Životy
Odbornosti
Variant Sorcerer
| Úroveň | Bonus odbornosti | Vlastnosti | Metamagics Known |
|---|---|---|---|
| 1 | + 2 | Sorcery Sorcerous Origin | — |
| 2 | + 2 | Sorcery Sorcerous Origin | 2 |
| 3 | + 2 | Sorcery Sorcerous Origin | 2 |
| 4 | + 2 | Sorcery Sorcerous Origin | 2 |
| 5 | + 3 | Sorcery Sorcerous Origin | 3 |
| 6 | + 3 | Sorcery Sorcerous Origin | 3 |
| 7 | + 3 | Sorcery Sorcerous Origin | 3 |
| 8 | + 3 | Sorcery Sorcerous Origin | 3 |
| 9 | + 4 | Sorcery Sorcerous Origin | 3 |
| 10 | + 4 | Sorcery Sorcerous Origin | 3 |
| 11 | + 4 | Sorcery Sorcerous Origin | 4 |
| 12 | + 4 | Sorcery Sorcerous Origin | 4 |
| 13 | + 5 | Sorcery Sorcerous Origin | 4 |
| 14 | + 5 | Sorcery Sorcerous Origin | 4 |
| 15 | + 5 | Sorcery Sorcerous Origin | 4 |
| 16 | + 5 | Sorcery Sorcerous Origin | 4 |
| 17 | + 6 | Sorcery Sorcerous Origin | 5 |
| 18 | + 6 | Sorcery Sorcerous Origin | 5 |
| 19 | + 6 | Sorcery Sorcerous Origin | 5 |
| 20 | + 6 | Sorcery Sorcerous Origin | 5 |
| Úroveň | Bonus odbornosti | Vlastnosti | Cantrips Known | Spells Known |
|---|---|---|---|---|
| 1 | + 2 | Sorcery Sorcerous Origin | 4 | 2 |
| 2 | + 2 | Sorcery Sorcerous Origin | 4 | 3 |
| 3 | + 2 | Sorcery Sorcerous Origin | 4 | 4 |
| 4 | + 2 | Sorcery Sorcerous Origin | 5 | 5 |
| 5 | + 3 | Sorcery Sorcerous Origin | 5 | 6 |
| 6 | + 3 | Sorcery Sorcerous Origin | 5 | 7 |
| 7 | + 3 | Sorcery Sorcerous Origin | 5 | 8 |
| 8 | + 3 | Sorcery Sorcerous Origin | 5 | 9 |
| 9 | + 4 | Sorcery Sorcerous Origin | 5 | 10 |
| 10 | + 4 | Sorcery Sorcerous Origin | 6 | 10 |
| 11 | + 4 | Sorcery Sorcerous Origin | 6 | 11 |
| 12 | + 4 | Sorcery Sorcerous Origin | 6 | 11 |
| 13 | + 5 | Sorcery Sorcerous Origin | 6 | 12 |
| 14 | + 5 | Sorcery Sorcerous Origin | 6 | 12 |
| 15 | + 5 | Sorcery Sorcerous Origin | 6 | 13 |
| 16 | + 5 | Sorcery Sorcerous Origin | 6 | 13 |
| 17 | + 6 | Sorcery Sorcerous Origin | 6 | 14 |
| 18 | + 6 | Sorcery Sorcerous Origin | 6 | 14 |
| 19 | + 6 | Sorcery Sorcerous Origin | 6 | 15 |
| 20 | + 6 | Sorcery Sorcerous Origin | 6 | 15 |
| Úroveň | Bonus odbornosti | Vlastnosti | Sorcery Limit |
|---|---|---|---|
| 1 | + 2 | Sorcery Sorcerous Origin | 1st |
| 2 | + 2 | Sorcery Sorcerous Origin | 1st |
| 3 | + 2 | Sorcery Sorcerous Origin | 2nd |
| 4 | + 2 | Sorcery Sorcerous Origin | 2nd |
| 5 | + 3 | Sorcery Sorcerous Origin | 3rd |
| 6 | + 3 | Sorcery Sorcerous Origin | 3rd |
| 7 | + 3 | Sorcery Sorcerous Origin | 4th |
| 8 | + 3 | Sorcery Sorcerous Origin | 4th |
| 9 | + 4 | Sorcery Sorcerous Origin | 5th |
| 10 | + 4 | Sorcery Sorcerous Origin | 5th |
| 11 | + 4 | Sorcery Sorcerous Origin | 6th |
| 12 | + 4 | Sorcery Sorcerous Origin | 6th |
| 13 | + 5 | Sorcery Sorcerous Origin | 7th |
| 14 | + 5 | Sorcery Sorcerous Origin | 7th |
| 15 | + 5 | Sorcery Sorcerous Origin | 8th |
| 16 | + 5 | Sorcery Sorcerous Origin | 8th |
| 17 | + 6 | Sorcery Sorcerous Origin | 9th |
| 18 | + 6 | Sorcery Sorcerous Origin | 9th |
| 19 | + 6 | Sorcery Sorcerous Origin | 9th |
| 20 | + 6 | Sorcery Sorcerous Origin | 9th |
| Úroveň | Bonus odbornosti | Vlastnosti | Sorcery Points |
|---|---|---|---|
| 1 | + 2 | Sorcery Sorcerous Origin | 4 |
| 2 | + 2 | Sorcery Sorcerous Origin | 6 |
| 3 | + 2 | Sorcery Sorcerous Origin | 14 |
| 4 | + 2 | Sorcery Sorcerous Origin | 17 |
| 5 | + 3 | Sorcery Sorcerous Origin | 25 |
| 6 | + 3 | Sorcery Sorcerous Origin | 29 |
| 7 | + 3 | Sorcery Sorcerous Origin | 34 |
| 8 | + 3 | Sorcery Sorcerous Origin | 39 |
| 9 | + 4 | Sorcery Sorcerous Origin | 45 |
| 10 | + 4 | Sorcery Sorcerous Origin | 51 |
| 11 | + 4 | Sorcery Sorcerous Origin | 51 |
| 12 | + 4 | Sorcery Sorcerous Origin | 51 |
| 13 | + 5 | Sorcery Sorcerous Origin | 51 |
| 14 | + 5 | Sorcery Sorcerous Origin | 51 |
| 15 | + 5 | Sorcery Sorcerous Origin | 51 |
| 16 | + 5 | Sorcery Sorcerous Origin | 51 |
| 17 | + 6 | Sorcery Sorcerous Origin | 51 |
| 18 | + 6 | Sorcery Sorcerous Origin | 57 |
| 19 | + 6 | Sorcery Sorcerous Origin | 64 |
| 20 | + 6 | Sorcery Sorcerous Origin | 71 |
Kouzla třídy
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 13
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 17
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
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 | 10 | 11 | 11 | 12 | 12 | 13 | 13 | 14 | 14 | 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
Sorcery (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 magic, whatever its origin, fuels your spells.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn more sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the sorcerer table.
Spells Known of 1st Level and Higher
You know two 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, which can be of a level no greater than the number shown in the Sorcery Limit column for your sorcerer level. The spells you choose also can't exceed 5th level.
Each time you finish a long rest, 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 no higher than your Sorcery Limit, and can't exceed 5th level.
Using Sorcery to Create Spell Slots
You have 4 sorcery points, which increase as shown in the Sorcery Points column of the sorcerer table along with your sorcerer level. You can have no more sorcery points than the amount shown on the sorcerer table for your sorcerer level. You regain spent sorcery points when you finish a long rest.
Whenever you require a spell slot, such as when casting a spell, you must expend sorcery points from your pool to create a spell slot, then use that slot as needed. The amount of points you must spend equals 1 + the spell's level when you cast it, and the highest level spell slot you can create is equal to your Sorcery Limit. Even though you might have enough points to create a slot above this level, you can't do so using sorcery.
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
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Sorcerous Origin (Level 1)
Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.
Your choice grants you features at 1st level and again at 6th, 14th, and 18th level.
Spell Conduit (Level 2)
At 2nd level, you can quickly call forth magical energy or surge excess power into your spells. When you cast a spell, you can use one of the following methods to amplify the spell's effects for that casting.
Quick Cast
You can cast a spell with a casting time of 1 action as a bonus action. You can't cast another spell with a casting time of 1 action during this turn, unless that spell is a cantrip.
Twin Cast
When you cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell. In order to be eligible for this method, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile isn't eligible, but ray of frost is.
You have a number of uses of this feature equal to your proficiency bonus, and any expended uses are replenished when you finish a long rest.
Metamagic (Level 2)
Also at 2nd level, your growing ability to harness sorcerous magic allows you to alter the ways that your spells manifest. Choose two of the following metamagic options. You gain one additional option of your choice at 6th level, 10th level, 14th level and 18th level. When you gain a new metamagic option, you can also replace one of your current metamagic options with another one, if you choose.
You can use only one Metamagic option on a spell when you cast it, unless the Metamagic specifies otherwise.
Anchored Spell
When you cast a spell that requires concentration, you can spend 2 sorcery points to cause the spell to last until the end of your next turn, without requiring concentration, even after the spell would normally end.
You can only use this metamagic option once for each casting of a spell.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can expend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can expend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, or when you roll a pool of dice for a spell (such as with the sleep spell), you can spend 1 sorcery point to reroll a number of the damage or pooled dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 2 sorcery points to double its duration, to a maximum duration of 24 hours.
Fortifying Spell
When you cast a spell of 1st level or higher, you can spend sorcery points equal to the spell's level to roll the same number of d4s and gain temporary hit points equal to the total amount rolled.
Heightened Spell
When a spell of yours requires one or more targets to make a saving throw to resist the spell's effects, you can use your reaction and expend 3 sorcery points to give one target of the spell disadvantage on its saving throw.
Homing Spell
When you make a ranged attack roll for a spell you cast, you can spend 2 sorcery points to reroll the attack once and use the second result. You can use this metamagic after the attack roll, but before the DM determines whether the attack hits.
You can use Homing Spell even if you have already used a different metamagic option during the casting of the spell.
Lashing Spell
When you cast a spell that has an area of effect and a duration of instantaneous, you can spend 2 sorcery points to create a whirl containing the spell's effect. When you do, the spell's area remains until the end of your next turn, affecting each creature who enters the area for the first time on a turn or ends its turn within the area.
Miring Spell
When you cast a spell with an area of effect, you can expend 2 sorcery points to create a lingering field of force. The spell's area of effect becomes difficult terrain until the start of your next turn.
Persistent Spell
When a spell ends before its full duration has elapsed, you can use your reaction and spend sorcery points equal to 1 + half the spell's level (rounded down) to choose a different target for the spell instead of ending it. The target you choose must be one that you can see, one suitable to the spell and within 30 feet of the original target.
Prismatic Spell
When you cast a spell that deals acid, cold, fire, lightning, or poison damage, you can spend 1 sorcery point to change one such damage type to another from the same list.
Subtle Spell
When you cast a spell thatrequires somatic or verbal components, you can spend 2 sorcery points to forgo those components for this casting.
You can use Subtle Spell even if you have already used a different metamagic option during the casting of the spell.
Sorcerous Restoration (Level 3)
Starting at 3rd level, you regain expended sorcery points equal to half your sorcerer level whenever you finish a short rest.
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.
Proficiency Versatility (Level 4)
4th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Sorcerous Versatility (Level 4)
4th-level sorcerer optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.
Magical Guidance (Level 5)
5th-level sorcerer optional feature
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Sorcerous Origin feature (Level 6)
At 6th level, you gain a feature granted by your Sorcerous Origin.
Ability Score Improvement (Level 8)
When you reach 8th 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.
Proficiency Versatility (Level 8)
8th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Ensorceled Cantrip (Level 10)
At 10th level, you have learned to apply your sorcerous manipulation of magic to simple spells. Each time you cast a cantrip, you can apply one metamagic option you know to that cantrip without paying the metamagic's sorcery point cost.
Magical Locus (6th level) (Level 11)
At 11th level, you become able to draw out massive swaths of magical energy and form it into dazzling spells. You can cast one 6th-level spell of your choice from the sorcerer spell list without expending a spell slot, and you must finish a long rest before you can do so again.
If the spell's level is below your Sorcery Limit when you cast it, you can spend sorcery points to increase the spell's level by the amount of sorcery points spent, up to your Sorcery Limit.
At higher levels, you can cast additional sorcerer spells in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all expended uses of this feature when you finish a long rest.
Ability Score Improvement (Level 12)
When you reach 12th 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.
Proficiency Versatility (Level 12)
12th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Magical Locus (7th level) (Level 13)
At 13th level, you become able to draw out massive swaths of magical energy and form it into dazzling spells. You can cast one 7th-level spell of your choice from the sorcerer spell list without expending a spell slot, and you must finish a long rest before you can do so again.
If the spell's level is below your Sorcery Limit when you cast it, you can spend sorcery points to increase the spell's level by the amount of sorcery points spent, up to your Sorcery Limit.
Sorcerous Origin feature (Level 14)
At 14th level, you gain a feature granted by your Sorcerous Origin.
Magical Locus (8th level) (Level 15)
At 15th level, you become able to draw out massive swaths of magical energy and form it into dazzling spells. You can cast one 8th-level spell of your choice from the sorcerer spell list without expending a spell slot, and you must finish a long rest before you can do so again.
If the spell's level is below your Sorcery Limit when you cast it, you can spend sorcery points to increase the spell's level by the amount of sorcery points spent, up to your Sorcery Limit.
Ability Score Improvement (Level 16)
When you reach 16th 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.
Proficiency Versatility (Level 16)
16th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Magical Locus (9th level) (Level 17)
At 17th level, you become able to draw out massive swaths of magical energy and form it into dazzling spells. You can cast one 9th-level spell of your choice from the sorcerer spell list without expending a spell slot, and you must finish a long rest before you can do so again.
If the spell's level is below your Sorcery Limit when you cast it, you can spend sorcery points to increase the spell's level by the amount of sorcery points spent, up to your Sorcery Limit.
Sorcerous Origin feature (Level 18)
At 18th level, you gain a feature granted by your Sorcerous Origin.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility (Level 19)
19th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Geyser of Magic (Level 20)
At 20th level, the magic flowing from within you is so plentiful that your spell manipulation becomes effortless. You gain the following benefits:
You regain expended uses of your Spell Conduit feature when you finish a short rest.
You can use two Metamagic options on a spell when you cast it.
The sorcery point cost for each of your metamagic options decreases by 1, to a minimum of 0.
Multitřídy
Požadavky multitříd
{"cha":13}
Podtřídy
Vlastnosti podtřídy
Aberrant Mind
Aberrant Mind (Level 1)
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.
| d6 | Origin |
|---|---|
1 | You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. |
2 | A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you. |
3 | You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind. |
4 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus. |
5 | As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary. |
6 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin! |
Psionic Spells
1st-level Aberrant Mind feature
You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Telepathic Speech
1st-level Aberrant Mind feature
You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Psionic Sorcery (Level 6)
6th-level Aberrant Mind feature
When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Psychic Defenses (Level 6)
6th-level Aberrant Mind feature
You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Revelation in Flesh (Level 14)
14th-level Aberrant Mind feature
You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Warping Implosion (Level 18)
18th-level Aberrant Mind feature
You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Aberrant Mind (UA)
Aberrant Mind (Level 1)
An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered.
Unique Disturbance
Regardless of its genesis, the Aberrant Mind origin imparts a sense of eeriness to the character or their surroundings. This can be as subtle as when your sorcerer reads a creature's mind with detect thoughts, anyone in their immediate vicinity experiences a faint but pervasive sense of dread. Or it could be unmistakable, such as sweating a sheen of viscous mucus when you're scared, or your pupils squirming when you're excited. Consider the potentially unspeakable source of your sorcerer's powers, and use that as a guide to weave threads of eeriness throughout your magic.
Invasive Thoughts
1st-level Aberrant Mind feature
At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.
Psionic Spells
1st-level Aberrant Mind feature
Starting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Warped Being
1st-level Aberrant Mind feature
Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren't wearing armor.
Psionic Sorcery (Level 6)
6th-level Aberrant Mind feature
Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no components.
Psychic Defenses (Level 6)
6th-level Aberrant Mind feature
At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Revelation in Flesh (Level 14)
14th-level Aberrant Mind feature
Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.
You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.
Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.
Warp Reality (Level 18)
18th-level Aberrant Mind feature
At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.
As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can't use it again until you finish a long rest.
Astral-bound Soul
Astral-bound Soul (Level 1)
Your innate magic is channeled through the planar pools which connect many of the planes of existence to the astral plane. Your soul has been split in two, with the majority of its essence - the "anchor"-bound to the astral plane. Many such souls never awaken their power, but through intense training, a near-death experience, or other elevating event, you have gained awareness and control of this flexible magic source.
Origin Spells
Your magic allows you to connect space, even in others' minds and across planar boundaries. You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Astral Anchor
Starting when you awaken to this origin at 1st level, you gain control of the astral magic channeled through your soul anchor.
A silvery cord extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your astral anchor. Should you travel to the astral plane, such as by the astral projection spell, this cord exists in addition to the astral tether to your body. If the cord is cut - something that can happen only when an effect specifically states that it does - your soul and anchor are separated, and your astral-bound soul features are lost. A greater restoration or wish spell can restore the link to your soul anchor.
As a bonus action, you can channel magical energy through your astral anchor. For the next minute, when you cast a spell, you can create an invisible, protective field of psychic energy around yourself. This field grants you temporary hit points equal to the spell's level (1 if the spell is a cantrip) + your Charisma modifier, which are lost if they remain when this feature's duration elapses. You have resistance to psychic damage while you have any of these temporary hit points.
Once you have used this feature, you must finish a long rest before you can use it again.
Dire Retreat
Also at 1st level, your soul retreats into your anchor when you are slain, and its magic preserves your body.
While you are tethered to your astral anchor, whenever you die, your body gains the effects of the gentle repose spell, and your soul becomes contained within your astral anchor. Any attempt to dispel gentle repose cast in this way, or to call your soul away from your astral anchor, fails unless you choose to be affected or the source of the attempt succeeds a Charisma check against your spell save DC.
Siphon Sorcery (Level 6)
Starting at 6th level, you can draw upon your anchor's well of sorcerous power in addition to your own. When you spend 2 or more sorcery points during a turn, you can immediately use your reaction to regain 1 sorcery point.
Soul Protection (Level 14)
Starting at 14th level, your astral anchor protects you in response to dire threats.
Immediately after you are incapacitated or knocked unconscious, you can choose to gain the benefits of the resilient sphere spell, with the following changes: it doesn't require concentration, the sphere is resistant to all damage instead of immune, it has 15 AC, and it has 4 hit points for each of your Sorcerer levels. When all of these hit points are lost, the spell ends, and you take any remaining damage. If a creature touches the sphere, you can choose to end the spell, whether you are conscious or not. You can also choose to end it on your turn (no action required by you).
Once you have used this feature, you must finish a short or long rest before using it again.
Astral Transport (Level 18)
Starting at 18th level, your astral anchor has gained enough fortitude to support transporting your physical form. When you cast a spell, you can expend 3 sorcery points to teleport up to 30 feet to a point you can see before casting the spell. You also gain a short burst of power in the process, increasing the damage of the spell. The damage increase equals half your sorcerer level.
Clockwork Soul
Clockwork Soul (Level 1)
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
Clockwork Magic
1st-level Clockwork Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
| d6 | Manifestation |
|---|---|
1 | Spectral cogwheels hover behind you. |
2 | The hands of a clock spin in your eyes. |
3 | Your skin glows with a brassy sheen. |
4 | Floating equations and geometric objects overlay your body. |
5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism. |
6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. |
Restore Balance
1st-level Clockwork Soul feature
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bastion of Law (Level 6)
6th-level Clockwork Soul feature
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.
The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Trance of Order (Level 14)
14th-level Clockwork Soul feature
You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Cavalcade (Level 18)
18th-level Clockwork Soul feature
You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
Any damaged objects entirely in the cube are repaired instantly.
Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Clockwork Soul (UA)
Clockwork Soul (Level 1)
A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way.
The power of Mechanus can seem strange and alien to others, but for you it is part of a vast and glorious system that others can't comprehend. At your option, you can pick from or roll on the Manifestations of Mechanus table to create a way your connection to the plane manifests while you are casting a spell.
| d6 | Manifestation |
|---|---|
1 | Large, spectral cogwheels appear hovering behind you. |
2 | The hands of a clock appear in your eyes. |
3 | Your skin glows with a golden, metallic sheen. |
4 | Your features become unnaturally angular, like geometric objects. |
5 | Your spellcasting focus takes the form of a miniature Spawning Stone or other creation of Primus. |
6 | The ringing of a clock can be heard by you and those affected by your magic. |
Clockwork Magic
1st-level Clockwork Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.
| Sorcerer Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Restore Balance
1st-level Clockwork Soul feature
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Bulwark of Law (Level 6)
6th-level Clockwork Soul feature
You can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.
The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.
Trance of Order (Level 14)
14th-level Clockwork Soul feature
You gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10.
Once you use this action, you can't use it again until you finish a long rest or until you expend 5 sorcery points to use it again.
Clockwork Cavalcade (Level 18)
18th-level Clockwork Soul feature
You summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:
The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
Any damaged objects entirely in the cube are repaired.
Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can't use it again until you finish a long rest or until you expend 7 sorcery points to use it again.
Collective Mind
Collective Mind (Level 1)
You have a neural link to the central consciousness of a hive, colony, or some other collective. Those with this link have some relation to these entities; be it an integrated ancestor, indoctrination, cloning, or otherwise. Their link allows these sorcerers to use the reconnaissance and communication available to their collective.
Origin Spells
Your magic comes from the seemingly boundless knowledge and resources of your collective. You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Collective Genetics
When you awaken to this origin at 1st level, choose one collective from the Collective Genetics table. Your choice determines certain traits of drones you summon with your Summon Drone feature.
| Collective | Drone Traits |
|---|---|
Burrow |
|
Nest |
|
Organic Host |
|
Aquatic |
|
Summon Drone
Also at 1st level, you can summon a collective drone to an unoccupied space within 5 feet of you as an action, which lasts until it dies or you dismiss it by using your bonus action. You describe the drone's appearance, which must accommodate its features, size and traits.
In combat, drones share your initiative and take the Dodge action, avoiding any danger. Drones add your proficiency bonus to their Investigation and Perception checks. You can use your action to see and hear through a drone's senses as long as you are on the same plane, or to return from using the drone's senses to yours.
You can have a number of drones at a time equal to your Charisma modifier (minimum of 1).
Consult Collective (Level 6)
Starting at 6th level, you can spend 10 minutes in commune with your collective, as long as you are on the same plane of existence to inquire about one event, object or piece of information that you know. At the DM's discretion, the collective can share its knowledge as it relates to your inquiry via a truthful reply.
Stream of Consciousness (Level 14)
Starting at 14th level, your consciousness becomes a permanent part of your collective, which can produce a new body for you should yours perish.
If you die, you return to life 24 hours after death. You reform within 1 mile of your place of death at a point chosen by the DM. Your equipment remains where you died, if it wasn't destroyed.
Regal Command (Level 18)
Starting at 18th level, the regal presence of your collective mind can be implanted into the conscious of another, weaving into their psyche and inducting them into your collective.
As an action, you can touch a non-hostile creature, which must succeed on a Charisma saving throw or regard you as family. A creature that succeeds on its saving throw becomes immune to this effect for 24 hours and is aware that you attempted to manipulate it. A greater restoration spell ends the effect.
Divine Soul
Sorcerous Origins (Level 1)
You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Divine Soul (Level 1)
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.
Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Divine Magic
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
| Affinity | Spell |
|---|---|
Good | |
Evil | |
Law | |
Chaos | |
Neutrality |
Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an 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.
Empowered Healing (Level 6)
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
Otherworldly Wings (Level 14)
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Unearthly Recovery (Level 18)
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest.
Draconic Bloodline
Sorcerous Origins (Level 1)
You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
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.
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 | |
Blue | |
Brass | |
Bronze | |
Copper | |
Gold | |
Green | |
Red | |
Silver | |
White |
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.
Favored Soul (UA)
Favored Soul (Level 1)
You have been chosen by a deity, and bestowed with a fragment of their divine power. You have been fundamentally changed by the touch of this deity, which awakens powerful magical abilities inside you.
Bonus Proficiency
At 1st level, you gain proficiency in light armor, medium armor, shields, and simple weapons.
Chosen of the Gods
At 1st level, you choose one of the cleric class's divine domains. You add that domain's spells for 1st-level clerics to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise learn your domain's spells that become available at those levels.
Extra Attack (Level 6)
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Divine Wings (Level 14)
At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat-like, your choice), gaining a flying speed equal to your current walking 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.
Power of the Chosen (Level 18)
Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum of +1) + the spell's level.
Favored Soul v2 (UA)
Favored Soul v2 (Level 1)
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.
In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Divine Magic
Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Supernatural Resilience
At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an 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.
Blessed Countenance (Level 6)
At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
Divine Purity (Level 14)
At 14th level, you become immune to disease, poison damage, and the poisoned condition.
Unearthly Recovery (Level 18)
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest.
Favored Soul v3 (UA)
Favored Soul v3 (Level 1)
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.
In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Divine Magic
Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
You also learn the cure wounds spell, which does not count against your number of sorcerer spells known.
Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an 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.
Empowered Healing (Level 6)
Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once.
Angelic Form (Level 14)
At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you're incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet.
Unearthly Recovery (Level 18)
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest.
Giant Soul (UA)
Sorcerous Origins (Level 1)
Use the Mark of the Ordning feature from the UA article, or add the following origin spells*:
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
* Soul of Lost Ostoria allows you to choose which giant ancestry represents you, and triggers on casting one of your origin spells.
Giant Soul (UA) (Level 1)
The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.
Jotun Resilience
The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Mark of the Ordning
At 1st level, you discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant types from the Mark of the Ordning table. At 1st and 3rd level, you learn the spells associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.
| Giant Type | Spells at 1st Level | Spells at 3rd Level |
|---|---|---|
Soul of Lost Ostoria (Level 6)
Starting at 6th level, you gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning Feature.
Cloud Giant
Immediately after you cast any of your Mark of the Ordning spells, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 + your Constitution modifier.
Fire Giant
You gain a bonus to the damage rolls of your Mark of the Ordning spells. The bonus equals your Constitution modifier (minimum of +1).
Frost Giant
Immediately after you cast any of your Mark of the Ordning spells, you gain temporary hit points equal to your Constitution modifier (minimum of 1). But if the spell is armor of Agathys, you instead increase its temporary hit points by an amount equal to your Constitution modifier (minimum of 1).
Hill Giant
Immediately after you cast any of your Mark of the Ordning spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save.
Stone Giant
Immediately after you cast any of your Mark of the Ordning spells, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn.
Storm Giant
Immediately after you cast any of your Mark of the Ordning spells, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1).
Rage of Fallen Ostoria (Level 14)
Starting at 14th level, you gain the ability to channel the souls of your ancestors into your physical form. When you start casting a sorcerer spell on your turn and expend a spell slot, you can increase your size by one category—from Medium to Large, for example.
This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits:
Your current hit points and your hit point maximum both increase by 1 per sorcerer level.
Your reach increases by 5 feet.
Your walking speed increases by 5 feet.
You have advantage on Strength checks and Strength saving throws.
You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1).
Once you use this feature, you can't use it again until you finish a short or long rest.
Blessing of the All Father (Level 18)
At 18th level, your Constitution score increases by 2, up to a maximum of 22.
In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative.
Gloom-touched
Gloom-touched (Level 1)
Gloom-touched sorcerers are those who are tainted with demonic magic. These are most commonly descendants of creatures doomed to Hades by a curse, but some may also be born by ritual, a desperate pact, or some other demonic encounter. These sorcerers have magical abilities warped in dark and deranged ways, allowing them to capture and manipulate the souls of fallen creatures. Due to their demonic nature, gloom-touched sorcerers can often be subject to scorn or even violence.
Origin Spells
Calling upon demonic magic is a simple task for you, with your hellish origin. You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Soul Extraction
Starting when you awaken to this origin at 1st level, you can trap a fallen soul in a state of limbo, temporarily retaining it.
You can use your action to touch a creature that died within the last minute. If the creature's challenge rating is equal to or lower than your sorcerer level, you shackle its soul; the soul takes on an insubstantial, but corporeal form, which hovers near you and follows you for up to 8 hours, after which it is freed and moves on. A soul so retained cannot be resurrected until it is freed.
When you use this feature, you can ask the soul one question. If you do, the soul must make a Charisma saving throw - using its creature statistics - against your spell save DC. On a failed save, the soul is compelled to answer truthfully with whatever detail it knew in life. Otherwise, it is free to answer as it would normally.
You can retain a limited number of souls at any given time. This number equals your Charisma modifier (minimum of 1).
Hellish Vision
Also at 1st level, you gain the ability to see through the lens of hades, a vision devoid of color and detail which inflicts apathy upon its beholder.
As a bonus action, you can begin or end your hellish vision. Hellish vision functions as darkvision, extends to your entire range of sight, and cannot be impeded by magical darkness. You cannot see color while using hellish vision, only shades of gray.
While your hellish vision is active, a wave of apathy washes over you, imposing disadvantage on your attack rolls and ability checks. You can suspend this apathy for 1 minute by using your action to drain energy from one of your retained souls. Doing so immediately frees the soul.
Selfish Sacrifice (Level 6)
Starting at 6th level, you can use a fragment of a trapped soul as a seed to replenish your own vitality.
When damage reduces you to 0 hit points but doesn't outright kill you, you can use a retained soul to make a Constitution saving throw (DC 10 or half of the damage, whichever is higher). On a successful save, you are instead reduced to 1 hit point. The soul is freed whether you succeed or fail.
Soul Attractor (Level 14)
Starting at 14th level, you can use your magic to quickly draw the souls of others to you, even at a distance.
You can use your Soul Extraction feature at a range of 30 feet, and you can expend 1 sorcery point to use the feature as a reaction when a creature other than you is reduced to 0 hit points; if you do, you also regain hit points equal to your Charisma modifier.
Barter Souls (Level 18)
Starting at 18th level, you can call forth a fiend to create a contract in exchange for souls.
By spending 1 minute in concentration (as if concentrating on a spell) and choosing any number of your currently retained souls, you can call forth a fiend from its native plane. Based on the number of souls offered, a creature appears in an unoccupied space of the DM's choice within 30 feet of you. Consult the Barter Souls Summoning table to find the creatures you can summon.
The fiend remains under control of the DM at all times. It offers a contract: assistance with a single task or goal in exchange for the amount of trapped souls shown in the Barter Souls Summoning table. You describe this task or goal in up to two sentences, which the fiend uses to forge the contract and immediately receive its payment. The fiend interprets your contract in good faith, and it executes a given contract to the best of its ability; however, it does not treat you as an ally for purposes beyond the calling of its contract, and its contractual obligations end if you die.
The fiend is likely to look for ways it can extract further compensation from you, and is capable of offering further deals. Once its contracts are fulfilled, or if the fiend is reduced to 0 hit points, it returns to its place of origin.
| Souls | Creature |
|---|---|
1 | |
2 | |
3 | |
4 | |
5 |
Gravitational Magic
Gravitational Magic (Level 1)
You have the ability to sense and interact with the gravitational forces inherent in reality around you. Your magic allows you to manipulate these physics, but also confuses your psyche; a result of interacting with the natural forces of the world in ways your body and mind cannot properly decipher.
Origin Spells
Your natural control of gravity allows you to harness your magic's unique properties into easily manifested forms. You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Extradimensional Mark
Your sorcerous origin's abilities leave lasting and sometimes unpredictable impressions on you, altering some aspects of your behavior. Choose any number of extradimensional marks below, or roll any number of (#$prompt_number:min=1, title=Enter a Number!, default=123$#)d4|d4s to determine your marks.
| d4|Result | Mark |
|---|---|
1 | Air sometimes feels solid to you. It's stifling. |
2 | You can feel the blood circulating through your veins. |
3 | Pockets of altered gravity form randomly around you, causing oddities like your clothes hanging heavily, your hair floating, or randomly losing your equilibrium. |
4 | Your balance is exceptionally poor; you are clumsy and your gait is unstable. |
Gravity Well
Starting when you awaken to this origin at 1st level, you can manipulate the local effects of gravity around creatures.
As a bonus action, choose a creature that you can see within 60 feet of you. An unwilling creature can make a Charisma saving throw to avoid being affected; if it succeeds, it becomes immune to this feature for 1 minute. On a failed saving throw, choose one of the following options, which affects creatures in a 5-foot radius of the target (including the target) until the end of your next turn:
Increase Gravity.
Increased pressure makes everything heavier around the target, reducing each affected creature's speed by 10 feet.
Decrease Gravity.
Decreasing gravitational influence around the target makes everything around it lighter, increasing each affected creature's speed by 10 feet and halving the weight of all affected creatures and objects.
You can use your bonus action on your subsequent turns to extend this feature's duration until the end of your next turn. If you use this feature again - choosing a different target or a different option - while its effect is already active, the current effect ends.
Unfettered Domain
Also at 1st level, objects and equipment that you carry, or those contained entirely within a 5-foot radius of you, weigh half of their normal weight, unless another effect halves their weight already.
Limber Force (Level 6)
Starting at 6th level, you become inherently able to amplify your kinetic force with magic, and you learn to create a small, localized field of dense gravity.
When you deal damage to a creature with a sorcerer spell, you can push or pull the creature up to 10 feet. You can spend sorcery points to increase the distance that the creature is pushed or pulled by 10 feet for each sorcery point spent.
Also, when you are attacked by a source within 5 feet of you, you can use your reaction to create a field of rejecting gravity, encapsulating and slowing the strike. You gain resistance to the attack's damage, and if the attacker is a creature, it must make a Strength saving throw. On a failed save, the creature cannot make attacks until the start of its next turn. Once you have used this reaction, you can't use it again until you finish a long rest.
Sorcerous Acceleration (Level 14)
Starting at 14th level, you can harness control of gravity when you use magic, allowing you a short burst of gravity-induced acceleration.
If you cast a spell of 1st-level or higher, you can spend 1 sorcery point to Dash or Disengage as a bonus action. When you do, any speeds you have are doubled until the start of your next turn.
Crushing Influence (Level 18)
Starting at 18th level, your mastery of gravity allows you to intensify others' gravitational pull to such a level that those around them are crushed under the pressure.
As an action, you can spend 2 sorcery points and choose a point within 60 feet of you that you can see. Until the start of your next turn, a 20-ft radius sphere of crushing gravitational force envelops the area.
Any creature contained fully within the area of this sphere that moves more than 5 feet or starts its turn there must succeed on a Strength saving throw or fall prone and have its speed set to 0 until the start of its next turn. Once a creature succeeds on its saving throw against this effect, it is immune to the effect until the start of its next turn.
Phoenix Sorcery (UA)
Sorcerous Origins (Level 1)
You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Phoenix Sorcery (UA) (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 comes at a cost. 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 lit torch or sitting in front of a campfire.
More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.
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.
| d6 | Phoenix Soul |
|---|---|
1 | You absentmindedly ignite small fires that quickly sputter out. |
2 | You cackle like a fiend when you unleash your fire spells. |
3 | You admire fire, even if it burns your friends. |
4 | You are covered in burns that mark the first time your power manifested. |
5 | You like your food charred. |
6 | You are brave to the point of recklessness. |
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.
Mantle of Flame
Starting at 1st level, you can unleash the phoenix fire that blazes within you.
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.
Phoenix Spark (Level 6)
Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.
If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.
Once you use this feature, you can't use it again until you finish a long rest.
Nourishing Fire (Level 14)
Starting at 14th level, your fire spells soothe and restore you. 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, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
You have a flying speed of 40 feet and can hover.
You have resistance to all damage.
If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
Psionic Soul (UA)
Psionic Soul (Level 1)
One day a light blazed forth within you—the illumination of psionic power. Your mind now simmers with this power, the full extent of which you won't fully grasp for years to come. You can touch other minds with it and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
Among githyanki and githzerai, the powers of Psionic Soul sorcerers are revered and marshaled on both sides of the gith war. In Eberron, many kalashtar dream of discovering this origin's abilities within themselves, and in Athas, more sorcerers are born with a Psionic Soul than with any other source of power. In the glades of primeval woods touched by the Feywild, children sometimes awaken to the wonders of psionic power. And in communities that survive Far Realm incursions, some folk are mutated into horrific aberrations, while a lucky few not only remain themselves, but also discover that psionic energy now suffuses their minds.
As a Psionic Soul sorcerer, you decide how you acquired your powers. Were you born with them, and did they manifest throughout childhood? Or did an extraordinary event later in life leave you shining with psionic awareness? Consult the Psionic Origins table for a possible origin of your power.
| d10 | Origin |
|---|---|
1 | You were exposed to the Far Realm's warping influence. You can now use your mind in ways you never thought possible, and you're also convinced that a tendril is growing upon you. |
2 | A psychic wind from the Astral Plane carried psionic energy into your being. When you use your powers now, faint motes of light sparkle around you. |
3 | You or your ancestor were trained by a githzerai monk to unlock the psionic potential within yourself. |
4 | A spirit haunts your mind, lending incredible power to your thoughts. When you sleep, the spirit's memories invade your dreams. |
5 | Deep in a forest touched by the Feywild, you drank from a glimmering stream, and now your mind shines with power. Beasts and fey creatures are often now friendly to you, as if they can sense the light within you. |
6 | Upon recovering from a near-fatal injury, you found yourself with psionic powers. Whenever you use them, your old wound tingles. |
7 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now the psionic power is yours. When you use it, your flesh shines with a strange mucus. |
8 | As a child, you had an imaginary friend that looked like a flumph or a strange platypuslike creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary. |
9 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your vestigial twin! |
10 | You grew up near the lair of a sapphire dragon, and now your eyes glow with sapphire light when you use your newfound powers. |
Psionic Talent
1st-level Psionic Soul feature
You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
Psionic Talent Options
You can use your Psionic Talent die in the following ways:
- Psionic Discovery
- Psychic Sorcery
- Telepathic Speech
Changing the Die's Size
If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.
Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
Psi Replenishment
As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.
Psychic Strike (Level 6)
6th-level Psionic Soul feature
You have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a sorcerer spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn.
Mind Over Body (Level 14)
14th-level Psionic Soul feature
You can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or more sorcery points to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice for each sorcery point you spent, choosing a different benefit for each point:
You can see any invisible creature within 60 feet of you, provided it isn't behind total cover.
You gain a flying speed equal to your walking speed, and you can hover.
You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
Your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Psychic Aura (Level 18)
18th-level Psionic Soul feature
If your Psionic Talent die is available, you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot-radius aura for 1 minute or until you're incapacitated or lose the use of your Psionic Talent die.
Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Charisma modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn.
Pyromancer (PSK)
Pyromancer (PSK) (Level 1)
Your innate magic manifests in fire. You are your fire, and your fire is you.
Heart of Fire
At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).
Fire in the Veins (Level 6)
At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.
Pyromancer's Fury (Level 14)
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.
Fiery Soul (Level 18)
At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Sanguinary Heritage
Sanguinary Heritage (Level 1)
You have a taste for blood. Whether this trait is hereditary, gifted, or magical in nature, you can use your magic to draw out the essence of your foes and consume it, and you have an insatiable urge to do just that. Many such sorcerers can trace their abilities back to a powerful vampire, a bloodthirsty fiend, or a curse.
Origin Spells
The intense bloodthirst in your veins manifests in the form of magical aptitude. You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Lifestealer
Starting when you awaken to this origin at 1st level, your life-draining magic soothes your victim and replenishes your vitality.
When you cast a sorcerer spell of 1st level or higher that deals necrotic damage, you regain hit points equal to half of the damage dealt to one of the targets, in addition to any health the spell restores.
In addition, when you deal necrotic damage to a creature with a spell, it does not feel pain from the necrotic damage, and it must succeed a Wisdom ability check against your spell save DC to discern that it has taken damage.
Shallow Youth
Also at 1st level, your magic retains an imprint of your physical state when you first awakened to it, which can be called upon by feeding.
Whenever you regain hit points by dealing necrotic damage, you can cause your physical appearance to transform such that your age appears to be the same as when you first awakened to this Sorcerous Origin. For example, wrinkles may disappear, your posture may improve, and your hair may change in color and texture. These effects last for 24 hours, at which point you revert back to your natural appearance.
False Dependence (Level 6)
Starting at 6th level, victims of your magic feel a temporary need to depend on you.
You can use your bonus action and spend 2 sorcery points to choose a creature within 60 feet of you that is charmed by you or who has taken damage from one of your spells this turn. That creature must succeed on a Charisma saving throw against your spell save DC or be afflicted with Dependence, a disease that causes it to have disadvantage on Wisdom and Charisma checks against you for 10 minutes. An affected creature can repeat the saving throw each minute, ending the effect on itself on a success.
Bathe in Blood (Level 14)
Starting at 14th level, you can draw out your own blood and mix it into your spells, rending your enemies with sharp, lacerating magic.
When you deal damage to a creature with a sorcerer spell, you can reduce your hit points by an amount no greater than your sorcerer level to deal the same amount of slashing damage to that creature.
True Dependence (Level 18)
Starting at 18th level, your disease's potency increases, temporarily enthralling your victims.
Any creature afflicted with Dependence treats you as a close friend for the disease's duration. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. You know the afflicted creature's emotional state, surface thoughts, and location relative to you at all times, as long as you are on the same plane of existence.
When the disease ends, the creature doesn't know why it held you in such high regard.
Sea Sorcery (UA)
Sorcerous Origins (Level 1)
You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Sea Sorcery (UA) (Level 1)
The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.
Soul of the Sea
At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.
Curse of the Sea
When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.
When you hit a creature with a cantrip's attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn't a cantrip (you choose the effect to use if more than one effect applies):
Cold damage
If the affected target takes cold damage from your spell, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater.
Lightning Damage
If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
Forced Movement
If the target is moved by your spell, increase the distance it is moved by 15 feet.
Watery Defense (Level 6)
At 6th level, you gain resistance to fire damage.
You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can't use it again until you finish a short or long rest.
Shifting Form (Level 14)
Starting at 14th level, you gain the ability to enter a liquid state while moving.
When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there.
On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
Water Soul (Level 18)
Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:
You no longer need to eat, drink, or sleep.
A critical hit against you becomes a normal hit.
You have resistance to bludgeoning, piercing, and slashing damage.
Shadow (UA)
Shadow (Level 1)
Your innate magic comes from the Shadowfell. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed in some fundamental manner.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character.
| d6 | Quirk |
|---|---|
1 | You are always icy cold to the touch. |
2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). |
3 | You don't seem to bleed, even when badly injured. |
4 | Your heart beats once per minute. This even sometimes surprises you. |
5 | You have trouble remembering that living creatures and corpses should be treated differently. |
6 | You blinked. Once. Last week. |
Eyes of the Dark
From 1st level, you have darkvision with a range of 60 feet. You can cast darkness by spending 1 sorcery point. You can see through any darkness spell you cast using this ability.
Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
Hound of Ill Omen (Level 6)
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf's statistics with the following changes:
The hound is size Medium.
It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only towards its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attack, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Shadow Walk (Level 14)
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Shadow Form (Level 18)
At 18th level, you can spend 3 sorcery points to transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute.
Shadow Magic
Sorcerous Origins (Level 1)
Add the following origin spells:
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Shadow Magic (Level 1)
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
| d6 | Quirk |
|---|---|
1 | You are always icy cold to the touch. |
2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). |
3 | You barely bleed, even when badly injured. |
4 | Your heart beats once per minute. This event sometimes surprises you. |
5 | You have trouble remembering that living creatures and corpses should be treated differently. |
6 | You blinked. Once. Last week. |
Eyes of the Dark
Starting at 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Hound of Ill Omen (Level 6)
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:
The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
It appears with a number of temporary hit points equal to half your sorcerer level.
It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Shadow Walk (Level 14)
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Umbral Form (Level 18)
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Soulknife
Soulknife (Level 1)
Soulknives are initiates of an ancient technique that uses magic to awaken the mind. These sorcerers are trained to be assassins and spies, as their abilities are difficult to discern and allow them to act rapidly. With their ability to harness both magical and mental energy, they can create lethal weapons and strike with deadly precision.
Origin Spells
Your psychic awakening affords you a repertoire of spells useful for manipulating and wearing down the mind. You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Martial Training
At 1st level, you gain proficiency with light armor, hand crossbows, longswords, rapiers and shortswords.
Additionally, your hit point maximum increases by 1, and it increases by 1 every time you gain a level in this class.
Soul Focus
Also at 1st level, you can construct weapons out of mental energy. These weapons deal damage directly to the minds of others, and act as a conduit for your spells.
As a bonus action, you can create a weapon that flows with mental energy, a Soul Focus, in one of your free hands. This weapon takes the form of a dagger, a longsword, a rapier or a shortsword (your choice), using the same statistics as the chosen weapon except that it does psychic damage instead of its normal damage type. You can never be disarmed of your Soul Focus unless you choose to be. You can use your Soul Focus as a spellcasting focus for your sorcerer spells. If you are unconscious or you let go of your Soul Focus on a turn, it disappears at the end of the turn.
At certain levels in this class, you gain a bonus to attack and damage rolls made using your Soul Focus: +1 at 6th level and +2 at 14th level.
Blinkstrike (Level 6)
Starting at 6th level, you can use mental energy to travel through a momentary rift, cutting through your foe's defense.
You can use your bonus action and spend 2 sorcery points to teleport up to 30 feet to an unoccupied space that you can see and then make one weapon attack with your Soul Focus. At 14th level, this attack deals an extra 1d8 force damage on a hit.
Extra Attack (Level 6)
Also at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Project Will (Level 14)
Starting at 14th level, your keen mental control allows you to create magical effects by sheer force of will.
You can cast your sorcerer spells without performing verbal and somatic components while you are wielding your Soul Focus.
Cut the Psyche (Level 18)
Starting at 18th level, you can overload a creature's mind when you strike it, causing you to disappear from its sight.
When you hit a creature with your Soul Focus, you can spend 3 sorcery points to force the target to make a Wisdom saving throw against your spell save DC. On a failed save, the creature can't see or hear you by any means until the end of your next turn.
Stone Sorcery (UA)
Sorcerous Origins (Level 1)
Add the following origin spells:
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Stone Sorcery (UA) (Level 1)
Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.
Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
Bonus Proficiencies
At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
Stone: Metal Magic
Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
| Spell Level | Spell |
|---|---|
1st | compelled duel, searing smite, thunderous smite, wrathful smite |
2nd | |
3rd | |
4th |
Stone's Durability
At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
Stone Aegis (Level 6)
Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection.
As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
Stone's Edge (Level 14)
Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
Earth Master's Aegis (Level 18)
Beginning at 18th level, when you use your Stone Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
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 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.
Sorcerous Origins
The arcane magic you command is infused with elemental air. You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
* Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it.
** Unless you gain this spell from another source, you can summon only air elementals with it.
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 cause whirling gusts of elemental air to briefly surround you immediately before or after you cast a spell of 1st level or higher, pushing you up to 10 feet in a direction of your choice.
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.
You can use your bonus action to start or stop manipulating rain. If it is raining, you can cause the rain to stop falling in a 20- foot-radius sphere centered on you as part of this bonus action. If it isn't raining, you can instead expend 2 sorcery points to cause lightrain, which lightly obscures the area, to begin falling in a 100-foot-radius sphere centered on you for up to 1 hour or until you use your bonus action to end this effect.
You can also use your bonus action to start or stop manipulating wind. 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 alterthe speed of the wind. If it isn't windy, you can instead expend 2 sorcery points to cause wind to blow at a rate of 20 miles per hour in a vortex filling a 100-foot sphere centered on you, which lasts for up to 1 hour or until you use your bonus action to end this effect.
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 against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Wind Soul (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.
Storm Sorcery (UA)
Wild Magic
Sorcerous Origins (Level 1)
You learn the following spells at the sorcerer levels listed. These spells count as sorcerer spells for you, and they do not count against your number of spells known.
| Sorcerer Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Wild Magic (Level 1)
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.
If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
| d100 | Effect |
|---|---|
01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. |
05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
07-08 | You cast fireball as a 3rd-level spell centered on yourself. |
09-10 | You cast magic missile as a 5th-level spell. |
11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
13-14 | You cast confusion centered on yourself. |
15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
19-20 | You cast grease centered on yourself. |
21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. |
35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
39-40 | You regain 2d10 hit points. |
41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
45-46 | You cast levitate on yourself. |
47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
55-56 | Your hair falls out but grows back within 24 hours. |
57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
59-60 | You regain your lowest-level expended spell slot. |
61-62 | For the next minute, you must shout when you speak. |
63-64 | You cast fog cloud centered on yourself. |
65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
67-68 | You are frightened by the nearest creature until the end of your next turn. |
69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
71-72 | You gain resistance to all damage for the next minute. |
73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
81-82 | You can take one additional action immediately. |
83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
85-86 | You cast mirror image. |
87-88 | You cast fly on a random creature within 60 feet of you. |
89-90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |
91-92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
93-94 | Your size increases by one size category for the next minute. |
95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
97-98 | You are surrounded by faint, ethereal music for the next minute. |
99-00 | You regain all expended sorcery points. |
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Bend Luck (Level 6)
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos (Level 14)
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment (Level 18)
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.