0 hitpoints.
Greater Draining (Level 6)
Starting at 6th level, when you regain hitpoints using your Draining Spells feature, you can spend 1 sorcery point to triple the number of hitpoints you regain. You can only do so once per turn.
Blood Magic (Level 14)
Starting at 14th level, you can drain your own magical blood to empower your spells. Once per turn when you use one of your Metamagic features, you can choose to lose hitpoints instead of spending sorcery points. The number of hitpoints equals five times the spell's level (5 hitpoints for cantrips) per sorcery point the Metamagic would normally cost.
True Vampirism (Level 18)
At 18th level, your immense power allows you to fully embrace your vampiric heritage. You can cast the shapechange spell targeting yourself without components or expending a spell slot. When you do so, you can't assume any other form than a Vampire (Monster Manual page 297), and can't cast the spell again using this feature until you complete a long rest.
If you spend 1 hour inside a coffin, you can designate it your resting place for the purposes of your Vampire form's Misty Escape feature. If you cast shapechange on yourself using this feature while in the coffin, the spell lasts as long as you stay in the coffin. If you stay in the coffin for 10 continuous years in vampire form, the spell no longer requires concentration, and the duration becomes permanent.
Wintry Ascendant
Wintry Ascendant (Level 1)
An old legend speaks of an ancient queen so hard-hearted and cold that her very heart turned to ice, her touch was frigid, and her mind as unstoppable as a glacier. Her beautiful and terrible power has come to fruition within you. Perhaps you came in contact with a magical relic from the deep north that once belonged to her, or you are a long forsaken descendant of this old monarch. Will you one day take up the throne of the old queen? Or does it mean nothing to you, and you'll forge your own path of ambition?
Regardless of your destiny, wintry ascendants are cold in both soul and body. Consider how this has been beneficial or detrimental to your relationships in the past and how it may yet affect you. It could lead to having stilted relations with others, or pragmatic, business-like ones.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | Crown of Ice |
9th | |
11th |
Covenant with Ice
Beginning at 1st level, you can shape ice as an action up to 30 feet away from you.
You can shape the ice around you, either creating ice from your hand, which can pour out as much as a 15 foot cube, or freezing up to a 15 foot cube of water. You can shape it or any other ice up to that size in any manner you choose and can move it within range as part of the same action. You can raise or lower it, though it must still touch the ground. It can be up to 15 feet in any dimension, but you can't shape it to trap a creature.
You can shape the ice to harm a creature. Make a spell attack against a target in range. Shards, tendrils, or spears race towards it. On a hit, the creature takes 2d6 cold damage and their speed is reduced by half until the end of their next turn. The damage increases to 4d6 at 5th level, 6d6 at 11th, and 8d6 at 17th. The ice can also freeze an object that isn't being worn or carried, can shatter nonmagical metals, and can crack stone.
You have a number of uses of this ability equal to twice your Charisma modifier (minimum of 2) and regain all expended uses when you finish a long rest.
Cutting Northern Wind (Level 6)
At 6th level, you can emanate a wind whirling with snow. You can release or suppress this wind as a bonus action. When released, the area 15 feet around you is difficult terrain for all creatures except those of your choice, who, along with you, gain resistance to cold damage while in the radius. The wind moves with you, centered on you. At 18th level, the range increases to 30 feet.
Sorcerous Blizzard (Level 6)
Starting at 6th level, when you or a willing creature casts a spell within your Cutting Northern Wind that deals a damage type other than cold, you can change it to cold damage with 1 sorcery point.
When you or a willing creature within your Cutting Northern Wind deals cold damage to creature with a spell of 1st level or higher, your Cutting Northern Wind expands by 15 feet until the start of your next turn. At 18th level, it expands by 30 feet.
Permafrost (Level 14)
At 14th level, you gain immunity to cold damage, cold damage you deal ignores resistance, and as a reaction when you or a creature within your Cutting Northern Wind are hit by an attack or fail a Dexterity saving throw, you can reduce the damage taken by half your sorcerer level + your Charisma modifier (minimum of 1).
Snow Castle (Level 14)
Beginning at 14th level, over the course of one minute, you can choose an area of ice no larger than 150 feet on a side within 600 feet of you, or you can freeze an area of water of that size. You can reshape the ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 150 foot square, you can create a pillar up to 75 feet high, raise or lower the square's elevation by up to 75 feet, and so on. You can't shape the ice to damage a creature in the area, but you can shape it to trap them. Each 5 foot section of the ice has an AC and hitpoints equal to your sorcerer level.
Additionally, you can designate one structure of your choice that you have created and shaped with this feature as your Snow Castle. Doing so makes the surrounding landscape in a 10 mile radius change to winter over the course of one month, and your Cutting Northern Wind extends to the entire 10 mile radius of the Snow Castle. You can't designate a structure as your Snow Castle again for 7 days, and once you do, the previous one melts.
Winter's Regal Armor (Level 18)
Starting at 18th level, you have gained a frozen heart and can don the attire of a winter monarch. You can spend 5 sorcery points as an action to don Winter's Regal Armor. Its appearance is up to you, it replaces or goes over your present clothes, and only you can wear it. For 1 minute or until you lose your concentration (as if you were concentrating on a spell), you gain the following benefits:
You have resistance to all damage.
Creatures who deal damage to you with a melee attack take your sorcerer level in cold damage.
Cold damage you deal treats immunity as resistance.
Creatures you kill with cold damage become petrified and stand as statues or shatter (your choice). They can only be returned to life by true resurrection and if you die.
Once you use this feature, you can't do so again until you finish a long rest.
Ysgardian Ancestry
Ysgardian Ancestry (Level 1)
The magic that flows through your veins stems from the Heroic Domains of Ysgard, a plane of warfare, battle and revelry where nothing is truly permanent - the dead are resurrected every dusk and dawn, and the landscape shifts and moves even as its crossed. The martial prowess infused in its halls, battlefields and peoples has been inherited by you. You may have been blessed by the spirit of a mighty warrior, or been touched by the energies of Ysgard in the aftermath of a great battle. No matter the cause, your warlike magic makes you adept in all theatres of battle and drives you on to ever more grand and dangerous challenge.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th | |
11th |
Veteran of a Thousand Battles
Starting at 1st level, the magic of Ysgard makes war second nature to you. You're as comfortable in armour as you are clothing, and you can wield a weapon you've never seen before with the adroitness of a trained professional. You are proficient in light armour, medium armour and heavy armour, as well as simple and martial weapons.
Additionally, you can meditate on the corpse of a creature within 10 feet of you, gaining visions of it's final moments after the first continuous minute of meditation. The length and detail of this vision may vary depending on how heroic or valiant the death was. Once you use this feature, you can't do so again until you finish a long rest.
Shattering Strikes (Level 6)
At 6th level, your blows become mightier, piercing armour and rending flesh with ease. Once on each of your turns when you hit with a melee weapon attack, you can roll one additional weapon damage die.
Additionally, when you roll the maximum on a damage die for a melee weapon, you can push the creature you damaged 5 feet away from you.
Call to War (Level 14)
At 14th level, you become infused with the heroic energies of Ysgard, making you bold, fearless, and brimming with vitality. You are always under the effects of a heroism spell, and are immune to being charmed.
Unending Valour (Level 18)
At 18th level, your magic has assimilated the most potent aspect of Ysgard - the ability to return to life after death, and you can call upon the spirits of the plane to aid you in times of great need. As an action, you can spend 5 sorcery points to summon three warrior spirits that appear in unoccupied spaces you can see within 60 feet.
These warrior spirits take the form of Veterans (MM 350), except their hit points are equal to twice your sorcerer level, their weapon attacks count as magical, and they have a bonus to attack rolls equal to your Charisma modifier. The spirits are friendly to you and your companions, acting on your initiative. They linger and obey your verbal commands (no action required) for 1 minute, until you lose concentration (as if you were casting a concentration spell) or they die. If you don't issue a command to the spirits, they attack the most dangerous hostile creature they can see. Once you've summoned these spirits, you can't do so again until you finish a long rest.
Additionally, when you die, you are revived next dawn at the last location you finished a long rest, as if true resurrection had been cast on you. You possess all the equipment you wore or carried at the time of your death, even if your body was destroyed by disintegrate or similar effects; equipment taken from your body after death reappears with you, vanishing from its current location. Once you are resurrected by this feature, you cannot be resurrected by it again until 7 days have passed.