SIGNING IN

Puntos de Golpe

Dados de Golpe 1d6 por nivel

Competencias

CON , CHA

Alternate Sorcerer

Nivel Bonificador de Competencia Características Cantrips Known Spells Known Sorcery Points Spell Limit Metamagics Known
1 + 2 Sorcerous Origin Sorcery 4 2 4 {@filter 1st|spells|level=1|class=Alternate Sorcerer (LLASorc)} -
2 + 2 Sorcerous Origin Sorcery 4 3 6 {@filter 1st|spells|level=1|class=Alternate Sorcerer (LLASorc)} 2
3 + 2 Sorcerous Origin Sorcery 4 4 9 {@filter 2nd|spells|level=2|class=Alternate Sorcerer (LLASorc)} 2
4 + 2 Sorcerous Origin Sorcery 5 5 12 {@filter 2nd|spells|level=2|class=Alternate Sorcerer (LLASorc)} 2
5 + 3 Sorcerous Origin Sorcery 5 6 17 {@filter 3rd|spells|level=3|class=Alternate Sorcerer (LLASorc)} 3
6 + 3 Sorcerous Origin Sorcery 5 7 22 {@filter 3rd|spells|level=3|class=Alternate Sorcerer (LLASorc)} 3
7 + 3 Sorcerous Origin Sorcery 5 8 28 {@filter 4th|spells|level=4|class=Alternate Sorcerer (LLASorc)} 3
8 + 3 Sorcerous Origin Sorcery 5 9 34 {@filter 4th|spells|level=4|class=Alternate Sorcerer (LLASorc)} 3
9 + 4 Sorcerous Origin Sorcery 5 10 41 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 4
10 + 4 Sorcerous Origin Sorcery 6 10 48 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 4
11 + 4 Sorcerous Origin Sorcery 6 11 48 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 4
12 + 4 Sorcerous Origin Sorcery 6 11 50 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 4
13 + 5 Sorcerous Origin Sorcery 6 12 50 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 5
14 + 5 Sorcerous Origin Sorcery 6 12 52 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 5
15 + 5 Sorcerous Origin Sorcery 6 13 52 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 5
16 + 5 Sorcerous Origin Sorcery 6 13 54 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 5
17 + 6 Sorcerous Origin Sorcery 6 14 54 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 6
18 + 6 Sorcerous Origin Sorcery 6 14 56 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 6
19 + 6 Sorcerous Origin Sorcery 6 15 58 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 6
20 + 6 Sorcerous Origin Sorcery 6 15 60 {@filter 5th|spells|level=5|class=Alternate Sorcerer (LLASorc)} 6

Hechizos de Clase

acid splash (alternate)|llspell beckon air|llspell blade ward (alternate)|llspell booming blade (alternate)|llspell chill touch control flame (alternate)|llspell create bonfire|xge dancing lights fire bolt friends (alternate)|llspell frostbite|xge green-flame blade (alternate)|llspell infestation|xge light lightning lure (alternate)|llspell mage hand mending message mind sliver|tce minor illusion mold earth| (alternate)|llspell otherworldly grasp|llspell poison spray (alternate)|llspell prestidigitation ray of frost shape water (alternate)|llspell shocking grasp thunderclap|xge absorb elements|xge burning hands catapult|xge tasha's caustic brew|tce chaos bolt|xge charm person chromatic orb color spray command comprehend languages detect magic disguise self earth tremor|xge expeditious retreat false life feather fall fog cloud grease tasha's hideous laughter ice knife|xge jump (alternate)|llspell mage armor magic missile ray of sickness shield (alternate)|llspell silent image sleep thunderwave witch bolt (alternate)|llspell melf's acid arrow aganazzar's scorcher|xge alter self blindness/deafness blur cloud of daggers crown of madness darkness darkvision detect thoughts dragon's breath|xge dust devil|xge earthbind|xge maximilian's earthen grasp|xge enhance ability enlarge/reduce flaming sphere gust of wind hold person invisibility knock levitate mind spike|xge tasha's mind whip|tce mirror image misty step phantasmal force pyrotechnics|xge scorching ray see invisibility shadow blade|xge shatter snilloc's snowball swarm|xge spider climb suggestion warding wind|xge web blink call lightning catnap|xge clairvoyance counterspell (alternate)|llspell daylight dispel magic elemental weapon enemies abound|xge erupting earth|xge fear fireball fly gaseous form haste hypnotic pattern (alternate)|llspell intellect fortress|tce life transference|xge lightning bolt major image meld into stone melf's minute meteors|xge nondetection protection from energy sending sleet storm slow stinking cloud thunder step|xge tidal wave|xge tongues vampiric touch wall of sand|xge wall of water|xge water breathing water walk wind wall banishment blight charm monster|xge confusion dimension door dominate beast elemental bane|xge fire shield greater invisibility ice storm polymorph (alternate)|llspell otiluke's resilient sphere sickening radiance|xge stoneskin storm sphere|xge vitriolic sphere|xge wall of fire watery sphere|xge animate objects bigby's hand cloudkill cone of cold control winds|xge creation dominate person enervation|xge far step|xge hold monster immolation|xge seeming skill empowerment|xge synaptic static|xge telekinesis teleportation circle wall of force (alternate)|llspell wall of light|xge wall of stone arcane gate tenser's transformation|xge chain lightning circle of death disintegrate eyebite flesh to stone otiluke's freezing sphere globe of invulnerability investiture of flame|xge investiture of ice|xge investiture of stone|xge investiture of wind|xge mass suggestion mental prison|xge move earth tasha's otherworldly guise|tce scatter|xge sunbeam true seeing wall of ice crown of stars|xge delayed blast fireball etherealness finger of death fire storm plane shift power word pain|xge prismatic spray reverse gravity teleport whirlwind|xge antimagic field dominate monster earthquake abi-dalzim's horrid wilting|xge incendiary cloud maddening darkness|xge power word stun sunburst gate mass polymorph (alternate)|llspell meteor swarm power word kill psychic scream|xge time stop wish chill touch|xphb dancing lights|xphb fire bolt|xphb light|xphb mage hand|xphb mending|xphb message|xphb minor illusion|xphb prestidigitation|xphb ray of frost|xphb shocking grasp|xphb burning hands|xphb charm person|xphb chromatic orb|xphb color spray|xphb command|xphb comprehend languages|xphb detect magic|xphb disguise self|xphb expeditious retreat|xphb false life|xphb feather fall|xphb fog cloud|xphb grease|xphb tasha's hideous laughter|xphb mage armor|xphb magic missile|xphb ray of sickness|xphb silent image|xphb sleep|xphb thunderwave|xphb melf's acid arrow|xphb alter self|xphb blindness/deafness|xphb blur|xphb cloud of daggers|xphb crown of madness|xphb darkness|xphb darkvision|xphb detect thoughts|xphb enhance ability|xphb enlarge/reduce|xphb flaming sphere|xphb gust of wind|xphb hold person|xphb invisibility|xphb knock|xphb levitate|xphb mirror image|xphb misty step|xphb phantasmal force|xphb scorching ray|xphb see invisibility|xphb shatter|xphb spider climb|xphb suggestion|xphb web|xphb blink|xphb call lightning|xphb clairvoyance|xphb daylight|xphb dispel magic|xphb elemental weapon|xphb fear|xphb fireball|xphb fly|xphb gaseous form|xphb haste|xphb lightning bolt|xphb major image|xphb meld into stone|xphb nondetection|xphb protection from energy|xphb sending|xphb sleet storm|xphb slow|xphb stinking cloud|xphb tongues|xphb vampiric touch|xphb water breathing|xphb water walk|xphb wind wall|xphb banishment|xphb blight|xphb confusion|xphb dimension door|xphb dominate beast|xphb fire shield|xphb greater invisibility|xphb ice storm|xphb otiluke's resilient sphere|xphb stoneskin|xphb wall of fire|xphb animate objects|xphb bigby's hand|xphb cloudkill|xphb cone of cold|xphb creation|xphb dominate person|xphb hold monster|xphb seeming|xphb telekinesis|xphb teleportation circle|xphb wall of stone|xphb arcane gate|xphb chain lightning|xphb circle of death|xphb disintegrate|xphb eyebite|xphb flesh to stone|xphb otiluke's freezing sphere|xphb globe of invulnerability|xphb mass suggestion|xphb move earth|xphb sunbeam|xphb true seeing|xphb wall of ice|xphb delayed blast fireball|xphb etherealness|xphb finger of death|xphb fire storm|xphb plane shift|xphb prismatic spray|xphb reverse gravity|xphb teleport|xphb antimagic field|xphb dominate monster|xphb earthquake|xphb incendiary cloud|xphb power word stun|xphb sunburst|xphb gate|xphb meteor swarm|xphb power word kill|xphb time stop|xphb wish|xphb

Características de Clase

Nivel 1

Sorcerous Origin
Sorcery

Nivel 10

Font of Magic

Nivel 11

Innate Arcanum (6th-level)

Nivel 12

Ability Score Improvement

Nivel 13

Innate Arcanum (7th-level)

Nivel 14

Sorcerous Origin Feature

Nivel 15

Innate Arcanum (8th-level)

Nivel 16

Ability Score Improvement

Nivel 17

Innate Arcanum (9th-level)

Nivel 18

Sorcerous Origin Feature

Nivel 19

Ability Score Improvement

Nivel 2

Metamagic

Nivel 20

Magic Incarnate

Nivel 3

Sorcerous Regeneration

Nivel 4

Ability Score Improvement

Nivel 5

Magical Flux

Nivel 6

Sorcerous Origin Feature

Nivel 8

Ability Score Improvement

Progresión de Hechizos Conocidos

Nivel 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Hechizos Conocidos 2 3 4 5 6 7 8 9 10 10 11 11 12 12 13 13 14 14 15 15

Progresión de Conjurador

Progresión de Conjurador: full

Progresión de Trucos

Nivel 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Trucos Conocidos 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6

Competencias

Skills

Equipo Inicial

(a) a light crossbow and 20 bolts or (b) a sling
(a) a quarterstaff or (b) two daggers

Características de Clase

Sorcerous Origin (Level 1)

You are infused with an innate spark of arcane magic. At 1st level, choose one of the following Sorcerous Origins for your power: Flame, Stone, Storm, or Oceanic, each of which is detailed at the end of this class description.

Your Sorcerous Origin grants you features at 1st level, and again when you reach 6th, 14th, and 18th level in this class.

Additional Sorcerous Origins

Alternate options for the official Sorcerous Origins from the Player's Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything are included at the end of this class description.

Nine additional Sorcerous Origins, including Fey, Fiendish, Royal, Undead, and Martial options can also be found in the Alternate Sorcerer: Expanded.

Sorcery (Level 1)

The sorcerous spark within you allows you to spontaneously produce spells. At 1st level, you gain the following features:

Cantrips

At 1st level, you know four Sorcerer Cantrips of your choice. You learn another Sorcerer Cantrip at 4th and 10th level, as shown in the Cantrips Known column of the Sorcerer table.

Sorcery Points

The Sorcerer table shows the number of Sorcery Points that you have to cast the Sorcerer spells you know of 1st-level and higher. To cast a Sorcerer spell, you must expend the amount of Sorcery Points indicated in the table below. You regain all expended Sorcery Points each time you finish a long rest.

Spell LevelPoint Cost

Cantrip

0

1st

2

2nd

3

3rd

5

4th

6

5th

7

Spell Limit

Your Sorcerer level limits the potency of spells that you can produce, as shown in the Spell Limit column of the Sorcerer Table. When a feature allows you to expend Sorcery Points, you can never expend more Sorcery Points on that feature than it costs to cast a spell equal to your Spell Limit level.

Spells Known of 1st-level and Higher

At 1st level, you learn two 1st-level spells of your choice from the Sorcerer spell list at the end of this class description. The Spells Known column of the Sorcerer table shows when you learn additional Sorcerer spells of your choice. All spells you learn must be of a level equal to your Spell Limit or lower. As an example, when you reach 3rd level as a Sorcerer, you can learn one new Sorcerer spell of either 1st or 2nd-level.

Whenever you gain a level, you can replace one Sorcerer spell you know with another Sorcerer spell of your choice.

Origin Spells

Each Sorcerous Origin has a list of Origin Spells you learn at the Sorcerer levels noted in your Origin description. Your Origin Spells count as Sorcerer spells for you, these do not count against your total number of Sorcerer Spells Known, and you cannot replace them with other Sorcerer spells.

Spellcasting Ability

Charisma is your spellcasting ability for your Sorcerer spells, so you use Charisma when a spell refers to your spellcasting ability, when setting the saving throw DC for a spell, or when you make a spell attack roll for one of your Sorcerer spells.

Spell

Spell

Spellcasting Restrictions

Because of the delicate and precise gestures required to cast spells, you cannot cast Sorcerer spells while you are wearing armor or wielding a shield, unless a feature says otherwise.

Spellcasting Focus

Your body is your spellcasting focus for your Sorcerer spells. You must have a free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed by a spell or have a gold cost.

Metamagic (Level 2)

Your innate connection to the arcane allows you to twist your spells in ways only a Sorcerer can. At 2nd level, you learn two Metamagic effects from the list at the end of this class.

When you cast a spell, you can temporarily modify it with one Metamagic you know by expending extra Sorcery Points, as detailed in the Metamagic's description. You can only apply one Metamagic to a spell, unless a Metamagic says otherwise.

You learn additional Metamagic effects at certain levels, as shown in the Meta Magics column of the Sorcerer table.

Sorcerous Regeneration (Level 3)

Beginning at 3rd level, you can draw on the ambient magic of the world around you to regenerate your sorcerous power. At the end of a short rest, you can choose to regain a number of expended Sorcery Points equal to your Sorcerer level.

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.

Magical Flux (Level 5)

You have begun to gain control over the arcane power within you. Starting at 5th level, each time you finish a long rest, you can replace one spell you know with another Sorcerer spell of your choice equal to your Spell Limit or lower.

Alternatively, you can replace one of the Metamagic effects that you know with another Metamagic effect of your choice.

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.

Font of Magic (Level 10)

Beginning at 10th level, you can use your innate talent for the arcane to cast spells unknown to you. Once in between each long rest, you can cast any one Sorcerer spell of your choice, so long as it is equal to your Spell Limit or lower. You expend Sorcery Points and apply Metamagic effects as normal.

Innate Arcanum (6th-level) (Level 11)

At 11th level, you manifest an increased level of power from your arcane spark, known as an Innate Arcanum. This Arcanum takes the form of a single 6th-level spell slot that you can expend, in place of Sorcery Points, to cast any Sorcerer spell you know. Once you expend this spell slot, you do not regain it until you complete a long rest.

Moreover, as a bonus action on your turn, you can expend one Innate Arcanum spell slot to regain a number of your Sorcery Points equal to the level of the Arcanum spell slot.

Finally, whenever you learn a new Sorcerer spell, you can learn spells of a level equal to that of your Innate Arcanums.

When you reach certain Sorcerer levels, your unique magic manifests more powerful Innate Arcanums. At 13th level you gain a 7th-level spell slot, at 15th level you gain an 8th-level spell slot, and at 17th level you gain a 9th-level spell slot.

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.

Innate Arcanum (7th-level) (Level 13)

At 13th level, you manifest an increased level of power from your arcane spark, known as an Innate Arcanum. This Arcanum takes the form of a single 7th-level spell slot that you can expend, in place of Sorcery Points, to cast any Sorcerer spell you know. Once you expend this spell slot, you do not regain it until you complete a long rest.

Sorcerous Origin Feature (Level 14)

At 14th level, you gain a feature granted by your Sorcerous Origin.

Innate Arcanum (8th-level) (Level 15)

At 15th level, you manifest an increased level of power from your arcane spark, known as an Innate Arcanum. This Arcanum takes the form of a single 8th-level spell slot that you can expend, in place of Sorcery Points, to cast any Sorcerer spell you know. Once you expend this spell slot, you do not regain it until you complete a long rest.

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.

Innate Arcanum (9th-level) (Level 17)

At 17th level, you manifest an increased level of power from your arcane spark, known as an Innate Arcanum. This Arcanum takes the form of a single 9th-level spell slot that you can expend, in place of Sorcery Points, to cast any Sorcerer spell you know. Once you expend this spell slot, you do not regain it until you complete a long rest.

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.

Magic Incarnate (Level 20)

You have realized the full potential of your Sorcery, and bend magic to your will. At 20th level, any Metamagic you know has its Sorcery Point cost reduced by 1 (to a minimum of 0), and you can apply any number of Metamagics to your spells.

Multiclase

Requisitos de Multiclase

{"cha":13}

Subclases

Aberrant Sorcery
LLASorc
Cosmic Sorcery
LLASorcorc:E
Divine Sorcery
LLASorc
Draconic Sorcery
LLASorc
Elder Sorcery
LLASorcorc:E
Entropic Sorcery
LLASorcorc:E
Fey Sorcery
LLASorcorc:E
Flame Sorcery
LLASorc
Infernal
LLASorcorc:E
Iron Sorcery
LLASorcorc:E
Oceanic Sorcery
LLASorc
Prime Sorcery
LLASorc
Royal Sorcery
LLASorcorc:E
Shadow Sorcery
LLASorc
Stone Sorcery
LLASorc
Storm Sorcery
LLASorc
Vampiric Sorcery
LLASorcorc:E
Verdant Sorcery
LLASorcorc:E
Wild Sorcery
LLASorc

Características de Subclase

Aberrant Sorcery

Aberrant Sorcery (Level 1)

Your sorcerous power is not of this reality. Whether you were experimented on as a child, exposed to the alien lights of the Far Realm, or the descendant of a powerful Psion, within you now dwells a powerful spark of aberrant magical power.

Aberrant Sorcery Spells

1st-level Aberrant feature

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Psionic Awakening

The alien power within your soul has unlocked strange magic not normally possible for Sorcerers. You learn one Cantrip of your choice from the Psion Class. It is a Sorcerer Cantrip for you, but it does not count against your Cantrips Known.

Also, whenever you learn a Sorcerer spell, you can choose to learn that spell from the Sorcerer or the Psion spell list, and it becomes a Sorcerer spell for you.

Telepathic Link

As a bonus action, you can form a mental link with a creature you can see. Once linked, you can communicate telepathically with one another, so long as the target can speak a language.

This link lasts until you link with another creature, you end it as a bonus action, or you are more than 1 mile apart.

Psionic Sorcery (Level 6)

You gain the Subtle Spell Metamagic. It doesn't count against your Metamagics Known, and you cannot replace it. You can use Subtle Spell without spending Sorcery Points a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Alien Evolution (Level 14)

Your alien sorcery allows you to mutate your form. You gain one feature from the following list. As a bonus action, you can expend 2 Sorcery Points to replace it with another feature.

Glistening Flight

You emit an otherworldly light. You gain a flying speed equal to your walking speed and can hover.

Sensory Tendrils

Your eyes become writhing sensory eye stalks which grant you blindsight out to a 30-foot radius.

Thalassic Form

Your body grows gills and webs between your digits. You gain a swimming speed equal to twice your walking speed, and you can breathe both air and water.

Unnatural Flesh

Your body and any equipment you wear or carry, shifts like ooze You move through spaces as narrow as 1 inch without squeezing, and you can spend 5 feet of your movement to escape from nonmagical restraints or grapples.

Aberrant Anomaly (Level 18)

18th-level Aberrant feature

You can draw on your incomprehensible power to fold space and time. As an action, you teleport to an unoccupied space you can see within 120 feet. Creatures within 30 feet of the space you left must succeed on a Strength saving throw or take 3d10 force damage and are pulled in a line toward the space you left until they hit another creature or object. On a success, they take half as much damage and aren't pulled.

You can do so once between each long rest at no cost, but to use this feature again you must expend 7 Sorcery Points.

Cosmic Sorcery

Cosmic Sorcery (Level 1)

Infused with the radiant power of starlight, Cosmic Sorcerers are light to their allies and searing radiance to their enemies. Whether your Sorcery was bestowed upon you by an ancient ritual or you asked the stars for guidance at a fateful moment, you are now a living avatar of their celestial radiance. How do you channel your power? Will you bring hope or vengeance?

Radiant Soul

1st-level Cosmic Sorcery feature

Your very soul has been infused with starlight. You learn the Glitterbeam, it is a Sorcerer Cantrip for you, but it does not count against your Cantrips Known. Moreover, you add your Charisma modifier to Glitterbeam damage rolls.

As a bonus action, you can emit (or extinguish) bright light, which emanates out from your body to a 30-foot radius, and dim light another 30 feet beyond that. While you emit light in this way, shimmering stars and constellations appear on you.

Cosmic Sorcery Spells

1st-level Cosmic Sorcery feature

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Blinding Defense (Level 6)

6th-level Cosmic Sorcery feature

You can emit bursts of radiant light to distract foes. When you are hit by an attack and the attacker is within 30 feet, you can use your reaction to spend 2 Sorcery Points and emit a burst of light, forcing your attacker to make a Constitution saving throw against your Sorcerer Spell save DC.

On a failed save, it is blinded until the start of your next turn, and the triggering attack automatically misses you.

Searing Light (Level 6)

6th-level Cosmic Sorcery feature

Your sorcery carries the searing light of the stars. You learn the Blinding Spell Metamagic. It does not count against your total Metamagics Known, and it cannot be replaced.

You have a number of free uses of Blinding Spell equal to your Charisma modifier (a minimum of 1), and you regain all expended uses when you finish a long rest.

Celestial Ascension (Level 14)

14th-level Cosmic Sorcery feature

The stars in the sky above call to you. While you are emitting light from Radiant Soul, you have a flying speed equal to your walking speed and you can hover.

In addition, creatures within the radius of bright light that you emit with Radiant Soul have disadvantage on all saving throws to resist the blinded condition.

Luminous Mastery (Level 18)

18th-level Cosmic Sorcery feature

Your soul burns with the intensity of a true star, creating new stars around you. You gain resistance to radiant damage, and you learn the crown of stars spell. It doesn't count against your total Spells Known, and you cannot replace it.

At the end of each long rest, you gain the effect of crown of stars. This effect lasts until the end of your next long rest, and it only ends if you expend every mote or cast the spell again.

Divine Sorcery

Divine Sorcery (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, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine 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 may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Sorcery Spells

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your total Spells Known, and they cannot be replaced:

Consecrated Soul

The blessed power bestowed on you has unlocked magic not normally possible for Sorcerers. You learn one Cantrip of your choice from the Cleric class. It is a Sorcerer Cantrip for you, but it does not count against your Cantrips Known.

Also, whenever you learn a Sorcerer spell, you can choose to learn that spell from the Sorcerer or the Cleric spell list, and it becomes a Sorcerer spell for you.

Alternate Rule: Patron Deity

If your Sorcerer is explicitly connected to a specific deity, you can replace the Divine Sorcery Spell list above with the Domain Spell list of an appropriate Divine Domain from the Cleric class.

Blessed by Fate

The divine spark within your soul bends fate itself to your will. Whenever you fail an ability check or saving throw, or miss with an attack roll, you can expend 1 Sorcery Point to roll 1d4 and add the result to your roll, possibly turning the failure into a success.

Each successive time you use this feature before you finish a long rest its Sorcery Point cost increases by 1. For example, the third time you use this feature, it costs 3 Sorcery Points.

Divine Empowerment (Level 6)

You gain the Empowered Spell Metamagic. It does not count against your Metamagics Known, and you cannot replace it.

Moreover, whenever you cast a spell that restores hit points or grants temporary hit points, you can apply the Empowered Spell Metamagic to it, expending 1 Sorcery Point as normal. When you do so, you can reroll any number of the spell's dice.

Celestial Flight (Level 14)

As a bonus action on your turn, you can manifest (or dismiss) a pair of luminescent celestial wings which grant you a flying speed of 30 feet. Your celestial wings emit bright light in a 10-foot radius, and dim light another 10 feet beyond that.

These celestial wings resemble the deity to which you are most closely connected.

Divine Regeneration (Level 18)

You realize the full power of the spark of divinity within your soul, granting you a fraction of divine immortality. If you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you instantly regain hit points equal to 5 + your Charisma modifier.

Finally, if you do die, your body is permanently under the effect of the gentle repose spell. This spell effect cannot be removed short of divine intervention or a wish spell.

Draconic Sorcery

Draconic Sorcery (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

1st-level Draconic Bloodine feature

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.

Draconic Ancestry
DragonDamage Type

Amethyst

Force

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Crystal

Radiant

Emerald

Psychic

Gold

Fire

Green

Poison

Red

Fire

Sapphire

Thunder

Steel

Acid

Silver

Cold

Topaz

Necrotic

White

Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Optional Rule: Additional Dragon Ancestries

At the discretion of the DM, a Draconic Sorcerer can choose one of the Gem Dragon Ancestries instead of the Chromatic and Metallic options presented with the subclass.

These options are stronger than the base Ancestry choices.

If you choose one of the Ancestries above, then at 6th level you can choose to learn the Esoteric Spell Metamagic instead of Prismatic Spell to better reflect your psionic Ancestry.

Draconic Resilience

1st-level Draconic Bloodine feature

Your draconic power grants you the increased resilience of great dragons. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a Sorcerer level.

This power also causes draconic scales to appear on your skin. So long as you are not wearing any armor, your Armor Class equals 10 + your Dexterity and Charisma modifiers.

Draconic Sorcery Spells

1st-level Draconic Bloodine feature

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced.

The first spell is shared by Sorcerers of every Ancestry. Ancestry Spells are determined by your Draconic Ancestor, and are found on the separate Ancestry Spells table.

Draconic Sorcery Spells
Sorcerer LevelSpells

1st

command, ancestry spell

3rd

dragon's breath, ancestry spell

5th

fear, ancestry spell

7th

elemental bane, ancestry spell

9th

dominate person, ancestry spell

Elemental Affinity (Level 6)

The draconic magic within you has increased your abilities with elemental magic. You gain resistance to the damage type of your Draconic Ancestor, and whenever you cast a Sorcerer spell that deals that damage type, you can add your Charisma modifier (minimum of +1) to one damage roll of the spell.

Finally, you learn the Prismatic Spell Metamagic, and you can use it without expending Sorcery Points so long as you change its damage to that of your Draconic Ancestry.

You cannot replace this Metamagic with another, and if you already know it, you learn another Metamagic of your choice.

Draconic Flight (Level 14)

As a bonus action, you can cause a pair of draconic wings to manifest themselves on your back, or disappear. These wings grant you a flying speed equal to your walking speed.

Draconic Presence (Level 18)

You can draw upon the full power of your Sorcery to become a true dragon. Once per long rest, you can use a bonus action to transform into a dragon with a Challenge Rating equal to half your Sorcerer level, or lower, using the rules below:

Duration

You remain in your dragon form for up to 1 hour, but your transformation ends early if you are incapacitated, or if you use your bonus action to revert to your normal form.

Statistics

You use the statistics of that dragon, but retain your personality, alignment, hit points, skill and saving throw proficiencies, and your Intelligence, Wisdom, and Charisma scores. You gain all the other abilities of the dragon form.

Sorcery

While in dragon form, you retain the ability to use all of your Sorcerer class and Draconic Sorcery features.

Ancestry Damage

Replace any mentions of acid, cold, fire, lighting, or poison damage with your Ancestry damage type.

Additional Uses

When you have no uses of this feature left, you can expend 10 Sorcery Points to transform again.

Elder Sorcery

Elder Sorcery (Level 1)

Once you were an unknowable, all powerful, and far reaching otherworldly entity, but now... now you are but shade of your former self, bound in mortal flesh. The eldritch essence from which you draw your magic is all that remains of your ancient terrible power. Maybe one day you will be able to regain your true power and punish those who did this to you...

Elder Sorcery Spells

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Ancient Mind

You have access to lost knowledge from eons long dead. You gain proficiency in History, and you learn to speak, read, and write, two exotic languages of your choice. Talk with your DM about which languages are considered exotic in your setting.

Also, while you sleep during a long rest, you can commune with the ancient knowledge you once had, focusing your mind on one person, place, or object you interacted with in the past 24 hours. Make a Charisma (History) check to learn one fact about the subject, often one forgotten by modern scholars.

Chained Power

You remember horrifying magicks from strange epochs long forgotten. You learn a single Cantrip of your choice from the Warlock Class. It counts as a Sorcerer Cantrip for you, but it does not count against your Cantrips Known.

Also, whenever you learn a Sorcerer spell, you can choose to learn that spell from the either Sorcerer or the Warlock spell list, and it becomes a Sorcerer spell for you.

Inscrutable Mind (Level 6)

Your strange mind grants you advantage on saving throws to resist being charmed, frightened, or have your thoughts read.

Also, once per long rest when you are forced to make an Intelligence, Wisdom, or Charisma saving throw to resist the effects of a spell, you can use your reaction to force a creature that you can see within 30 feet to become the spell's target in your place. You cannot target the creature casting the spell.

Otherworldly Step (Level 14)

You can draw on your eldritch power to move through cracks in reality. When you spend Sorcery Points, you can teleport a number of feet equal to 5 times the number of Sorcery Points spent, appearing in an unoccupied space within range.

Eldritch Revelation (Level 18)

As an action, you can reveal the mind-shattering truth behind your power, forcing creatures of your choice within 60 feet of you that can see you to make a Wisdom saving throw against your Sorcerer Spell save DC. On a failed save, they suffer the effects of tasha's hideous laughter and take 4d8 psychic damage. On a success, they take half as much damage.

You do not need to concentrate on the effects produced by this feature, but the creatures repeat their save as normal.

You can do so once between each long rest at no cost, but to use this feature again you must expend 7 Sorcery Points.

Entropic Sorcery

Entropic Sorcery (Level 1)

Before the primordial gods formed the world, there was only the Void. This formless, lightless, writhing chaos desires that all creation should return to it. Entropics are Sorcerers who wield the entropic power of the Void, working to undo the very acts of creation. They are often nihilistic in their outlook on life, resigned to the fact that all will eventually dissolve into the nothingness of the great primordial Void.

Entropic Sorcery Spells

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Null Magic

Your spells begin to unmake the material fabric of your foes. Whenever you damage a creature with an Entropic Sorcery Spell, it cannot regain hit points or gain temporary hit points until the beginning of your next turn.

Entropic Touch

1st-level Entropic feature

You can channel your sorcerous power to annihilate objects with a touch. As an action, you can expend 2 Sorcery Points and touch a Small or smaller non-magical object that is not being worn or carried, instantly reducing it to a pile of dust.

At certain Sorcerer levels, you are able to destroy objects of greater size with an Entropic Touch: at 6th level (Medium), at 14th level (Large), and finally at 17th level (Huge).

Negate Spell (Level 6)

6th-level Entropic feature

You can draw upon your connection to the primordial Void to unmake magic. You can cast counterspell (alternate) and dispel magic at 3rd-level without spending Sorcery Points a total number of times equal to your Charisma modifier (a minimum of once). You regain all uses of this feature when you finish a long rest.

Ray of Annihilation (Level 14)

The overwhelming power you draw from the Void allows you to unmake creation. You learn the disintegrate spell. It doesn't count against your Spells Known and it cannot be replaced.

You can cast disintegrate with Innate Arcanum spell slots as normal, but you can also expend 9 Sorcery Points to cast disintegrate additional times at 6th-level.

Disciple of the Void (Level 18)

As a bonus action, you can spend 1 Sorcery Point to partially discorporate until the end of your current turn. While you are in this state, you gain the following benefits:

  • You can cause any spells you cast to deal force damage.

  • You can move through solid objects and creatures as if they were difficult terrain. If you end your turn inside a solid object or creature you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.

  • If you pass through a creature, you can force it to make a Constitution saving throw against your Spell save DC or take 1d10 force damage. A creature can only be forced to make this Constitution saving throw once per turn.

Fey Sorcery

Fey Sorcery (Level 1)

Every so often, a mortal catches the attention of a lord or lady of the Fey. Often, the object of affection or offspring of this relationship is gifted wondrous arcane ability beyond that of other mortals. However, these mortal infatuations are usually brief, and the mortals are left to learn to use their power with little supervision or instruction. Weather you were chosen by a powerful Fey, or were the child of such a relationship or you have been blessed with the whimsical power of the Feywild.

Fey Sorcery Spells

1st-level Fey feature

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Faeblood

Your whimsical gift grants you an affinity for enchantments of all kinds. You learn one Cantrip of your choice from the Bard Class. It counts as a Sorcerer Cantrip for you, but it does not count against your Cantrips Known.

Also, whenever you learn a Sorcerer spell, you can choose to learn that spell from the either Sorcerer or the Bard spell list, and it becomes a Sorcerer spell for you.

Heartsight

Your sorcery grants you heightened empathic abilities. You gain proficiency in Insight, and add your Charisma modifier (minimum of +1) to your Wisdom (Insight) checks.

As an action you can touch a creature and attempt to read its current emotional state. Make a Wisdom (Insight) check against its CR. On a success, you learn its alignment and its most powerful surface emotion; such as fear, anger, or calm. Creatures are unaware you attempted to read their heart.

Emotional Focus (Level 6)

6th-level Fey feature

At the end of each long rest, choose one emotion from the list below. Until the end of your next long rest you are resistant to its damage type, and immune to its associated condition:

EmotionDamage TypeCondition

Anger

Fire

Frightened

Disgust

Acid

Charmed

Envy

Poison

Poisoned

Joy

Lightning

Frightened

Sorrow

Cold

Charmed

Fleeting Step (Level 14)

14th-level Fey feature

You can slip into the Feywild when in danger. When you are forced to make a saving throw you can use your reaction to teleport to an unoccupied space you can see within 60 feet, automatically succeeding on the saving throw in the process.

You can use this reaction once per long rest at no cost, but to use it again, you must expend 7 Sorcery Points.

Intoxicating Presence (Level 18)

18th-level Fey feature

You exude the intoxicating presence of an Archfey. Whenever you cast an Enchantment spell on a creature who can see or hear you within 30 feet, it has disadvantage on its initial saving throw.

Flame Sorcery

Flame Sorcery (Level 1)

Whether you stole your power from a noble Efreeti lord, were gifted it by an ancient fire drake, or were born near a gate to the Elemental Plane of Fire, you now carry within your soul an ember of pure elemental flame. This ember of arcane fire fuels your burning soul, inflames your passions, and allows you to perform wondrous and terrible feats of fire magic.

Flame Sorcery Spells

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Emberheart

Primordial fire empowers your spirit. You gain resistance to fire damage. You also learn the control flame (alternate) Cantrip and it does not count against your Cantrips Known. You add your Charisma modifier (minimum of +1) to its damage rolls.

You also learn to speak, read, and write Ignan, a dialect of Primordial, and the language of the Elemental Plane of Fire.

Wild Fire (Level 6)

Your sorcerous flames consume all. Once per turn when you deal fire damage to a creature you can spend Sorcery Points to cause the flames to spread outward from it, forcing other targets of your choice within 10 feet of it to make a Dexterity saving throw against your Sorcerer Spell save DC. Creatures take 1d6 fire damage for each Sorcery Point you spent on a failure, and half as much damage on a success.

You also learn the Piercing Spell Metamagic. It does not count against your Metamagics Known, and you can apply it to your Flame Sorcery Spells at no Sorcery Point cost.

Consumptive Flame (Level 14)

You can burn your very life force to fuel the sorcerous flames. Whenever you cast a Flame Sorcery Spell, you can expend hit points in place of Sorcery Points. When you do, reduce both your current and maximum hit points by 2 for each Sorcery Point you would spend, including any spent on Metamagic.

Reductions to your hit point maximum from this feature are restored at the end of your next long rest.

Primordial Inferno (Level 18)

Your fiery soul has become an otherworldly inferno. You gain immunity to fire damage, resistance to radiant damage, and the radius of Wild Fire increases to 30 feet.

Lastly, whenever you take damage from a creature you can see within 120 feet, you can cast hellish rebuke against it, at 4th-level, without expending Sorcery Points, and add your Charisma modifier to the spell's damage roll.

Infernal

Infernal Sorcery (Level 1)

Most mortals who wield the fiendish power of the hells do so through strict contracts with devils and Archdevils. However, some cultists and other mortals connect with more chaotic demonic powers and become Infernal. Though not always evil, Infernal are fueled by the chaotic magic of the Abyss.

Fiendish Lineage

Your power corrupts your soul but grants you fiendish power. You gain proficiency in either Deception or Intimidation, and you learn to speak, read, and write Abyssal or Infernal.

Infernal Sorcery Spells

1st-level Infernal feature

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Infernal Form

1st-level Infernal feature

As a bonus action, you can unleash your infernal sorcery and transform into an Infernal Form. In this form, you resemble a hideous infernal creature, gaining the benefits listed below:

  • Your hands become wicked claws. Your unarmed strikes deal 1d8 slashing damage, and you can use Charisma, in place of your Strength, for their attack and damage rolls.

  • While you are not wearing any armor, your Armor Class is equal to 10 + your Dexterity and Charisma modifiers.

  • As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier (minimum of 1).

  • Your walking speed increases by 10 feet.

This transformation lasts for 1 minute, but it ends early if you are incapacitated or you use a bonus action to end it.

You can transform into your Infernal Form a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

When you have no uses of this feature left, you can expend 3 Sorcery Points to transform into your Infernal Form again.

Extra Attack (Level 6)

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to cast a spell with a casting time of 1 action or to take the Dash action, you can make one melee attack as a bonus action.

In addition, your unarmed strikes in Infernal Form count as magical for overcoming resistances and immunities.

Fiendish Resistance (Level 14)

Your sinister power can shield you from harm. When you take damage, you can use your reaction to expend Sorcery Points and reduce that damage by 1d4 per Sorcery Point spent.

If you are in your Infernal Form when you use this reaction you roll 1d6 per Sorcery Point spent, instead of 1d4.

Sinister Apotheosis (Level 18)

You have mastered the fiendish power that dwells within you. Your Infernal Form lasts until you end it. Also, while you are in Infernal Form, you gain the following additional benefits:

  • You gain a flying speed equal to your walking speed.

  • You are immune to bludgeoning, piercing, and slashing damage from non-magical attacks.

  • The damage of your unarmed strikes increases by 1d8.

Iron Sorcery

Iron Sorcery (Level 1)

Often born during times of great war and strife, Iron Sorcerers have an affinity for all things forged for use in war. They thrive in the midst of battle, wielding potent war magic on the front lines. Irons are formidable foes, and are sought after by captains and conquerers for their ability to turn the tide of any battle, no matter how hopeless.

Iron Spells

1st-level Iron feature

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Ironmonger

1st-level Iron feature

Your sorcery grants you an affinity for the armaments of war. You gain proficiency with light armor, medium armor, shields, and all simple and martial weapons without the heavy or two-handed properties.

Your unique Sorcery also allows you to cast Sorcerer spells while you are wearing light or medium armor, or using shield.

Blade of Strife

You can conjure up the signature weapon of an Ironmonger Sorcerer, the Blade of Strife. As a bonus action, you conjure this mystical Blade at a point you can see within 60 feet. It lasts for 1 minute or until you conjure another Blade.

When you conjure this Blade, you can make a melee spell attack against a target within 10 feet of it. On hit, it takes 1d8 force damage. As a bonus action on each following turn, you can move the Blade up to 30 feet and repeat this attack.

You can conjure this Blade a number of times equal to your Charisma modifier (a minimum of once), and you regain all of your expended uses when you finish a long rest.

Finally, when you have no uses of this feature left, you can expend 3 Sorcery Points to conjure the Blade again.

Extra Attack (Level 6)

You can attack twice, instead of once, whenever you take the Attack action on your turn. If you have a Blade of Strife, you can forgo one or both of these attacks to instead make spell attacks with your Blade of Strife.

Iron Smite (Level 6)

The sorcerous power of your Blade of Strife has grown. You add your Charisma modifier (minimum of +1) to the damage of your Blade of Strife spell attacks.

Also, once per turn when you hit a Large or smaller target with your Blade of Strife, you can force it to make a Strength saving throw against your Spell save DC or fall prone.

Iron Aegis (Level 14)

14th-level Iron feature

When a creature within 10 feet of your Blade of Strife is hit by an attack, you can use your reaction to add your Charisma modifier to the target's Armor Class against that attack.

Also, your Blade of Strife now deals 2d8 damage on hit.

Storm of Blades (Level 18)

18th-level Iron feature

You have become a god of warfare and lay waste to your foes. When you cast steel wind strike (alternate), you can use a Blade of Strife as the material component. When you do, your Blade makes all the attacks independent of you, and you make melee spell attacks in place of melee weapon attacks.

You can cast steel wind strike (alternate) this way without expending Sorcery Points a number of times equal to 1 + your Charisma modifier, and you regain all uses when you finish a long rest.

Oceanic Sorcery

Oceanic Sorcery (Level 1)

Within you dwells a drop of pure elemental water, connecting you to the waters of the deepest oceans, babbling brooks, and frozen lakes. The gentle lapping of waves, the spray of the sea foam on the wind, the crushing darkness of the ocean depths; all these call you. Your watery magic can be as refreshing as the rains, or as destructive as great waves and flood waters.

Waveborn

1st-level Oceanic feature

The droplet of elemental water within your soul has altered your physical form. You gain the benefits listed below:

  • You gain a swimming speed equal to your walking speed.

  • You can breathe both air and water.

  • You gain resistance to cold damage, and have advantage on saving throws to resist harsh underwater conditions.

  • You can see underwater as if you were in bright light.

  • You speak, read, and write Aquan, a Primordial dialect, and the language of the Elemental Plane of Water.

Oceanic Sorcery Spells

1st-level Oceanic feature

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they can't be replaced with other spells:

Crashing Wave

1st-level Oceanic feature

Your watery magic carries within it the crushing force of the great seas. You learn the shape water (alternate), but it does not count against your number of Cantrips Known.

Whenever you deal damage to a target with shape water or a of your Oceanic Sorcery Spell, you can knock targets back in a line up to 5 feet per Sorcery Point you spent when you cast the spell (minimum of 5 feet), including Metamagic. The distance is halved for each size the target is above Medium.

Oceanic Resilience (Level 6)

You are as resilient as water, able to flow and reform. When you are hit by an attack, you can use your reaction to flow as water, halving any cold, bludgeoning, piercing, and slashing damage you would take, then immediately move up to half your speed without provoking opportunity attacks.

You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses, you can spend 2 Sorcery Points to use it again.

Crushing Tide (Level 6)

The oceanic force within your water magic has grown. When you knock back targets with Crashing Wave, you can choose which direction they move. However, all targets affected by a spell move in the same direction.

You also learn the Piercing Spell Metamagic. It does not count against your Metamagics Known, and you can apply it to your Oceanic Sorcery Spells at no Sorcery Point cost.

Watery Form (Level 14)

You can flow as water around rocks in a stream. As a bonus action, you can expend 1 Sorcery Point to take on a Watery Form until the end of the current turn. For the duration, you can move through any gap as narrow as 1 inch, including the space of enemy creatures, and you gain resistance to damage from opportunity attacks.

In addition, while you are using your swimming speed, you can take the Dash action as a bonus action on your turn.

Primordial Deluge (Level 18)

Your oceanic soul has become an otherworldly watery vortex. You gain immunity to cold damage, resistance to bludgeoning piercing, and slashing damage, and you are always under the effects of Watery Form unless you choose not to be.

Lastly, when you use Oceanic Resilience, you can expend Sorcery Points to unleash a watery shockwave which forces creatures of your choice within 30 feet to make a Strength saving throw. They take 1d10 cold damage per Sorcery Point spent on a failure, and half as much damage on a success.

Cold damage dealt to creatures by this effect triggers your Crashing Wave feature and knocks targets back in a line.

Prime Sorcery

Prime Sorcery (Level 1)

Your sorcerous power is drawn from the laws which underpin the multiverse itself. Your magic drives you to impose balance and order. Your power might come from the plane of absolute law, or you may have been ordained by the multiverse itself to bring the scales of order back into balance. Will you impose balance through ruthless utilitarianism or merciful justice?

Prime Sorcery Spells

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Impose Balance

You can channel your unique sorcery to reduce the effects of random chance. When a creature that you can see within 30 feet is about to make a roll with advantage or disadvantage, you can use a reaction to remove all instances of advantage or disadvantage from that roll.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Shield of Law (Level 6)

You can identify and protect those who are needed to keep order. As an action, you can expend Sorcery Points to create a magical Shield around yourself or another creature you can see within 30 feet. The ward lasts until you finish a long rest.

This Shield is represented by a number of d6s equal to the number of Sorcery Points spent on it. Whenever the shielded creature takes damage, it can expend any number of the remaining dice from its Shield, roll them, and reduce the damage taken by the total number rolled.

Unbreakable Order (Level 6)

You gain the Sturdy Spell Metamagic. It does not count against your Metamagics Known, and you can't replace it.

You can apply Sturdy Spell without spending Sorcery Points a number of times equal to your Charisma modif- -ier (minimum of once), and you regain all expended uses when you finish a long rest.

Restore Balance (Level 14)

You can focus your sorcery to undo the effects of entropy and chaos. As an action, you impose this balance on an adjacent 20-foot cube, affecting it in the ways listed below.

You can use this feature once between each long rest at no cost, but to use this feature again before you finish a long rest you must expend 5 Sorcery Points to do so.

Regenerate

You restore hit points equal to four times your level, split amongst creatures of your choice in the area.

Repair

Damaged objects and structures of your choice in the area are repaired, and signs of aging are restored.

Restore

Spell of your choice of 5th-level or lower that affect creatures or objects in the area are instantly ended.

Aura of Order (Level 18)

You can unleash your sorcerous power to impose order in the world around you. As a a bonus action, you emit an Aura of Order out to a radius of 30 feet. You concentrate on this Aura as if concentrating on a spell, and it lasts for 1 minute.

Creatures of your choice within this Aura, including you, gain the benefits listed below while this Aura persists:

  • Attack rolls against them cannot be made with advantage.

  • Whenever they make an ability check, attack roll, or saving throw, they treat a roll of 9 or lower on the d20 as a 10.

You can use this feature once between each long rest at no cost, but to use it again you must expend 7 Sorcery Points.

Royal Sorcery

Royal Sorcery (Level 1)

Once in a generation, a divinely chosen ruler is born amongst the people. Some cults and countries seek out these blessed rulers, trusting the gods to select their leader. However, the existence of these chosen Sorcerers can pose a significant threat to those currently in power. While some will willingly step aside to let the will of the gods rule, other less honorable leaders will hunt down these challengers to their power.

As a Royal Sorcerer, you are granted great power, but with that power also comes responsibility. Will you lead the your people to destruction or into a new golden age?

Royal Bearing

Your Sorcery infuses you with supernatural bearing. Choose Deception, Persuasion, or Intimidation. You gain proficiency in that skill, and you add double your proficiency bonus to ability checks you make with the chosen skill.

Royal Sorcery Spells

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Words of Authority

Your voice has been imbued with sorcerous authority, and it is difficult for the weak to resist your commands. You learn the Heightened Spell Metamagic. It does not count against your Metamagics Known, and it cannot be replaced.

When you cast an enchantment spell targeting a creature within 10 feet of you, you can apply Heightened Spell at no extra cost. Once you apply Heightened Spell in this way, you must finish a short or long rest before you can do so again.

Inspiring Sorcery (Level 6)

You can lace your words with sorcerous power to uplift your allies. As a bonus action, you can expend Sorcery Points and choose a number of creatures who can see or hear you within 30 feet equal to the Sorcery Points expended. Creatures gain temporary hit points equal to 1d4 + your Charisma modifier.

Regal Presence (Level 14)

Your presence inspires heroic confidence in your followers. Creatures of your choice that can see or hear you within 30 feet are considered to be proficient in all saving throws.

Also, the range of Words of Authority becomes 30 feet.

Divine Command (Level 18)

18th-level Royal feature

You have become a legendary figure, and have been infused with increased divine power. You learn divine word. It counts as a Sorcerer spell for you, but it does not count against your total Spells Known, and you cannot replace it.

Once between each long rest, you can cast divine word without expending your Sorcery Points or one of your Innate Arcanum spell slots.

Shadow Sorcery

Shadow Sorcery (Level 1)

Your sorcery is a thing of shadows, darkness, and fear. Often awakened by a brush with death, or an encounter with a dark entity of the Shadowfell, your umbral power rivals the magic of the most sinister servants of darkness. As your connection to the shadow grows, your visage becomes more lifeless.

Shadow Sorcery Spells

1st-level Shadow Magic feature

When you gain a level in this class, you can replace one spell from this feature with an illusion or necromancy spell from the Sorcerer, Warlock, or Wizard spell list of the same level.

Umbral Sight

Your connection to the shadow grants you increased benefits in the dark. You can see normally in both darkness and dim light and out to a distance of 120 feet.

Within this distance, you can also see through magical darkness that you create with your Sorcery, such as the darkness spell.

Dark Resilience

1st-level Shadow Magic feature

Dark sorcery protects you from the grasp of death. When you would make a death saving throw, you can instead choose to instantly regain hit points equal to your Sorcerer level + your Charisma modifier, then take your turn as normal.

You can use this feature once with no negative effects, but each additional time you use it before you finish a long rest you gain one level of exhaustion.

Accursed Shadow (Level 6)

You can animate your shadow with dark sorcery. Whenever you cast summon undead, you can replace the spell's normal material component with your shadow, changing the spell in the following ways for the duration of that casting:

  • You must choose the Ghostly form of the Undead Spirit.

  • The duration of the spell is reduced to 10 minutes.

  • You choose a creature you can see within 120 feet, and the Undead Spirit appears within 5 feet of it. While the Undead Spirit remains within 5 feet of it, that creature has disadvantage on saving throws against your spells.

Once per long rest, you can cast summon undead in this way at your Spell Limit level, without expending Sorcery Points, after which you expend Sorcery Points as normal.

Shadow Step (Level 14)

Your dark power allows you to discorporate and become one with the shadows. When you are in dim light or darkness, you can use a bonus action to teleport to an unoccupied space in area of dim light or darkness you can see within 120 feet.

Dark Ascension (Level 18)

You can draw out the full power of your shadow magic, if only for a brief time. As a bonus action, you can transform into a creature of pure shadow, granting you the benefits below:

  • You are resistant to all damage except force and radiant.

  • You can move through non-magical creatures and objects as if they were difficult terrain. If you end your movement inside an object you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.

This transformation lasts for 1 minute, but it ends early if you are incapacitated or you use your bonus action to end it. You can use this feature once between each long rest at no cost, but to use it again you must expend 7 Sorcery Points.

Stone Sorcery

Stone Sorcery (Level 1)

You are a Stone Sorcerer, a mortal imbued with a shard of pure elemental earth who can access the powerful magics of rock and stone. Whether this power was given to you by a Dao warlord, the gift of an elder earth elemental, or you are a direct descendant of one of the ancient Dwarven fathers, you now wield the unyielding power of stone. Your magic makes you as rigid and unyielding as the mountains, and can subtly drive you to hoard precious gems and metals of the earth.

Stone Spells

1st-level Stone feature

Whenever you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals only bludgeoning damage, from any spell list.

Stoneblood

1st-level Stone feature

Elemental earth fortifies your body. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a Sorcerer level. You also learn the mold earth LL Cantrip, but it does not count against your number of Cantrips Known.

You also learn to speak, read, and write Terran, a dialect of Primordial and the language of the Elemental Plane of Earth.

Earthen Form

As a bonus action, you can encase yourself in elemental rock and stone, gaining the following benefits for the duration:

  • If you are not wearing armor or a shield, your Armor Class equals 10 + your Constitution and Charisma modifiers.

  • You can use a bonus action to gain temporary hit points equal to your Charisma modifier (minimum of 1).

  • Your unarmed strikes deal 1d6 bludgeoning damage on hit, and you can use Constitution, in place of Strength for their attack and damage rolls. When you strike with two free hands, their d6 damage die becomes a d8.

This transformation lasts for 1 minute, but it ends early if you are incapacitated or you use your bonus action to end it.

You can transform into Earthen Form a number of times equal to your Charisma modifier (a minimum of once). You regain all uses when you complete a long rest. If you have no uses, you can expend 3 Sorcery Points to transform again.

Extra Attack (Level 6)

6th-level Stone feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, when you cast a spell with a casting time of 1 action, you can make a single melee attack, shove, or grapple as a bonus action on that turn.

In addition, your unarmed strikes in Earthen Form count as magical for overcoming resistances and immunities.

Aegis of Stone (Level 6)

You can ward others with elemental earth magic. As a bonus action, you can touch a willing creature and expend Sorcery Points to grant it 1d4 temporary hit points per Sorcery Point.

When a creature with these temporary hit points within 60 feet of you is hit by a melee attack, you can use a reaction to teleport to an unoccupied space within 5 feet of it and make one unarmed strike against its attacker. You and the attacker must be standing on the same surface to use this reaction.

Mountain's Heart (Level 14)

14th-level Stone feature

Your sorcerous magic is as hard as the bedrock of mountains. When creatures have Aegis of Stone temporary hit points, they are resistant to non-magical bludgeoning, piercing, and slashing damage. This benefit also applies to you while you have temporary hit points from your Earthen Form.

Your Earthen Form also becomes permanent unless you end it, and you can use it without spending Sorcery Points.

Primordial Monolith (Level 18)

18th-level Stone feature

Your stalwart stone soul has become an unflinching bulwark of elemental earth. While you are in Earthen Form you are immune to non-magical bludgeoning, piercing, and slashing damage, and you cannot be moved against your will.

Finally, when you grant a target temporary hit points with Aegis of Stone, you treat the dice as their maximum result.

Storm Sorcery

Storm Sorcery (Level 1)

Within you dwells a mote of pure elemental air, which grants you innate power over both breeze and storm. Whatever the origin of your power, your inner primal storm can drive you from whimsical and calm, to violence with little warning. Do you embrace the winds or do you seek to control the storm?

Stormsoul

1st-level Storm feature

Drawing upon the tempestuous magic within you allows you to take flight. Whenever you expend Sorcery Points, you can instantly fly a number of feet equal to 5 times the number of Sorcery Points spent without provoking opportunity attacks. You also learn the beckon air Cantrip, but it doesn't count against your Cantrips Known and it cannot be replaced.

Finally, you can speak, read, and write Auran, a dialect of Primordial, and the language of the Elemental Plane of Air.

Storm Sorcery Spells

1st-level Storm feature

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Eye of the Storm (Level 6)

6th-level Storm feature

Your mere presence bends the weather to your will. As an action, you can alter the weather within a 100-foot radius of you in harmless ways. For example, you could cause rain to stop falling, or change the direction of the wind.

Also, as a bonus action, you can spend Sorcery Points to cause stormy magic to erupt from you, forcing creatures of your choice within 10 feet to make a Dexterity saving throw against your Sorcerer Spell save DC. They take 1d6 lightning or thunder damage (your choice) per Sorcery Point spent on a failed save, and half as much damage on a success.

Inner Tempest (Level 6)

6th-level Storm feature

The howling tempest within your spirit grants you resistance to both lightning and thunder damage.

You also learn the Piercing Spell Metamagic. It does not count against your Metamagics Known, and you can apply it to your Storm Sorcery Spells at no Sorcery Point cost.

Windcaller (Level 14)

14th-level Storm feature

You bend the wind itself to your will. You gain a flying speed equal to your walking speed and learn the wind walk spell. It is a Sorcerer spell for you, but it doesn't count against your Spells Known, and it can't be replaced with another spell.

Primordial Storm (Level 18)

18th-level Storm feature

Your stormy soul has become an otherworldly tempest. You gain immunity to both lightning and thunder damage, and the range of both your Eye of the Storm features is tripled.

Vampiric Sorcery

Vampiric Sorcery (Level 1)

The dark magic of undeath is a path to great power for those who are willing to pay the price. Many of the most powerful undead creatures will grant their followers a portion of their dark sorcery in return for their service. Evil vampires, long dead mummy lords, and sinister liches have all been known to curse their most loyal followers with sorcerous abilities.

What have you sacrificed to gain this sinister sorcery? Are you sworn in service to a dark lord or a creature of undeath?

Blood Magic

You can sacrifice your very life force to fuel your dark sorcery. Whenever you would expend Sorcery Points, you can choose to spend your hit points instead. When you do so, reduce both your current and maximum hit points by 2 for each Sorcery Point you would have spent. All reductions to your maximum hit points are restored at the end of your next long rest.

Also, whenever you slay a creature with a Sorcerer spell of 1st-level or higher, you gain temporary hit points equal to the level of that spell. Temporary hit points from this feature can be used in place of your current hit points (but not maximum hit points) as fuel for your Blood Magic Spellcasting.

Vampiric Sorcery Spells

1st-level Vampiric feature

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Optional Rule: True Vampirism

To play as a true vampire, you gain all the features below as part of your Vampiric Sorcery:

Creature Type

You gain the undead creature type, but healing spells still work on you as normal.

Deathless Nature

You no longer need to breathe, eat, or drink in order to survive.

Spider Climb

You gain a climbing speed equal to your walking speed. You can use this speed to walk up walls and on ceilings while your hands are free.

Superior Darkvision

You gain darkvision out to a 120-foot radius, unless your darkvision was further.

Sunlight Sensitivity

You are vulnerable to radiant damage, and have disadvantage on all attack rolls and ability checks while in direct sunlight.

Undead Resilience (Level 6)

You gain resistance to both necrotic and poison damage, and you are immune to the Poisoned condition.

Also, when you have temporary hit points from your Blood Magic feature, you are resistant to bludgeoning, piercing, and slashing damage from non-magical, non-silvered, attacks.

Misty Escape (Level 14)

As a reaction to when you are reduced to 0 hit points, but not killed outright, you can turn into a cloud of mist, reappearing with 1 hit point in an unoccupied space within 30 feet.

Once you use this reaction you must finish a short or long rest before you can use it again. When you have no uses left, you can spend 5 Sorcery Points to use this reaction again.

Vampiric Mastery (Level 18)

You have mastered the sinister power of your Sorcery. When you deal necrotic damage to a creature with a Sorcerer spell of 1st-level or higher, you can gain temporary hit points equal to half the necrotic damage dealt.

These temporary hit points can also be used for your Blood Magic Spellcasting in place of your current hit points.

Verdant Sorcery

Verdant (Level 1)

There are many reclusive sages who learn to wield the magic of nature, but a rare few are born with an innate connection to that magic. Known as Verdants, these wild sorcerers are able to magically manipulate plants, and can even sprout vines from their flesh in order to move about the world. How did you come to bear this primal power? Were you chosen by an ancient forest to serve as its guardian, or are you the child of an ancient prophecy, raised from birth by a Druidic Circle?

Verdant Sorcery Spells

When you learn a Sorcerer spell, you can also choose from the Druid spell list, and it becomes a Sorcerer spell for you.

When you gain a Sorcerer level, you can replace one spell from this feature with another Druid spell of your choice.

Greensinger

Your sorcerous gift grants you an affinity for the magic of the natural world. You learn the thorn whip Cantrip. It counts as a Sorcerer Cantrip for you, but it does not count against your total Cantrips Known, and it cannot be replaced.

Also, whenever you learn a Sorcerer spell, you can choose to learn that spell from either the Sorcerer or the Druid spell list. These Druid spells become Sorcerer spells for you.

Overgrowth

Your sorcery can cause spontaneous verdant growths. When you hit with thorn whip, you can cast ensnaring strike (alternate) on the target instead of moving it closer to you. When cast in this way, ensnaring strike does not require your concentration to maintain its effect.

You can cast ensnaring strike at no cost a number of times equal to your Charisma modifier (a minimum of once), and you regain all uses when you finish a long rest.

In addition, as an action, you can extrude a thin vine, up to 15 feet in length, which can be used to perform one simple task before it disappears. It cannot perform tasks that require fine skills, like using tools, wielding weapons, or grappling.

Grasping Growth (Level 6)

The range of your thorn whip and Overgrowth vines increase to 30 feet, and the damage dice of thorn whip become d10s.

Also, you can use a bonus action to extrude an Overgrowth vine and force a creature in range to make a Strength saving throw. On a failure, it is grappled and rooted to the ground in place by the vine. The creature can escape with a successful Strength (Athletics) check against your Spell save DC.

Sapping Grip (Level 14)

Your growths drain the life-force of your foes. At the start of each of your turns, any creatures grappled or restrained by any Verdant Sorcery features or Verdant Sorcery Spells take 1d10 necrotic damage. You then gain temporary hit points equal to the total necrotic damage dealt to all creatures.

Greensong (Level 18)

As a bonus action, you can enter the Greensong, a state of pure harmony with the natural world. For 1 minute, or until you are incapacitated, you gain the benefits listed below:

  • You immediately cast plant growth, centered on yourself, without expending Sorcery Points.

  • The range of thorn whip and Overgrowth vines double.

  • You can cast entangle as a bonus action on each of your turns without expending Sorcery Points. When cast this way, it does not require your concentration.

Once you enter the Greensong you must finish a short or long rest before you can do so again. When you have no uses, you can spend 5 Sorcery Points to use this feature again.

Wild Sorcery

Wild Sorcery (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 Sorcery Spells

You learn certain spells at the Sorcerer levels shown below. They are Sorcerer spells for you, they do not count against your number of Spells Known, and they cannot be replaced:

Wild Magic Surge

The chaotic nature of your magic can produce unpredictable effects. Any time you expend Sorcery Points, roll a d8. If the result is equal to the number of Sorcery Points you spent, a Wild Magic Surge manifests immediately after your effect.

Roll a d100 on the Wild Magic Surge table on the following page to determine the type of Surge that takes place. If a spell effect is produced, you are the target or center of that spell, it uses your Sorcerer Spell save DC, you can't apply Metamagic to it. If it requires concentration, it persists on its own.

Wild Magic Surge
d100Effect

01-02

Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls.

03-04

You cast magic missile firing a single dart at every creature within 30 feet.

05-06

A mischievous pixie appears in an unoccupied space withing 30 feet under the DM's control. It attempts to cause as much mischief as possible.

07-08

You cast fireball as a 3rd-level spell centered on yourself.

09-11

You teleport to a random unoccupied space you can see within 60 feet.

12-14

You can only communicate in song for the next 1d8 hours.

15-17

You gain 1d20 temporary hit points.

18-20

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.

21-23

You gain the benefits of the jump (alternate) spell.

24-26

You gain the benefits of disguise self, taking on the appearance of the nearest humanoid for the next 3d10 hours.

27-29

You cast polymorph (alternate) on yourself. If you fail the saving throw, you turn into a llama for the spell's duration.

30-32

For the next minute, you regain 5 hit points at the start of each of your turns.

33-35

You cast grease centered on yourself.

36-38

Creatures have disadvantage on saving throws against the first Sorcerer spell you cast within the next minute.

39-41

Your skin turns the color of the closest flower. A remove curse spell can end this effect.

42-44

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.

45-47

You know every spell on the Sorcerer spell list for the next minute.

48-50

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

51-53

Up to three creatures of your choice you can see within 30 feet take 4d10 force damage.

59-60

Maximize the damage of the first spell you cast within the next minute.

61-62

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

63-65

You briefly see a fond childhood memory of a random creature within 60 feet.

66-68

You can't speak for the next 1d6 minutes. Whenever you try, pink bubbles float out of your mouth.

69-71

Your hair falls out but grows back in 2d10 minutes.

72-74

You cast fog cloud centered on yourself.

75-77

You are frightened by the nearest creature until the end of your next turn.

78-80

Each creature within 30 feet of you becomes invisible for 1 minute. The invisibility ends on a creature when it attacks or casts a spell.

81-83

You gain resistance to all damage for 1 minute.

84-86

You cast confusion centered on yourself.

87-89

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the 1d20 hours.

90-92

Each creature within 30 feet of you takes 1d10 necrotic damage. You gain temporary hit points equal to the total necrotic damage dealt.

93-95

You cast color spray at 9th-level, targeting an area out to a 15-foot radius, centered on you.

96-98

The next time you die, you instantly return to life as if by the reincarnate spell.

99-00

You regain all expended sorcery points.

Tides of Chaos

You can draw on your unpredictable sorcery to increase your odds of success. When you make an ability check, attack roll, or saving throw, you can give yourself advantage on the roll. Once you use this feature, you cannot use it again until you trigger a Wild Magic Surge or you finish a long rest.

The first time you expend Sorcery Points after you use this feature, but before you finish a long rest, you automatically trigger a Wild Magic Surge.

If you wish to trigger as many Surges as you can, you should use this feature as often as possible!

Twist Fate (Level 6)

Your unpredictable magic allows you to bend luck for others, for good or ill. When another creature you can see within 30 feet makes an ability check, attack roll, or saving throw, you can use your reaction to expend the use of Tides of Chaos to roll a 1d4 and apply it as either a bonus or penalty to its roll.

If you do not have the use of your Tides of Chaos you can expend 2 Sorcery Points to use this feature.

Unstable Sorcery (Level 6)

You learn the Unstable Spell Metamagic. It does not count against your number of Metamagics Known and it cannot be replaced. For you, it only costs 1 Sorcery Point to use.

Focused Wild Magic (Level 14)

As your wild power has grown, so has your ability to direct its effects. Whenever you roll on the Wild Magic Surge table you can roll twice and choose which effect takes place.

Sorcery Unleashed (Level 18)

Your Sorcery taps into the unbridled power that permeates the multiverse. When you roll damage for a spell and roll the highest possible result on any of the damage dice, you roll that die again, and add its result to the total damage roll, continuing until you don't roll the highest possible result on that die.