SIGNING IN

Points de Vie

Dés de Vie 1d6 par niveau

Maîtrises

CON , CHA

Sorcerer Reworked

Niveau Bonus de Maîtrise Capacités Sorcery Points
1 + 2 Spellcasting Sorcerous Origin 0
2 + 2 Spellcasting Sorcerous Origin 4
3 + 2 Spellcasting Sorcerous Origin 5
4 + 2 Spellcasting Sorcerous Origin 7
5 + 3 Spellcasting Sorcerous Origin 8
6 + 3 Spellcasting Sorcerous Origin 9
7 + 3 Spellcasting Sorcerous Origin 10
8 + 3 Spellcasting Sorcerous Origin 12
9 + 4 Spellcasting Sorcerous Origin 13
10 + 4 Spellcasting Sorcerous Origin 14
11 + 4 Spellcasting Sorcerous Origin 15
12 + 4 Spellcasting Sorcerous Origin 17
13 + 5 Spellcasting Sorcerous Origin 18
14 + 5 Spellcasting Sorcerous Origin 19
15 + 5 Spellcasting Sorcerous Origin 20
16 + 5 Spellcasting Sorcerous Origin 22
17 + 6 Spellcasting Sorcerous Origin 23
18 + 6 Spellcasting Sorcerous Origin 24
19 + 6 Spellcasting Sorcerous Origin 25
20 + 6 Spellcasting Sorcerous Origin 30
Niveau Bonus de Maîtrise Capacités Cantrips Known Spells Known
1 + 2 Spellcasting Sorcerous Origin 4 4
2 + 2 Spellcasting Sorcerous Origin 4 5
3 + 2 Spellcasting Sorcerous Origin 4 6
4 + 2 Spellcasting Sorcerous Origin 5 7
5 + 3 Spellcasting Sorcerous Origin 5 8
6 + 3 Spellcasting Sorcerous Origin 5 9
7 + 3 Spellcasting Sorcerous Origin 5 10
8 + 3 Spellcasting Sorcerous Origin 5 11
9 + 4 Spellcasting Sorcerous Origin 5 12
10 + 4 Spellcasting Sorcerous Origin 5 13
11 + 4 Spellcasting Sorcerous Origin 5 14
12 + 4 Spellcasting Sorcerous Origin 5 15
13 + 5 Spellcasting Sorcerous Origin 5 16
14 + 5 Spellcasting Sorcerous Origin 6 17
15 + 5 Spellcasting Sorcerous Origin 6 18
16 + 5 Spellcasting Sorcerous Origin 6 19
17 + 6 Spellcasting Sorcerous Origin 6 20
18 + 6 Spellcasting Sorcerous Origin 6 21
19 + 6 Spellcasting Sorcerous Origin 6 22
20 + 6 Spellcasting Sorcerous Origin 6 22

Spell Slots per Spell Level

Niveau Bonus de Maîtrise Capacités 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Sorcerous Origin 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Sorcerous Origin 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Sorcerous Origin 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Sorcerous Origin 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Sorcerous Origin 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Sorcerous Origin 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Sorcerous Origin 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Sorcerous Origin 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Sorcerous Origin 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Sorcerous Origin 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Sorcerous Origin 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Sorcerous Origin 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Sorcerous Origin 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Sorcerous Origin 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Sorcerous Origin 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Sorcerous Origin 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Sorcerous Origin 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Sorcerous Origin 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Sorcerous Origin 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Sorcerous Origin 4 3 3 3 3 2 2 1 1

Sorts de Classe

Sorcerer (PHB)

Capacités de Classe

Niveau 1

Spellcasting
Sorcerous Origin

Niveau 10

Metamagic

Niveau 12

Ability Score Improvement

Niveau 14

Sorcerous Origin Feature

Niveau 16

Ability Score Improvement

Niveau 17

Metamagic

Niveau 18

Sorcerous Origin Feature

Niveau 19

Ability Score Improvement

Niveau 2

Font of Magic
Metamagic

Niveau 20

Bloodline Pinnacle

Niveau 3

Sorcerous Origin Feature

Niveau 4

Ability Score Improvement

Niveau 5

Magical Respite

Niveau 6

Sorcerous Origin Feature

Niveau 8

Ability Score Improvement

Progression des Sorts Connus

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Sorts Connus 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 22

Progression d'Incantation

Progression d'Incantation: full

Progression des Tours de Magie

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Tours de Magie Connus 4 4 4 5 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6

Maîtrises

Skills

Équipement de Départ

Alternativement, vous pouvez commencer avec: 3d4 × 10|3d4 × 10|Starting Gold

Capacités de Classe

Spellcasting (Level 1)

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell

Spell

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, from the list of available origins.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic (Level 2)

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 4 sorcery points, and you gain one additional point every time you level up or two points on an ability score improvement to a maximum of 26 at level 20. You regain all spent sorcery points when you finish a long rest.

Metamagic (Level 2)

Also at 2nd level, you gain the ability to twist your spells to suit your needs. You gain five metamagic options at 2nd level, and gain another 4 options at 10th and 17th level.

When casting a spell, you choose whether to apply one or more metamagics to the spell. Each metamagic applied increases or decreases the spell's level. A spell's level cannot be decreased in this way bellow 1st level, unless the spell is a cantrip.

You can choose to expend a sorcery point per metamagic level increase, or cast the spell with a spellslot of the required level.

A list of the available metamagic options can be found on the Optional Features page.

Sorcerous Origin Feature (Level 3)

At 3rd level, you gain a feature granted by your Sorcerous Origin.

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 Respite (Level 5)

At 5th level, your body now replenishes it's magical supply more readily. When you take a short rest, you may recover a number of sorcery points equal to half your sorcerer level, rounded down. You may only use this feature once per long rest.

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.

Metamagic (Level 10)

At 10th level, you learn an additional four metamagic options.

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.

Sorcerous Origin Feature (Level 14)

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

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.

Metamagic (Level 17)

At 17th level, you learn an additional four metamagic options.

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.

Bloodline Pinnacle (Level 20)

At 20th level, you have become the pinnacle of your bloodline gaining access to untapped magical power. You gain 4 additional sorcery points.

In addition, you can apply one metamagic for free when you cast a spell.

Multiclassage

Prérequis de Multiclassage

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Sous-classes

Capacités de Sous-classe

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.

Aberrant Origins
d6Origin

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 Magic

At 1st level, 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.

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of 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.

Feast on Thoughts (Level 3)

At 3rd level, you become able to draw magical essence from those whose minds you are connected to.

When a creature is dropped to 0 hit points, if it is connected to you by any kind of telepathic bond you gain 3 sorcery points.

Psionic Sorcery (Level 6)

Beginning at 6th level, you learn the Silent Spell, Subtle Spell and Frugal spell metamagics if you don't already know them and whenever you cast a spell you can apply one of them for free.

Additionally, Frugal spell now lets you ignore up to 10gp per sorcerer level rather than 5gp.

Psychic Defenses (Level 6)

Starting at 6th level, you gain resistance to psychic damage, and you have advantage on saving throws to resist being charmed or frightened.

Warp Reality (Level 18)

At 18th level, 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. 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.

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

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.

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.

Manifestations of Order
d6Manifestation

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

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of 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.

Order from Chaos (Level 3)

At 3rd level, you become able to draw magical essence from chaos around you, by enforcing order on it.

Whenever you would roll advantage or a creature would make an attack roll with disadvantage against you, you can choose to negate this benefit. If you do you gain 1 sorcery points.

Bastion of Law (Level 6)

At 6th level, 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)

At 14th level, 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)

Starting at 18th level, 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.

Divine Soul

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

You learn additional spells when you reach certain levels in this class. Select two affinities from the following list: Good, Evil, Law, Chaos, Neutrality. Your chosen affinities can be different from your alignment, but you may not choose opposite ends of the same axis.

You learn the spells from the tables below corresponding to your chosen affinities. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Good Affinity Spells
Sorcerer LevelSpells

1st

cure wounds

3rd

prayer of healing

5th

revivify

7th

death ward

9th

greater restoration

Evil Affinity Spells
Sorcerer LevelSpells

1st

inflict wounds

3rd

ray of enfeeblement

5th

animate dead

7th

blight

9th

danse macabre

Law Affinity Spells
Sorcerer LevelSpells

1st

bless

3rd

calm emotion

5th

remove curse

7th

banishment

9th

planar binding

Chaos Affinity Spells
Sorcerer LevelSpells

1st

bane

3rd

crown of madness

5th

bestow curse

7th

freedom of movement

9th

destructive wave

Neutrality Affinity Spells
Sorcerer LevelSpells

1st

protection from evil and good

3rd

zone of truth

5th

spirit guardians

7th

divination

9th

dispel evil and good

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.

Healing Power (Level 3)

At 3rd level, you become able to draw magical essence from those healed and harmed by your magic.

Whenever you cast a spell that causes a creature to regain hit points, you regain 1 sorcery point.

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.

Angelic Form (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 50 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

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.

Draconic Ancestry
DragonDamage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

Amethyst

Force

Sapphire

Thunder

Emerald

Psychic

Topaz

Necrotic

Crystal

Radiant

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 Magic

You learn additional spells when you reach certain levels in this class. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

You learn the spells from the Draconic Spells table below, as well as those on the table of your Draconic ancestry.

Draconic Spells
Sorcerer LevelSpells

1st

command

3rd

dragon's breath

5th

fear

7th

polymorph

9th

seeming

Black Dragon Spells
Sorcerer LevelSpells

1st

cause fear

3rd

Melf's acid arrow

5th

water breathing

7th

Vitriolic sphere

9th

insect plague

Blue Dragon Spells
Sorcerer LevelSpells

1st

witch bolt

3rd

dust devil

5th

lightning bolt

7th

storm sphere

9th

wall of stone

Brass Dragon Spells
Sorcerer LevelSpells

1st

sleep

3rd

suggestion

5th

wind wall

7th

charm monster

9th

Rary's telepathic bond

Bronze Dragon Spells
Sorcerer LevelSpells

1st

thunderwave

3rd

gust of wind

5th

tidal wave

7th

watery sphere

9th

control winds

Copper Dragon Spells
Sorcerer LevelSpells

1st

Tasha's hideous laughter

3rd

spike growth

5th

slow

7th

confusion

9th

geas

Gold Dragon Spells
Sorcerer LevelSpells

1st

shield

3rd

scorching ray

5th

counterspell

7th

greater invisibility

9th

dream

Green Dragon Spells
Sorcerer LevelSpells

1st

ray of sickness

3rd

invisibility

5th

stinking cloud

7th

hallucinatory terrain

9th

cloudkill

Red Dragon Spells
Sorcerer LevelSpells

1st

burning hands

3rd

Aganazzar's Scorcher

5th

fireball

7th

wall of fire

9th

immolation

Silver Dragon Spells
Sorcerer LevelSpells

1st

identify

3rd

hold person

5th

slow

7th

ice storm

9th

legend lore

White Dragon Spells
Sorcerer LevelSpells

1st

ice knife

3rd

Snilloc's Snowball Swarm

5th

sleet storm

7th

fire shield

9th

cone of cold

Amethyst Dragon Spells
Sorcerer LevelSpells

1st

magic missile

3rd

hold person

5th

sending

7th

gravity sinkhole

9th

synaptic static

Sapphire Dragon Spells
Sorcerer LevelSpells

1st

dissonant whispers

3rd

shatter

5th

meld into stone

7th

freedom of movement

9th

telekinesis

Emerald Dragon Spells
Sorcerer LevelSpells

1st

silent image

3rd

detect thoughts

5th

major image

7th

hallucinatory terrain

9th

mislead

Crystal Dragon Spells
Sorcerer LevelSpells

1st

guiding bolt

3rd

invisibility

5th

hypnotic pattern

7th

divination

9th

greater restoration

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 Dominance (Level 3)

At 3rd level, you learn to draw out magical power from creatures slayin with a spell of your element that has been modified by your metamagic.

When a creature (of CR ¼ or greater) is dropped to 0 hit points by a spell of the damage type associated with your ancestry and affected by your metamagic, you gain 1 sorcery point up to a maximum of half your proficiency bonus, rounded down, per spell cast.

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.

Additionally you gain resistance to that damage type.

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 60 feet. 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 presence of your dragon ancestor. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear to a distance of 60 feet For 1 minute, 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.

Shadow Magic

Shadow Magic (Level 1)

You learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Power of Darkness (Level 3)

At 3rd level, you become able to draw magical essence from those slain within the shadows.

When a creature within 30ft of you drops to 0 hit points, if it is in darkness, you gain 1 sorcery point.

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.

Storm

Storm Magic (Level 1)

You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Power of the Storm (Level 3)

At 3rd level, you become able to draw magical essence from those crushed under the might of the storm.

When a creature is dropped to 0 hit points by a spell that deals thunder or lightning damage, you gain 1 sorcery point up to a maximum of half your proficiency bonus, rounded down, per spell cast.

Heart of the Storm (Level 6)

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide (Level 6)

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury (Level 14)

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw 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.

Wild Magic

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 Spells

As an action, you can expend a spell slot of 5th level or lower to attempt to cast a Sorcerer, Warlock, Wizard or Druid spell you do not know of equal to or lower level than the spell slot you expended. Before you resolve the spell, you must make a Charisma saving throw. The DC is 10 + twice the level of the spell slot you expended.

On a successful save, you cast the spell as normal. On a failed save, you cast a different spell, randomly determined on the tables below. In addition, you trigger a Wild Magic Surge on that spell.

Starting at 14th level, any time you roll on the tables below you can roll twice and use either number.

5th-Level Wild Spells
d4Effect

1

animate objects

2

cloudkill

3

cone of cold

4

flame strike

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.

See the Player's Handbook for the Wild Magic Surge table.

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.

Born Wild (Level 3)

At 3rd level, you learn to draw out the power of your wild magic further. When you roll a wild magic surge you regain 1 sorcery point.

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 1 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.