Hit Points
Proficiencies
Sorcerer
| Level | Proficiency Bonus | Features | Sorcery Points |
|---|---|---|---|
| 1 | + 2 | Spellcasting Innate Sorcery | 0 |
| 2 | + 2 | Spellcasting Innate Sorcery | 2 |
| 3 | + 2 | Spellcasting Innate Sorcery | 3 |
| 4 | + 2 | Spellcasting Innate Sorcery | 4 |
| 5 | + 3 | Spellcasting Innate Sorcery | 5 |
| 6 | + 3 | Spellcasting Innate Sorcery | 6 |
| 7 | + 3 | Spellcasting Innate Sorcery | 7 |
| 8 | + 3 | Spellcasting Innate Sorcery | 8 |
| 9 | + 4 | Spellcasting Innate Sorcery | 9 |
| 10 | + 4 | Spellcasting Innate Sorcery | 10 |
| 11 | + 4 | Spellcasting Innate Sorcery | 11 |
| 12 | + 4 | Spellcasting Innate Sorcery | 12 |
| 13 | + 5 | Spellcasting Innate Sorcery | 13 |
| 14 | + 5 | Spellcasting Innate Sorcery | 14 |
| 15 | + 5 | Spellcasting Innate Sorcery | 15 |
| 16 | + 5 | Spellcasting Innate Sorcery | 16 |
| 17 | + 6 | Spellcasting Innate Sorcery | 17 |
| 18 | + 6 | Spellcasting Innate Sorcery | 18 |
| 19 | + 6 | Spellcasting Innate Sorcery | 19 |
| 20 | + 6 | Spellcasting Innate Sorcery | 20 |
| Level | Proficiency Bonus | Features | Cantrips | Prepared Spells |
|---|---|---|---|---|
| 1 | + 2 | Spellcasting Innate Sorcery | 4 | 2 |
| 2 | + 2 | Spellcasting Innate Sorcery | 4 | 4 |
| 3 | + 2 | Spellcasting Innate Sorcery | 4 | 6 |
| 4 | + 2 | Spellcasting Innate Sorcery | 5 | 7 |
| 5 | + 3 | Spellcasting Innate Sorcery | 5 | 9 |
| 6 | + 3 | Spellcasting Innate Sorcery | 5 | 10 |
| 7 | + 3 | Spellcasting Innate Sorcery | 5 | 11 |
| 8 | + 3 | Spellcasting Innate Sorcery | 5 | 12 |
| 9 | + 4 | Spellcasting Innate Sorcery | 5 | 14 |
| 10 | + 4 | Spellcasting Innate Sorcery | 6 | 15 |
| 11 | + 4 | Spellcasting Innate Sorcery | 6 | 16 |
| 12 | + 4 | Spellcasting Innate Sorcery | 6 | 16 |
| 13 | + 5 | Spellcasting Innate Sorcery | 6 | 17 |
| 14 | + 5 | Spellcasting Innate Sorcery | 6 | 17 |
| 15 | + 5 | Spellcasting Innate Sorcery | 6 | 18 |
| 16 | + 5 | Spellcasting Innate Sorcery | 6 | 18 |
| 17 | + 6 | Spellcasting Innate Sorcery | 6 | 19 |
| 18 | + 6 | Spellcasting Innate Sorcery | 6 | 20 |
| 19 | + 6 | Spellcasting Innate Sorcery | 6 | 21 |
| 20 | + 6 | Spellcasting Innate Sorcery | 6 | 22 |
Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Innate Sorcery | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Innate Sorcery | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Innate Sorcery | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Innate Sorcery | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Innate Sorcery | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Innate Sorcery | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Level 1
Level 10
Level 12
Level 14
Level 16
Level 17
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Caster Progression
Cantrip Progression
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Known | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Proficiencies
simple
Starting Equipment
Class Features
Spellcasting (Level 1)
Drawing from your innate magic, you can cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.
Cantrips
You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots
The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
Changing Your Prepared Spells
Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus
You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
Innate Sorcery (Level 1)
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Font of Magic (Level 2)
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points
You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
Creating Spell Slots
As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
1 | 2 | 2 |
2 | 3 | 3 |
3 | 5 | 5 |
4 | 6 | 7 |
5 | 7 | 9 |
Metamagic (Level 2)
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Metamagic Options (Level 2)
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Sorcerer Subclass (Level 3)
You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.
Sorcerous Restoration (Level 5)
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Subclass Feature (Level 6)
You gain a feature from your Sorcerer subclass.
Sorcery Incarnate (Level 7)
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Metamagic (Level 10)
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Subclass Feature (Level 14)
You gain a feature from your Sorcerer subclass.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Metamagic (Level 17)
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Subclass Feature (Level 18)
You gain a feature from your Sorcerer subclass.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Arcane Apotheosis (Level 20)
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Multiclassing
Subclasses
Subclass Features
Aberrant Bloodline
Aberrant Bloodline (Level 3)
Inhuman Reach (Level 6)
At 6th level, your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and unnatural ways. Your reach increases by 5 feet. Your elongated arms also gives you advantage on Strength (Athletics) checks made to climb.
Tentacles (Level 6)
At 6th level, you can grow long, whipping tendrils that sprout grotesquely from your form as a bonus action expending 2 sorcery points which last for 1 round. When a creature comes within 5 feet of you or begins its turn there, it takes 3d6 bludgeoning damage. You can maintain this effect by expending 2 sorcery points at the beginning of your turn.
Warped Mind (Level 14)
At 14th level, your tainted form has altered the nature of your brain, making you resistant to psychic attacks, and more capable of inflicting them upon others. You gain resistance to psychic damage and have advantage on save against being charmed.
Additionally, you can emit a mind blast in a 60-foot cone as an action. Choose a number of sorcery points to expend, to a maximum of 6. Each creature in the cone must succeed on an Intelligence saving throw or take psychic damage equal to 1d8 for each sorcery point expended plus your Intelligence modifier.
Monstrous Transformation (Level 18)
At 18th level, as a bonus action expending 3 sorcery points, you can unleash your monstrous heritage from within your body and transform into a terrible creature. Until you use your bonus action to end this effect, you have resistance to piercing, slashing, and bludgeoning damage, but can't cast spells of 1st level or higher. Each round you begin in this form, you expend 3 additional sorcery points.
In addition, creatures who look upon this form become frozen in horror. Each creature that can see you within 30 feet, except for allies which know to avert their gaze, must make a Wisdom saving throw. On a failed save, the creature is paralyzed while you are transformed. At the end of each of its turns, affected creatures can repeat this saving throw. A creature that succeeds this save is immune to this effect for 24 hours.
Once you use this ability, you must finish a long rest before using it again.
Aberrant Mind
Aberrant Mind (Level 3)
Psionic Sorcery (Level 6)
6th-level Aberrant Mind feature
When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Psychic Defenses (Level 6)
6th-level Aberrant Mind feature
You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Revelation in Flesh (Level 14)
14th-level Aberrant Mind feature
You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Warping Implosion (Level 18)
18th-level Aberrant Mind feature
You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Aberrant Sorcery
Aberrant Sorcery (Level 3)
Wield Unnatural Psionic Power
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. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?
Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm's warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it.
Psionic Spells
When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
3rd | Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver |
5th | |
7th | |
9th |
Telepathic Speech
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 yourself. You and the chosen creature can communicate 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 mentally use a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.
Psionic Sorcery (Level 6)
When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.
Psychic Defenses (Level 6)
You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.
Revelation in Flesh (Level 14)
You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.
Aquatic Adaptation
You gain a Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.
Glistening Flight
You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.
See the Invisible
You can see any Invisible creature within 60 feet of yourself that isn't behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.
Wormlike Movement
Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.
Warping Implosion (Level 18)
You can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.
Once you use this feature, you can't do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Abyssal Bloodline
Abyssal Bloodline (Level 3)
Abyssal Assault (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action using only natural weapons granted by your Demonic Manifestations. In addition, your natural weapons count as magical for the purpose of overcoming resistance and immunity to non- magical damage.
Demonic Resilience (Level 14)
Starting at 14th level, when your Demonic Manifestations are active, you gain resistance to poison damage and resistance to any two of the following damage types: fire, cold or lightning; you also gain advantage on saving throws against being poisoned.
Magic Resistance (Level 18)
Starting at 18th level, when your Demonic Manifestations are active, you have advantage on saving throws against spells and other magical effects.
Alicorn Bloodline
Alicorn Bloodline (Level 3)
Divine Metamagic (Level 6)
At 6th level, you can use a bonus action after casting a spell with a metamagic to empower any creature within 60 feet of you that you can see with that same metamagic for their next spell. If and only if they use their next action to cast a spell, it gains that metamagic, assuming the spell meets all requirements as usual for the metamagic, and you pay the Sorcery Point cost for it. While empowered by this ability, you and the target gain spectral wings and/or a spectral unicorn horn, unless you have either of those physical features already. If so, those physical features glow dimly.
Alicorn Horn and Wings (Level 14)
At 14th level, you gain the ability to sprout a pair of feathered wings from your back, gaining a magical flying speed equal to your current walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
In addition, you gain a horn on your forehead that acts as an arcane focus. You can manifest the horn in the same way you manifest the wings. If you already have a horn or wings, you only gain the one you don't have.
Divine Favor (Level 18)
At 18th level, you gain the ability reach out to the threads of divine fate and respin them. As a reaction, you can roll 1d12, and choose to add or subtract this total to any attack roll, ability check, saving throw or damage roll you or a creature you can see makes, before or after you learn the result of the roll. Once you use this feature you must finish a short or long rest to use it again.
Ancestral Weapon Sorcerous Origin
Ancestral Weapon (Level 3)
Weapon Channeling (Level 6)
At 6th level, you learn to cast spells through the strike of your ancestral weapon.
Whenever you take the Attack action during your turn, as a bonus action you can cast a sorcerer cantrip or spend 1 sorcery point to cast a sorcerer spell. The spell or cantrip must require a spell attack roll as part of its effect.
If you do so, its casting time becomes one bonus action, its range becomes equal to your reach and you must target the same creature you targeted with the melee attack. Ranged spell attacks made in this manner do not have disadvantage if you are within 5 feet of a hostile creature. You follow other rules normally for casting it, including expending a spell slot.
Ancient's Assistance (Level 14)
Starting at 14th level, when a creature you can see within 60 feet of you hits a target protected by your Ancient's Aegis with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 2d10 force damage. This extra damage increases to 3d10 at 17th level. You can teleport in this manner a number of times equal to your Charisma modifier, and you regain any expended uses when you finish a short or long rest.
Channeling Adept (Level 14)
Starting at 14th level, whenever you spend a sorcery point to cast a spell with your Weapon Channeling, you can make an additional melee weapon attack against the target.
Master of the Lineage (Level 18)
Beginning at 18th level, your weapon allows you to call forth many protector spirits of your ancient bloodline. Whenever you use your Ancient's Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
Ancient Magic Sorcerer
Ancient Magic (Level 3)
Consult the Past (Level 6)
At 6th level, your magic allows you to gleam information on things long forgotten. You can cast the augury spell without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you cast augury in this way, you don't require material components to cast the spell.
From the Dunes (Level 6)
Also at 6th level, you empower your legion. You can add your Charisma modifier to the attack and damage rolls of any skeleton you summon with your subclass features.
Additionally, you can reach out to your ancestors in your time of need. When you use your Ancient Legion feature, you can spend 2 sorcery points, summoning a second skeleton. The second skeleton follows the same rules as a skeleton summoned by your Ancient Legion feature.
Everlasting Empire (Level 14)
At 14th level, when you're reduced to 0 hit points, you can spend 2 sorcery points to as a reaction to have 1 hit point instead, and then move up to half your speed without provoking attacks of opportunity, as your form shifts into a burst of sand.
Obelisk of the Ancients (Level 18)
At 18th level, you can summon an obelisk that draws forth the full power of your forgotten empire. As an action on your turn, you can cause a sandstone obelisk to rise out of the ground in an unnocupied space you can see within 30 feet of you. The obelisk is a stone column 5 feet wide and up to 30 feet high, and it lasts for 1 minute or until you dismiss it (no action required), at which point it turns to sand.
When you first summon the obelisk and at the start of each of your turns while it's summoned, you can summon a skeleton in an unoccupied space within 30 feet of the obelisk. The skeleton follows the same rules as a skeleton summoned by your Ancient Legion feature, but it lasts for as long as the obelisk lasts.
Once you summon this obelisk, you can't do so again until you finish a long rest.
Apex Dragonmark
Apex Dragonmark (Level 3)
Lesser Dragonmark (Level 6)
At 6th level, your apex dragonmark grows into a lesser dragonmark, increasing in size to about three hand spans. You can channel the power of your apex dragonmark to vitalize your body, sacrificing your power for health. You may convert Sorcery Points to Hit Dice on a one-for-one basis. You cannot convert Hit Dice back into Sorcery Points.
Marked Influence
Also at 6th level, your dragonmark develops visible flourishes that differentiate it from other true dragonmarks, no longer appearing identical to others of its kind. This visible difference marks you as one possessing a special destiny or prophetic importance and is quite impressive to those in power and anyone with a keen interest in the Draconic Prophecy. Whenever your unique dragonmark is visible and you make a Charisma check to influence nobles, creatures possessing a true dragonmark, individuals with a keen interest in the Draconic Prophecy, or dragons, you apply twice your proficiency bonus on the check, instead of any proficiency bonus you may have.
Greater Dragonmark (Level 14)
Upon attaining 14th level, your apex dragonmark rapidly crawls across your entire body, covering every inch of your flesh in its complex pattern and becoming a greater dragonmark. You gain the Siberys Dragonmark feat (see Chapter 3: Character Options), gaining the effects that correspond to your dragonmark. Charisma is your spellcasting ability for spells you cast from the feat, regardless of which Siberys dragonmark's effects you gain.
If you already have this feat, you regain the ability to cast the feat's granted spells without using a spell slot when you finish a short or long rest. Spells you learn this way do not count against the number of spells known on the Sorcerer class table.
Mark of Destiny (Level 18)
When you reach 18th level, your mark continues to grow in complexity, increasing in fractal detail. You can channel the power of your dragonmark to adjust your destiny. You may concentrate (as though concentrating on a spell) for 5 minutes. At the end of this duration, you can sacrifice a spell slot to gain a number of Luck points equal to one third the level of the sacrificed spell slot (rounded down, minimum 1 Luck point).
Whenever you make an attack roll, an ability check, or a saving throw, you can spend a luck point to roll an additional d20. You can choose to spend your luck point after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend a luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. Once expended, Luck points gained through this ability do not return. Once you begin concentrating on this ability, you may not do so again until you finish a long rest.
Mark of Power
Also at 18th level, when you have at least 1 Sorcery Point remaining, the power of your apex dragonmark grants you a boon. Choose one of the below options when you gain this feature. Once the choice has been made, it cannot be changed.
You gain resistance to one type of damage.
Your hit point maximum increases by 2 hit points per sorcerer level you possess, and it increases by 2 more hit points for every additional sorcerer level you take.
Whenever you cast a spell that deals damage, the spell deals additional damage equal to your proficiency bonus (applied to only one roll of your choice if a spell has multiple attacks or targets).
You gain a bonus on Initiative checks equal to your proficiency bonus.
You gain proficiency in one saving throw.
Apocalypse Sorcery
Apocalypse Sorcery (Level 3)
Hasten or Stall the End of the World
Apocalypse Sorcerers have seen the shape of things to come. They may have visions of the Great Beast ushering in the end of Etharis or dreams of Gormadraug waking and devouring the land.
These prophecies besiege Apocalypse Sorcerers, plaguing and empowering in equal measure. Some find relief in putting these revelations into writing, producing texts that read as incoherent but slowly seep into the mind as sensible, even inevitable. When the apocalypse-bringer is freed to travel across Etharis unburdened, undoing the works of gods and men, magic will swell and pool, ripe for the taking. This sign of the end is also their gift.
Apocalyptic Spells
When you reach a sorcerer level specified in the Apocalyptic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
3 | Augury, Comprehend Languages, Hellish Rebuke, Ray of Enfeeblement |
5 | |
7 | |
9 |
Unhinged Asservations
You are obsessed with documenting your visions. You gain proficiency with Calligrapher's Supplies and you can create Spell Scrolls in half the time and at half the cost in GP.
In addition, when you create a Spell Scroll, you can ensorcell it. When you ensorcell a Spell Scroll, you must expend a spell slot equal to or greater than the spell's level and you can spend Sorcery Points to apply one of your Metamagic options. Any creature that knows at least one language can use your ensorcelled Spell Scroll, which casts the spell with the benefit of the Metamagic option you chose. The Spell Scroll remains ensorcelled until it is used or you finish a Long Rest.
Bear Witness (Level 6)
You have prepared your entire life for the end of the world. While your Innate Sorcery feature is active, you gain the following benefits.
Apocalyptic Inurement
You have Resistance to Force damage.
Recite Scripture
Once per active Innate Sorcery, as a Bonus Action you can use a Spell Scroll that has a spell with a casting time of Action.
Unflappable
You are Immune to the Frightened condition.
Arcane Apocrypha (Level 6)
Your obsessive reflections on the end of existence inspire your writing. Whenever you finish a Long Rest, you can create one Spell Scroll at no cost. It must be a spell of level 5 or lower that you can cast. This Spell Scroll disintegrates when you finish a Long Rest.
Forbidden Magic (Level 14)
The end of Etharis is a time when magic is unbound and magical powers long hidden are unearthed. When you cast a Sorcerer spell using a spell slot, you can choose one option below.
Excessive
If the spell requires a Material component with a cost, you can cast the spell without the Material component. You take Force damage equal to four times the level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity
Inexorable
Taking damage can't break your Concentration on the spell. When the spell ends, you gain 1 Exhaustion level.
Pyrrhic
If the spell requires an attack roll, the spell automatically hits and the attack roll is a Critical Hit. Your Hit Point maximum is reduced by an amount equal to four times the level of the spell slot immediately after you cast it. When you finish a Long Rest, your Hit Point maximum returns to normal.
The End is Nigh (Level 18)
You loudly proclaim what will come to pass when the world ends. As a Magic action, you describe the end of days. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw against your spell save DC. On a failed save, a creature takes 6d6 Psychic damage and 6d6 Force damage and has the Frightened condition for 1 minute. On a successful save, the creature takes half as much damage only. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the Frightened condition on a successful save. If this damage reduces a creature to 0 Hit Points, the creature can be revived only by a True Resurrection or a Wish spell.
Once you use this feature, you can't do so again until you finish a Long Rest unless you spend 6 Sorcery Points (no action required) to restore your use of it.
Arcane Bloodline
Arcane Bloodline (Level 3)
Metamagic Savant (Level 6)
At 6th level, you develop into a prodigy in the manipulation of spells. You learn two additional Metamagic options from the Metamagic list, and you are no longer limited to using one Metamagic option per spell.
Consume Spell (Level 14)
At 14th level, you are able to steal the arcane energy from a caster's spell and use it for yourself. When you cast counterspell or dispel magic on a spell, and the target spell fails, you gain a number of sorcery points equal to the level of the spell you countered or dispelled, up to your maximum.
Arcane Apotheosis (Level 18)
At 18th level, you call powerful magic from deep in your bloodline's history. You can spend 10 sorcery points to cast a spell of 8th level or lower from the wizard or sorcerer spell list as a sorcerer spell, with its normal casting time and components, even if it is not one of your spells known.
You cannot use this feature again until you complete a long rest.
Arcane Ordnance
Arcane Ordnance (Level 3)
Power Flux (Level 6)
6th-level Arcane Ordnance feature
Your spells are highly adaptable. Whenever you finish a long rest, you can replace one Metamagic option you know with another Metamagic option of your choice.
You also gain a number of special sorcery points equal to your proficiency bonus. These sorcery points cannot be used with your Font of Magic feature or for Metamagic on a spell other than magic missile. When you cast magic missile, you can spend 1 sorcery point to modify it in one of the following ways of your choice:
Seeking
Each dart can target an unseen creature if you can still detect its location.
Shattering
Each dart can target and damage an object that isn't being worn or carried.
Shifting
You can change the damage type of each dart to another damage type of your choice.
Shoving
A creature hit by at least one dart must succeed on a Strength saving throw or be pushed up to 10 feet in a horizontal direction of your choice.
Swarming
You create two more darts instead of one more dart for each slot level above 1st used to cast it.
Unstoppable Force (Level 14)
14th-level Arcane Ordnance feature
The magic you possess defies physical boundaries. When you cast a sorcerer spell, you can choose to cast it at an eligible target behind total cover, and bypass any obstructions that would prevent a location from being included within the spell's area of effect (if any).
Once you use this feature, you can't use it again until you finish a long rest, unless you spend a number of sorcery points equal to the spell's level to use it again (1 sorcery point if the spell is a cantrip).
Mana Barrage (Level 18)
18th-level Arcane Ordnance feature
You unleash salvoes of overwhelming power. When you cast magic missile, you can spend a number of sorcery points equal to the spell's level to cause each of its darts to deal maximum damage, and ignore any effects that would cause a creature to be unaffected by it, such as the Tarrasque's Reflective Carapace or the shield spell.
Arcane Prodigy
Arcane Prodigy (Level 3)
Metamagic Prodigy (Level 6)
At 6th level, you gain a pool of prodigy points equal to half your level in this class. You can spend prodigy points instead of sorcery points to activate Metamagic options. You regain all expended prodigy points when you finish a long rest'24.
Dynamic Metamagic (Level 14)
At 14th level, you learn an additional Metamagic option of your choice.
In addition, when you finish a long rest'24, you can replace one of your Metamagic options with another Metamagic option of your choice.
Stroke of Genius (Level 18)
Starting at 18th level, you experience moments of magical clarity that bring solutions just when you were out of options. You can use a bonus action on your turn to have a flash of magical genius. When you do, you regain all expended prodigy points and one expended spell slot of your choice of 5th level or lower. Once you use this feature, you can't use it again until you finish a long rest'24.
Arcane Soul
Arcane Soul (Level 3)
Font of Arcana (Level 6)
6th-level Arcane Soul feature
Your innate connection with the Weave makes your magical reserves more potent. The number of sorcery points you have incresases by an amount equal to your proficiency bonus.
In addition, you learn how to establish a connection between the Weave and others. As an action, you can touch a willing creature and transfer one spell slot you've created with your Font of Magic feature to it. The target can use the spell slot to cast any spell it knows or has prepred as normal, or to cast any of your Arcane Spells, even if it doesn't know any of them. Once a creature receives this benefit, that creature can't receive it again until after a long rest.
Consume Magic (Level 6)
6th-level Arcane Soul feature
When you successfully end a spell with counterspell or dispel magic or succeed on a saving throw against a spell, you can consume some of the spell's power and regain a number of sorcery points equal to the spell's level.
Once you've regained a number of sorcery points equal to half your sorcerer level with this feature, you can't regain sorcery points with it again until you finish a long rest.
Arcane Conduit (Level 14)
14th-level Arcane Soul feature
While you are concentrating on a spell, you gain a flying speed equal to your walking speed and can hover.
In addition, when a creature can see within 60 feet of you (this can include yourself) makes a Constitution saving throw to maintain concentration on a spell, you can use your reaction and spend 1 or more sorcery points to either add or subtract twice the number of sorcery points spent from the roll (your choice).
Arcane Apotheosis (Level 18)
18th-level Arcane Soul feature
You can briefly unite with the Weave, gaining access to extraordinary abilities. As a bonus action, you gain the following benefits for 1 minute:
You gain resistance to the damage of spells and magical effects and your concentration can't be broken as a result of taking damage from a spell or magical effect.
You can use any number of different Metamagic options on a spell when you cast it, and you can use any Metamagic option available to the sorcerer class, even if you haven't chosen it with your Font of Power feature.
When another creature you can see within 60 feet of you casts a spell, you can use your reaction to use Metamagic on that spell, as if you had cast it, provided the spell is eligible for the Metamagic you use on it.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Aristocratic
Aristocratic (Level 3)
Metamagic Mastery (Level 6)
Starting at 6th level, you can more easily enhance spells affiliated with your associated school. If you apply a Metamagic option to a spell from that school, it costs 1 less sorcery point. If the option normally costs 1 sorcery point, it costs 1/2 point for you.
Power of the Elite (Level 14)
At 14th level or higher, you can spend 4 Sorcery Points to infuse yourself with power, showing all the elite power of your bloodline. For 1 minute afterward, you double your proficiency bonus on any Charisma-based checks made against others of your race, and you have advantage on those checks. Any creatures not of your race have disadvantage on saving throws against spells you cast. Additionally, you add your Charisma bonus to the damage of any spells you cast. Once you use this feature, you must finish a long rest before you can use it again.
Inexorable Might (Level 18)
Starting at 18th level, you can make one of your spells more effective if you spend 2 Sorcery Points when you cast it. If the spell deals damage, you can roll twice for damage and use the higher result. If the spell does not deal damage, the targets of the spell have disadvantage on the saving throw against it.
Ashen Lineage
Ashen Lineage (Level 3)
Burning Fury (Level 6)
Starting at 6th level, the fire within you begins to call directly to the Ashen Wolf, and it grants you strength, either in honor of your ancestor or in a twisted form of revenge. When you reduce a creature to 0 hit points with an attack granted by your Born of Ember class feature, the burning fury empowering your attack surges through the creature, turning its vital organs to ash and granting you temporary hit points equal to twice your Charisma modifier.
Additionally, you can spend 1 sorcery point during your turn when you are below half your hit point maximum to cause the ash upon your skin to harden. Until the start of your next turn, your AC is 17. This has no effect if your AC is equal to or greater than 17.
Cinderwraith (Level 14)
At 14th level, your spark has grown to a flame, burning black with dark power. Any time you would inflict fire damage, you can choose to inflict necrotic damage instead, and vice versa.
Additionally, your ashen form allows you to move with unnatural ease, disintegrating and reforming with each step you take. You ignore difficult terrain, and you can move through any space at least 6 inches wide without squeezing.
The Wolf's Bargain (Level 18)
At 18th level, your strength has grown to surpass that of your ancestor, and your power over the ancient and primal magics of flame and ash is without peer.
As an action, you can spend 5 sorcery points to launch yourself skyward in a pillar of fire and smoke before crashing down at a location that you can see within 60 feet of your point of origin, unleashing a hellish blast of fire and cursed power at a creature within 5 feet of you. The target must make a Wisdom saving throw against your sorcerer spell save DC. The target takes 6d10 fire damage on a failed save, or half as much damage on a successful one.
If the target is slain by this attack, it is consumed instantly by flame, and the ashes coalesce into a hell hound. Hell hounds summoned by this feature are elementals instead of fiends. The hell hound obeys your orders without question and acts during your turn. You can't have more than two hell hounds at a time from this feature. Creation of a third hell hound destroys the oldest one still alive. Each hell hound remains in your service until slain or until the third dawn after it was summoned, at which point it disintegrates into ash.
Once you use this feature, you can't do so again until you finish a long rest.
Astral Born
Astral Born (Level 3)
Planar Retreat (Level 6)
Beginning at 6th level, your connection to the Astral Plane allows you to instinctively retreat there in moments of great danger. When you would take damage, you can use your reaction to shift to a random but safe location in the Astral Plane, negating the damage. At the start of your next turn, you return to your previously occupied space unless it is now occupied, in which case you appear in the nearest unoccupied space to it.
Once you use this feature, you can't use it again until you finish a short or long rest.
Flight of Mind (Level 14)
At 14th level, you gain the ability to fly using only your thoughts, as if you were on the Astral Plane. You have a flying speed'24 equal to your walking speed, and you add a bonus equal to your Charisma modifier to any saving throw or ability check to resist being moved against your will.
Astral Storm (Level 18)
At 18th level, you can use an action to become a conduit to the Astral Plane itself, unleashing a barrage of psychic wind and raw thought. When you do, each creature in a 60-foot cone in front of you must make an Intelligence saving throw against your spell save DC. A target suffers 6d10 psychic damage on a failure, or half as much damage on a success. If a creature fails the save by 5 or more, it is also stunned for 1 minute as its mind becomes inundated with a deluge of emotions and lost memories. A stunned creature can attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a long rest'24, unless you spend 6 sorcery points to use this feature again.
Behir Soul
Behir Soul (Level 3)
Ride the Lightning (Level 6)
Beginning at 6th level, when you cast a spell of 1st level or higher that deals lightning damage you may spend 1 sorcery point to teleport to an unoccupied space adjacent to the target or the area affected by the spell. Whether or not you teleport you may also spend 1 sorcery point for each ally within 30 feet to allow them to spend their reaction to teleport in the same manner or spend 3 sorcery points to grant this benefit to each ally within 10 feet.
Forked Tongue
Additionally at 6th level your mastery of the draconic tongue allows you to hurl insults alongside your spells.
You may speak the name of a creature with the dragon type as an additional verbal component of a spell or ability granted by your bloodline that includes that creature as a target and requires a saving throw. If the creature can hear and understand you they have disadvantage on the saving throw. After failing a saving throw while being affected by this feature the creature is immune to this feature for the next 24 hours.
At your DM's discretion this ability could also affect appropriate creatures without the dragon type e.g: dracoliches or half-dragons.
Storm Center (Level 14)
Beginning at 14th level, as a bonus action you can summon the spirit of your behir ancestor chained in lightning and fury for the next minute.
Each creature of your choice within 10 feet must make a Dexterity saving throw. On a failed save they are grappled and suffer 2d10 lightning damage. Otherwise they take half as much lightning damage.
Creatures grappled in this way remain so until your spirit is dismissed or they move more than 10 feet away from you. A creature grappled by this ability can use its action to make a Athletics or Acrobatics check (its choice) against your spell save DC ending the grapple on a success. Each grappled creature does not benefit from lightning resistance or immunity as long as they are grappled and suffers an additional 2d10 lightning damage at the start of each of their turns.
As long as your spirit is summoned at the start of each of your turns you can have one creature within 10 feet of you make a Dexterity saving throw. On a failed save they are grappled and suffer 2d10 lightning damage. Otherwise they take half as much lightning damage.
As long as a creature is grappled by the spirit you can use your Electric Shuffle feature as if you had cast a spell of 1st level or higher that deals lightning damage.
For each creature grappled or restrained by your spirit your spells of 1st level or higher that deal lightning damage deal additional damage equal to your Charisma modifier per creature.
While you have your spirit summoned you may spend 1 sorcery point to generate one of the following effects as an action:
Sparkmaster's Enmity
Each creature in a 20 foot by 5 foot line must make a Dexterity saving throw. Each creature in that line suffers 12d10 lightning damage on a failed save or half as much damage on a successful one. At the end of your turn your spirit is dismissed.
Stormrider's Boon
Each creature of your choice within 10 feet gains a 15 foot fly speed as long as your spirit is summoned. This speed increases by 5 feet for each creature grappled or restrained by this ability.
Swallow
Make a spell attack roll against one grappled enemy. If you hit that enemy is restrained. An enemy restrained by this ability suffers 2d10 lightning damage at the start of each of their turns. A creature restrained by this ability can use its action to make a Athletics or Acrobatics check (its choice) against your spell save DC ending the restrained condition on a success.
Your spirit is dismissed if you are incapacitated or you may dismiss it willingly as part of any other action.
You cannot use this feature again until after you have finished a long rest or unless you spend 4 sorcery points.
Embody the Spark (Level 18)
At 18th level you gain immunity to lightning damage.
Whenever a creature ignores or resists your lightning damage they suffer force damage equal to your Charisma modifier and lose their immunity or resistance to lightning for the next minute.
In addition, when you summon your spirit you may choose to join your form to the spirit as pure, incandescent energy. While in this form you have resistance to all damage except psychic damage and force damage and teleporting yourself via your Ride the Lightning feature does not cost any sorcery points.
Bestial Origin
Bestial Origin (Level 3)
Primal Revitalisation (Level 6)
Starting at 6th level, when you cast a spell of 1st level or higher, you can spend 1 sorcery point to regain hit points equal to the spell level plus your charisma modifier.
Animal Feature (Level 14)
Starting at 14th level, you manifest some physical trait of an animal linked to your sorcerous origin. Upon reaching level 14, select one of the following features. You can change which feature you have by expending 5 sorcery points as a bonus action.
Bovine Head
Your head changes to that of a cow, bull, or similar animal. You gain +2 to your Constitution score, and your maximum constitution is increased from 20 to 22. You can cast the spell Enhance Ability thrice per long rest without expending a spell slot, using the Bull's Strength effect.
Feathered Wings
You manifest a pair of feathered wings on your back and gain a flying speed equal to your walking speed. You cannot wear armor unless the armor is made to accommodate them. You can cast the spell Fly and Feather Fall once each without using a spell slot per long rest.
Sorcerous Antlers
You sprout a large crown of antlers on your head. These can serve as a spellcasting focus. You add the spell Commune with Nature to your known spells list, and can cast it once per long rest without expending a spell slot, for as long as you have this feature.
Feline Legs
Your entire lower half is replaced with legs reminiscent of a tiger, panther, cheetah, or other similar creature. You gain proficiency in acrobatics. If you already had proficiency in acrobatics, your proficiency bonus is doubled, unless it was already doubled from some other feature, such as expertise. Your jump distance and height is tripled.
Canine Snout
A long muzzle grows to replace your nose and mouth. As a bonus action you can make a bite attack; this acts as an unarmed attack that deals 1d6 damage, plus your strength modifier. In addition, you gain advantage on all perception checks made that rely on smell.
Raptor Talons
Your hands and feet are replaced with long, razor-sharp talons. Your unarmed attacks deal 1d6 slashing damage, and you can use your dexterity modifier rather than your strength modifier, as if they were finesse weapons. In addition, you can make an additional attack when you take the Attack action, as per the Extra Attack feature.
Scaled Body
You grow thick scales across your body that help shield you from harm. At the end of a short rest, you gain temporary hit points equal to your sorcerer level. You can cast the spell Enlarge/Reduce at will on yourself.
Natural Conduit (Level 18)
At 18th level, you begin to act as a conduit for nature. When you expend one or more sorcery points, you can cause one of the following effects to occur:
Plant Growth
The area within 20ft. of you becomes difficult terrain for all creatures other than yourself. You also count as being heavily obscured. This effect lasts until the end of your next turn.
Infectious Savagery
Choose a creature within 30 ft. of you. This creature will have a bonus to damage rolls equal to your charisma modifier until the end of your next turn.
Primal Roar
All creatures that can hear you within 30 ft. must make a wisdom saving throw against your spell save DC or become frightened until the end of their next turn.
Rejuvenation
A number of creatures of your choosing you can see up to your charisma modifier regain 1d6 hit points.
Bestial Spirit
Bestial Spirit (Level 3)
Nature's Paths (Level 6)
An innate understanding of movement through nature and the muscle memory of every animal begins to course through you. You gain a climbing and a swimming speed equal to your walking speed, you can climb difficult surfaces (including upside down on ceilings) without needing to make an ability check, and you can breathe water as well as air.
Fight and Flight (Level 14)
The animal spirits within you begin to take form and flight. You gain a magical flying speed equal to your walking speed.
Fury of the Pack (Level 18)
As an action, you can spend up to 10 sorcery points and summon celestial spirits that take the form of beasts or swarms of beasts and appear in unoccupied spaces that you can see within 120 feet. The summoned spirits can have a combined challenge rating equal to or lower than the sorcery points spent. For example, if you spend 5 sorcery points, you could summon one CR 5 beast, or two CR 2 beasts and one CR 1 beast, or some other combination. Any beast or swarm of beasts with a challenge rating lower than 1 costs 1 sorcery point to summon.
A beast or swarm of beasts conjured in this way is considered celestial, appears slightly transparent, and disappears after 1 minute or when it drops to 0 hit points. You can also dismiss any number of creatures summoned in this way as an action. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.
Black Powder Sorcery
Black Powder Sorcery (Level 3)
Magic Bullets (Level 6)
Beginning at 6th level, your attacks with firearms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make an attack with a firearm, you can spend 1 sorcery point to imbue the attack with elemental energy. Choose one of the following: acid, cold, fire, lightning, or thunder. On a hit, an imbued attack deals an extra 2d6 damage of the chosen type. At 14th level, you can spend 2 sorcery points instead, increasing the damage to 4d6.
Absorb Power (Level 14)
At 14th level, you can replenish your sorcerous power by absorbing the latent energy of black powder. In a ritual that takes 1 minute, you can absorb the power in up to 30 cartridges' worth of black powder (equivalent to a full gunpowder horn). For every 10 cartridges worth of gunpowder, you regain 1 expended sorcery point. The black powder is consumed in the process. Once you use this feature, you can't use it again until you finish a long rest.
Ensuing Shot (Level 18)
At 18th level, when you use your action to cast a spell using a spell slot of 4th level or lower, you can make one attack with a pistol as a bonus action. This pistol can be held by you or by one of your mage hands. If you spend 6 sorcery points, you can make one attack with each pistol held by you and your mage hands instead.
Blackthorn Lineage
Blackthorn Lineage (Level 3)
Glade Reaper (Level 6)
At 6th level, your connection to the Grove imbues you with a thirst for blood and the power to claim it. When you cast a spell on the druid spell list that deals damage by expending a spell slot, you can spend sorcery points equal to half the spell's level to gain temporary hit points equal to half the damage dealt to one creature damaged by the spell.
Watcher in the Maze (Level 14)
At 14th level, you attune yourself to the Maze of Blood. You ignore difficult terrain. You can ignore magical and nonmagical effects that would cause plants to hinder or damage you, such as from the effect of the entangle spell. Whenever you use your Sleeper in the Field feature and the target's hit points are greater than the number rolled, you can use your bonus action to deal magical piercing damage equal to half the number rolled to the target.
Heart of the Wilderness (Level 18)
At 18th level, while you maintain concentration on a spell, you can have blackthorn vines swarm around you in a 30-foot radius, acting as difficult terrain for hostile creatures.
Bladebound Soul
Bladebound Soul (Level 3)
Watchful Guardian (Level 6)
Starting at 6th level, you can choose to grant your bearer advantage on Perception checks. When you roll initiative, you can choose to swap your result with your wielder.
Additionally, you can choose to change into a different simple or martial weapon over the course of a short or long rest. Your external appearance retains the same marks and motifs no matter which weapon you choose to become.
Control Without Consequence (Level 14)
At 14th level, you learn to tap more fully into the mind of your wielder. Whenever they make a Wisdom or Charisma saving throw, you can use your reaction to grant them advantage on the roll. Alternatively, you can choose to grant them disadvantage on the roll.
True Freedom (Level 18)
At 18th level, the arcane power within you manifests with such strength that you can burst forth from your weapon and take on the form of a mortal once again. As an action, you can shift between the form of the weapon you were bound to and your idealized self. This idealized form has the same statistics as your normal weapon form, but it is not subject to the penalties and benefits of being a weapon. This idealized self appears as a member of your original race, and it is static once chosen for the first time. While in your weapon form you gain a flying speed of 60 feet, and this flying speed extends to your wielder.
Blighted
Blighted (Level 3)
Awakening (Level 6)
At 6th level, you gain the ability to awaken plants into needle blights. Using a 1 minute long process, you can touch an area of plant life and expend 3 sorcery points to imbue it with foul magic, awakening it as a needle blight. Blights that you create have their hit point maximum increased by an amount equal to your sorcerer level, and they add your proficiency modifier to their attack and damage rolls.
On each of your turns, you can use a bonus action to mentally command any creature you made with this feature if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Once you complete a long rest, the creatures created using this feature fall apart, returning to their original form.
Blighted Command (Level 14)
Beginning at 14th level, you can create vine blights in much the same way you create needle blights. Following the same rules as outlined in the awakening feature, you can awaken a vine blight by expending 4 sorcery points.
Vine blights can be commanded in the same way as needle blights, except you can command them from up to 500 feet away. You can choose to have any needle blights within 60 feet of a vine blight receive the same command.
Unrelenting Army (Level 18)
Beginning at 18th level, you can imbue life into back into your blights after they have fallen. As an action, you can touch a blight that was reduced to 0 hit points within the last minute and spend 1 sorcery point to revive it with half of its hit point maximum in current hit points.
Blood Magic
Blood Magic (Level 3)
Murderous Magic (Level 6)
At 6th level, when you reduce a creature that isn't a construct or undead to 0 hit points with a spell of 1st level or higher, you can use your reaction to harvest their life energy and regain 1d4 expended sorcery points. You can use this feature a number of times equal to your proficiency bonus; and regain all expended uses when you finish a long rest.
Stalwart Soul (Level 14)
Beginning at 14th level, you cling to life harder the more it escapes your veins. While you are not wearing armour or wielding a shield, you gain a bonus to your AC equal to your Constitution modifier (minimum of 0) when you are below your hit point maximum.
Theft of Life (Level 18)
At 18th level you learn how to revitalise yourself with the blood of others. As an action you can choose one creature you can see within 30 feet of you, they must make a Constitution saving throw against your spell save DC. This feature has no effect on constructs or undead.
On a failed save an arterial wound opens on the target, their blood flying from their body and into yours in a burst of gore; the target is stunned until the end of your next turn, and its current and maximum hit points are reduced by an amount equal to your Sorcerer level, or if they have fewer than that many current hit points, are reduced to 0 instead. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Your current and maximum hit points are then increased by an amount equal to the reduction to the target, which lasts until you finish a long rest. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Blood Magus
Blood Magus (Level 3)
Blood Draught (Level 6)
At 6th level, you learn how to store pure life energy in your blood and access it in times of need. As an action, you regain a number of hit points equal to your sorcerer level. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Blood Magics (Level 6)
Starting at 6th level, you blur the lines between life energy and magical power. You can use your bonus action to deal damage to yourself and store it up as temporary sorcery points that must be spent on a Metamagic option before the end of your turn. For every 1d6 damage you deal to yourself in this way, you gain 1 temporary sorcery point.
Damage done to yourself with this feature can't be prevented or reduced in any way, and doesn't cause a Constitution save to maintain concentration on a spell.
Awaken Blood (Level 14)
At 14th level, you can bestow momentary consciousness on a foe's blood, turning it into a weapon against them. As an action, make a melee spell attack against a creature you can reach. On a hit, the creature's speed drops to 0 until the end of its next turn and you deal 8d10 points of necrotic damage to it. This feature has no effect on constructs, elementals, plants, and undead.
If you reduce a creature to 0 hit points with this feature, it dies instantly and its blood pools into a blood elemental that is under your mental control for 1 minute or until your concentration ends (as if concentrating on a spell), after which it collapses into a puddle, inert. If you were already concentrating on a spell, you can choose for the blood to remain unanimated after the creature dies, rather than lose concentration on the previous spell.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
Once you use this feature, you can't use it again until you finish a long rest.
Bloodwalk (Level 18)
Beginning at 18th level, you can step into the blood of others, using them as pathways to burst forth from the blood of others nearby. Once per turn, you can use 10 feet of your movement to teleport into a living creature within 5 feet of you and emerge from a second living creature within 100 feet of the first creature, appearing in an unoccupied space within 5 feet of the second creature. You do not need to be able to see the second creature to exit, as you instinctively sense the presence of blood near your destination.
When you use this feature, you can choose to deal damage to one or both creatures you teleport through, causing the target to make a Constitution saving throw against your sorcerer spell save DC. On a failed save, it takes 4d6 points of necrotic damage.
This feature has no effect on constructs, elementals, plants, and undead.
Blue Mage
Blue Mage (Level 3)
Arcane Consumption (Level 6)
At 6th level, you gain the ability of Arcane Consumption. The Blue Mage can attempt to learn passive or defensive abilities from creatures by eating parts of them. Some blue mages eat the creature's heart, others the brain. The specific part of the creature consumed doesn't appear to matter, only that the blue mage believes the magic he wishes to take lies within.
Consuming a corpse in this manner takes at least 10 minutes and requires you to spend 1 Sorcery Point. Make a Constitution saving throw, the DC for which equals 8 + the creature's proficiency bonus + the creature's Constitution modifier. On a success, you learn the ability as if it were gained with Azure Lore. Otherwise you are sick and vomit up the corpse which is ruined.
You add this ability to your Azure Lore. Each passive ability costs 1 Sorcery point to maintain, reducing the available Sorcery points by that amount. These abilities are always 'on' and cannot be turned off to regain access to the reserved Sorcery points. The blue mage's form often changes to reflect the abilities learned. For example, if you gain the natural base armor of the Galeb Duhr, then your skin can take on a rocky appearance.
Reactive Learning (Level 14)
Through your study of spells and monsters, at 14th level you gain the ability to quickly assess and counter the effects of a spell you can see. You may cast Counterspell without expending a spell slot. You may increase the level of this spell by expending 4 Sorcery Points per level. After using this ability, you may not do so again until you complete a long rest.
Unbridled Learning (Level 18)
At 18th level, though still limited in the number of powers you can have, passive abilities no longer require Sorcery Points to maintain, freeing up those Sorcery points for other uses. Your ability to learn Azure Lore is no longer limited by CR. You may now also learn legendary abilities.
Blue Magic
Blue Magic (Level 3)
Azure Awareness (Level 6)
Beginning at 6th level, you are more perceptive to the ambient magic energy around you. As a bonus action, you may cast detect magic without using a spell slot. In addition, you can spend 2 sorcery points to focus this detect magic on a creature as an action to detect if it has any magical properties. When you do this, you learn all of the creature's Spell-Like abilities, Immunities, Resistances, and Vulnerabilities.
Turquoise Efficiency (Level 14)
By 14th level, you have learned to be frugal with the magical energy you absorb from spells. When a spell that you know that requires a saving throw is cast on you, you have advantage on that save. In addition, if you save against that spell, you gain a number of sorcery points equal to the level of the spell.
Cerulean Reflection (Level 18)
Beginning at 18 level, you may use your body as a conduit to transmit magic back at other casters. When you are subjected to a spell that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, you can spend a number of sorcery points equal to the level of the spell as a reaction to reflect the spell back at the caster as though it originated from you, turning the caster into the target.
Boreal Bloodline
Boreal Bloodline (Level 3)
Gelid Form (Level 6)
At 6th level, you gain resistance to cold damage. Also, when you use Sorcery Points to apply a Metamagic option to a spell that deals cold damage or that produces an effect that involves snow or ice (sleet storm, for example), you can reduce the cost by 1 sorcery point, to a minimum of 1 point.
Winter'S Form (Level 14)
At 14th level, you can give your wintry power physical form. As a bonus action, you can spend 1 sorcery point to transform your body for 1 minute. When you use this feature, you can take one of two forms:
Your body transforms into a swirling mass of sleet or snow. Your gear transforms with you or falls to the ground in the space you occupy, as you choose. While in this form, you cannot speak, manipulate objects, attack, or cast spells. You gain immunity to cold damage, resistance to nonmagical bludgeoning, piercing, and slashing damage, and vulnerability to fire damage. In this form, your only method of Movement is a flying speed of 60 feet, and you can hover. You can pass through small holes and narrow openings at least 1 inch in width, but you treat liquids as if they were solid surfaces. You cannot fall, and you remain hovering even while stunned or incapacitated. You can enter the space of another creature and remain there. Any creature whose space you occupy takes cold damage equal to your Charisma modifier.
Your body transforms into translucent, blue-white ice, and your hair becomes a crown of snow. You gain immunity to cold damage, resistance to nonmagical bludgeoning damage, and vulnerability to fire damage, and your Armor Class is never lower than 15 + your Dexterity modifier. Any creature within 5 feet of you that hits you with a melee weapon attack or a touch attack takes cold damage equal to your Charisma modifier. While in this form, you gain a slam attack with your icy fists that deals 1d4 bludgeoning damage plus cold damage equal to your Charisma modifier.
Winter's Soul (Level 18)
At 18th level, you gain immunity to cold damage and resistance to fire damage. (You don't have this resistance when you use Winter's Form, but you also no longer gain vulnerability to fire damage when you use that feature.) When you cast a spell that deals cold damage, any creature that gets a failure on its saving throw against the spell is also encased in ice, becoming grappled until it or a creature allied with it within 5 feet succeeds on a Strength check against your spell save DC. If the spell does not normally allow a saving throw, the creature makes a saving throw to avoid being grappled. If the spell already causes the grappled condition, the creature has disadvantage on the saving throw.
Cataclysm Mage
Cataclysm Mage (Level 3)
Cataclysm of Dreams (Level 6)
At 6th level, you understand the forces which drove the quori to Eberron and the magic that the giants wielded against them. You may access their combined power to augment your spells, but bridging the gap between worlds damages Eberron itself. You shatter the earth, tear the skies, and invoke the nightmares of the quori.
When you cast a spell of 1st level or higher, you can use a bonus action to augment the spell with the Cataclysm of Dreams. All targets of the spell must succeed on a Dexterity saving throw against your sorcerer spell save DC or fall prone. If the spell deals damage, you can choose for it to deal psychic damage instead of its usual damage type.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Cataclysm of Silver (Level 14)
At 14th level, your metaphysical journey through the ages brings you to the downfall of the demonic rajahs at the hands of the couatl. The ultimate sacrifice of the feathered serpents cleansed the surface world with silver flames, and you have learned to echo that divine power's birth in a righteous blaze. When you cast a spell of 1st level or higher, you can use a bonus action to draw on the ancient Silver Flame. While this power is active, you gain the following benefits:
As a reaction to being hit by a melee attack, you can deal radiant damage to the attacker equal to your sorcerer level plus your Charisma modifier (minimum 1).
You gain a flight speed of 40 feet.
You have advantage on saving throws made to resist the spells and abilities of fiends.
This silver fire lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
Cataclysm of Creation (Level 18)
At 18th level, you unlock the secrets of destruction which shattered the Dragon Above and gave birth to the world as we know it. The Prophecy is written in the shards of Siberys, and you understand the ultimate story of creation and destruction which began with Khyber's cruel betrayal.
Your awakening to the Prophecy allows you to manifest an ever-shifting dragonmark. When you finish a long rest, choose a dragonmark type from the Dragonmark Cataclysm Spells table. Until the end of your next long rest, you know the cataclysm spell associated with that dragonmark, and you can cast it at its lowest level without expending a spell slot and without material components.
These spells count as sorcerer spells for you, but they don't count against your number of spells known. You can augment these spells with Metamagic or other class features as normal.
| Dragonmark | Cataclysm Spell |
|---|---|
Detection | |
Finding | |
Handling | |
Healing | |
Hospitality | |
Making | |
Passage | |
Scribing | |
Sentinel | |
Shadow | |
Storm | |
Warding |
Child of the Sun Bloodline
Child of the Sun Bloodline (Level 3)
Sunlit Path (Level 6)
The world, illuminated and revealed by summer's long days, becomes easier for you to traverse. Beginning at 6th level, your walking speed increases by 15 feet, and you gain resistance to radiant damage.
Additionally, when calculating your overland travel pace for 1 minute, 1 mile, and 1 day, your speed and the speed of any allies you choose within 30 feet of you increases by 100 feet per minute, 1 mile per hour, and 6 miles per day.
Grasping the Sun (Level 14)
Starting at 14th level, you can unleash summer's sweltering heat against those who do you harm. When you take damage from a source you can see, you can use your reaction to reduce the amount of damage by a number equal to your sorcerer level. If the damage was from another creature's melee attack, that creature takes radiant damage equal to your sorcerer level.
Bright Zenith (Level 18)
At 18th level, you can expend 6 sorcery points as a bonus action to unshackle your magic from your body, revealing a brilliant and awe-inspiring form. While in this form, when you use Glimpse of the Sun feature to create a blinding flare, you can affect all creatures of your choice within 40 feet of the light source. You gain blindsight out to a range of 100 feet, and any spell you cast that targets a single creature can affect a creature you can perceive with your blindsight as though you had an unobstructed path to it, provided that the creature is within the normal range of the spell. This form lasts for 1 minute.
Clockwork Sorcery
Clockwork Sorcery (Level 3)
Channel Cosmic Forces of Order
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 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's part of a vast and glorious system.
Clockwork Spells
When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
3rd | Aid, Alarm, Lesser Restoration, Protection from Evil and Good |
5th | |
7th | |
9th |
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.
| 1d6 | Manifestation |
|---|---|
1 | Spectral cogwheels hover behind you. |
2 | The hands of a clock spin in your eyes. |
3 | Your skin glows with a brassy sheen. |
4 | Floating equations and geometric objects overlay your body. |
5 | Your Spellcasting Focus temporarily takes the form of a Tiny clockwork mechanism. |
6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. |
Restore Balance
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Bastion of Law (Level 6)
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic 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 yourself. 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.
The ward lasts until you finish a Long Rest or until you use this feature again.
Trance of Order (Level 14)
You gain the ability to align your consciousness with 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 a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Clockwork Cavalcade (Level 18)
You momentarily summon spirits of order to expunge disorder around you. As a Magic 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 effects below within the Cube before vanishing. Once you use this action, you can't use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.
Heal
The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.
Repair
Any damaged objects entirely in the Cube are repaired instantly.
Dispel
Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube.
Clockwork Soul
Clockwork Soul (Level 3)
Bastion of Law (Level 6)
6th-level Clockwork Soul feature
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.
The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Trance of Order (Level 14)
14th-level Clockwork Soul feature
You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Cavalcade (Level 18)
18th-level Clockwork Soul feature
You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
Any damaged objects entirely in the cube are repaired instantly.
Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Cold-Blooded
Cold-Blooded (Level 3)
Insinuating Serpent (Level 6)
Starting at 6th level, even when a creature resists your unsettling allure, your presence gets under their skin. When you cast an enchantment or illusion spell using a spell slot of 1st level or higher, and your target succeeds on its saving throw against your spell, your target becomes charmed by you until the start of your next turn. If the spell you cast affects multiple targets, only one of those targets can be affected by this feature.
Spirit Venom (Level 14)
At 14th level, you sap the will and resolve of creatures that are under your sway. If you start your turn with at least one creature within 30 feet of you that is currently charmed, frightened, paralyzed, restrained, or stunned by a spell you cast or a magical effect you created, such as from a magic item, you can use your reaction to force each such creature to take 6d4 psychic damage.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. If you have expended all your uses of this feature, you can spend 5 sorcery points at the start of your turn to use it again.
Mirrored Lamina (Level 18)
Starting at 18th level, when you fail a saving throw against being charmed, frightened, paralyzed, restrained, or stunned by a spell or other magical effect, you can use your reaction to force the creature that cast the spell or created the magical effect to succeed on a saving throw against your spell save DC or suffer the same condition for the same duration.
If both you and the creature that targeted you are affected by a condition as a result of this feature and that condition allows for subsequent saving throws to end the effect, the condition ends for both of you if either one of you succeeds on a subsequent saving throw.
Cosmic Affinity
Cosmic Affinity (Level 3)
Cosmic Empowerment (Level 6)
At 6th level you learn to strengthen your spells with the power of the astral phase you inhabit. You gain certain benefits based on which phase for your Astral Phases feature you are in.
Lunar
While in the lunar phase, you have resistance to cold damage, and when you cast a spell of 1st-level or higher that deals cold or radiant damage, you can add your Charisma modifier to one damage roll of that spell.
Solar
While in the solar phase, you have resistance to fire damage, and when you cast a spell of 1st-level or higher that deals fire or radiant damage, you can add your Charisma modifier to one damage roll of that spell.
Stellar Nova (Level 14)
Starting at 14th level, when you change which phase for your Astral Phases feature you are in, you can spend 3 sorcery points to burst with cosmic power, causing an effect depending on which phase you are entering. The saving throw DC for this effect is your spell save DC.
Lunar
Each other creature within 15 feet of you must make a Constitution saving throw. On a failed saving throw, a creature is restrained until the end of your next turn. Also, if you choose, the ground within 15 feet of you becomes frozen by ice, making it difficult terrain for other creatures that lasts for 1 minute. The difficult terrain ends instantly if you enter the solar phase or use a bonus action on your turn to end it.
Solar
Each other creature within 15 feet of you must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of your next turn. Also, if you choose, the ground within 15 feet of you becomes lit with golden flames that reach 5 feet high and last for 1 minute. Each creature other than you that ends its turn in the area takes fire damage equal to your Charisma modifier (minimum 1). The fire vanishes instantly if you enter the lunar phase or use a bonus action on your turn to end it.
Eclipse (Level 18)
When you reach 18th level, you gain the ability to enter a state of cosmic alignment that combines solar and lunar power. As a bonus action, you enter the eclipse state, which lasts for 1 minute. You gain the following benefits while in the eclipse state.
You gain the benefits for being in both the lunar and solar phases from your Astral Phases and Cosmic Empowerment features, regardless of what phase you are actually in. The bonus to damage from spells that deal radiant damage is not cumulative.
Your Astral Phases feature is improved: the lunar ward affects the next two attacks instead of only one, and the range for the solar flare increases to 30 feet.
You have a flying speed equal to your walking speed.
You have resistance to radiant damage.
Enemies have disadvantage on saving throws made to resist your Stellar Nova feature, and it only costs 2 sorcery points to use instead of 3.
Once you have used this ability, you cannot use it again until you finish a long rest.
Cosmic Bloodline
Cosmic Bloodline (Level 3)
Reality Wrinkle (Level 6)
Starting at 6th level, you can distort reality centered around yourself as a bonus action, confounding rational attempts to break through to you. You gain a bonus to your Armor Class equal to your Charisma modifier for one minute. This effect ends early if you are incapacitated.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 3 sorcery points to use it again.
Personal Gravity Field (Level 14)
At 14th level, you gain the ability to continuously manipulate gravity around yourself, making yourself or objects you touch heavier or lighter. You gain one of the following benefits:
You gain a flying speed equal to your walking speed.
Your weight is halved, and you gain an additional action, which you can only use to Dash, Disengage or Use an Object.
Your weight is doubled, and you have advantage on saving throws to avoid being physically moved. Melee attacks you make deal additional force damage equal to your Charisma modifier. Your speeds are reduced by 10 feet, and you sink in water.
The weight of objects you touch is halved. Your Strength score becomes equal to 19, and you have advantage on Strength checks and Strength saving throws.
You can use a bonus action on your turn to lose the effects of your current benefit and gain a different benefit instead, at the cost of 3 sorcery points.
Spacetime Tear (Level 18)
At 18th level, you can rip open the fabric of spacetime itself. As an action, you can spend 9 sorcery points to select a point you can see within 200 feet and open up a vortex of swirling chaos. All creatures that start their turn within a 30 foot radius of that point become the target of a reality break spell.
This effect lasts for 1 minute, and ends early if you are incapacitated or end it as a bonus action.
Cosmic Magic
Cosmic Magic (Level 3)
Harness the Forces of the Cosmos
Your innate magic originates in the movements of galactic bodies: in the heat of a star, the radiance of cosmic rays, or the gravitational abyss of a black hole. You might have been exposed to strange cosmic forces in the midst of a void jump or during a spacewalk gone terribly wrong. Perhaps you even acquired your power deliberately through a high-energy radiation experiment. Now you can breathe freely in the vacuum of space and release cosmic rays at your fingertips, your power growing as your connection to the cosmos strengthens.
Cosmic Spells
When you reach a Sorcerer level specified in the Cosmic Spells table, you thereafter always have the listed spells prepared. Mega spells are listed separately in the Mega Spells column.
| Sorcerer Level | Spells | Mega Spells |
|---|---|---|
3 | ||
5 | ||
7 | ||
9 |
Starborn
You can breathe underwater or in the vacuum of space and you are unaffected by Extreme Temperatures and Vacuums. Additionally, in Zero-Gravity environments, you have a Fly Speed equal to your Speed.
Cosmic Rays
Immediately after you cast a damaging Sorcerer spell with a spell slot, you can take a Bonus Action to channel the residual magic into cosmic rays. Make a ranged spell attack against a creature you can see within 60 feet of yourself. On a hit, the target takes 1d4 Radiant damage for each level of the spell slot expended.
Radiation Burst (Level 6)
When you take damage from a creature within 5 feet of yourself, you can take a Reaction to emit a burst of harmful radiation in a 5-foot Emanation. Each creature you choose within the Emanation must succeed on a Constitution saving throw against your spell save DC or have the Poisoned condition until the end of your next turn.
Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points to restore your use of it (no action required).
Gravimancer (Level 14)
You always have the Reverse Gravity spell prepared and you can cast it once without a spell slot. You regain the ability to cast it in this way when you finish a Long Rest. As a Magic action, you can change the effect of the spell to that of the Intensify Gravity or Zero Gravity spell, or back to Reverse Gravity. The area affected by the spell doesn't change.
Stardust (Level 18)
When you cast a spell using a spell slot, you can create a number of motes of stardust equal to half the level of the spell slot expended (round down), which orbit around you for 1 minute. You can have a maximum of 10 motes orbiting you at one time. You can expend orbiting motes instead of Sorcery Points to use your Metamagic options.
Crimson Dynasty
Crimson Dynasty (Level 3)
Pool of Blood (Level 6)
As a bonus action, you can expend your Blood Well to magically dissolve into a pool of blood, along with everything you're wearing or carrying, for 1 hour. The transformation ends early if you drop to 0 hit points or if you choose to end it (no action required).
While you are a pool of blood, you use your game statistics with the following changes.
Your walking speed becomes 10 feet.
You gain climbing and swimming speeds equal to your walking speed, and you can climb difficult surfaces, including along ceilings, without needing to make an ability check.
You have resistance to bludgeoning, piercing, and slashing damage.
You have immunity to the prone condition.
You have advantage on Strength, Dexterity, and Constitution saving throws.
You can pass through small holes, narrow openings, and even mere cracks.
You can enter and occupy the space of another creature.
You can't drop, use, or otherwise interact with anything you were carrying or holding.
You can't talk, manipulate objects, attack, or cast spells.
Scarlet Vigor (Level 6)
You have resistance to necrotic damage. In addition, when you finish a short rest, you can expend your Blood Well to reduce your level of exhaustion, if any, by 1.
Vital Siphoning (Level 14)
You can feed on your own life essence to fuel your magic. As a bonus action, you can expend a Hit Die and choose one of the following benefits.
Blood Boil
You regain the use of your Blood Well.
Crimson Pulse
Expend your Blood Well to make the next Metamagic option you use this turn cost no sorcery point.
Sanguine Feast (Level 18)
Your hunger for vital essence is unquenchable. As an action, you can unleash tendrils of blood that lash any creatures of your choice within 30 feet of you. A target must make a Constitution saving throw, taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one. If your Blood Well is already expended when you use this action, the targets have disadvantage on the saving throw. If at least one creature takes damage from Sanguine Feast, you regain a number of hit points equal to the damage roll.
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.
Crimson Sorcery
Crimson Sorcery (Level 3)
Control the Vital Power of Your Lifeblood
Crimson Sorcerers harness the ancient magic of blood and life essence. They twist and guide the flow of this quintessential energy as a hunger grows deep within them. They manipulate their power to infuse the vitality of others, or they can rip it away and steal it for themselves.
Crimson sorcery can be acquired in a variety of ways. Some with this power were born with it. Others were infused with it through a dark ritual or grim event. There are those who discover it through lost secrets.
Consult the Crimson Origins table for a possible origin of your power.
There are a variety of ways you might have received the ability to harness your Crimson Sorcery to manipulate vitality and life essence. The Crimson Origins table offers suggestions of where your power comes from.
| 1d6 | Origin |
|---|---|
1 | One of your parents was a vampire. Though you aren't one yourself, you inherited their hunger, and it drives your magic. |
2 | You studied blood rites at a monastery that infused your own blood with power. |
3 | You survived a vampire's bite, though it left you forever changed and awakened your sorcery. |
4 | Your family suffers under a generational curse that has reared its head with you, driving you to drain vital energy. |
5 | You studied the secrets of life and death, perhaps to save yourself or a loved one. In so doing, you unlocked the crimson power in your blood. |
6 | You died, and a cunning entity offered you a second chance at life. You accepted and awoke with crimson sorcery coursing through your veins. |
Blood Well
You hold a reserve of vital energy called your Blood Well, which you can use to empower your magic and fuel other powers from this subclass. When you deal damage or restore Hit Points to a creature, you can expend your Blood Well to add 1d8 to the total for one target.
You regain your expended Blood Well when you finish a Long Rest or when a creature takes 10 or more Necrotic damage from you at one time.
Crimson Spells
When you reach a Sorcerer level specified in the Crimson Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
3 | Aid, Blood Bolt, Cure Wounds, Inflict Wounds, Blood Sacrifice |
5 | |
7 | |
9 |
Pool of Blood (Level 6)
As a Bonus Action, you can expend your Blood Well to magically dissolve into a pool of blood, along with everything you're wearing or carrying, for 1 hour. The transformation ends early if you drop to 0 Hit Points or if you choose to end it (no action required).
While you are a pool of blood, you use your game statistics with the following changes.
Your Speed becomes 10 feet.
You gain Climb and Swim Speeds equal to your Speed, and you can climb difficult surfaces, including along ceilings, without needing to make an ability check.
You have Resistance to Bludgeoning, Piercing, and Slashing damage.
You have Immunity to the Prone condition.
You have Advantage on Strength, Dexterity, and Constitution saving throws.
You can pass through small holes, narrow openings, and even mere cracks.
You can enter and occupy the space of another creature.
You can't drop, use, or otherwise interact with anything you were carrying or holding.
You can't talk, manipulate objects, attack, or cast spells.
Scarlet Vigor (Level 6)
You have Resistance to Necrotic damage. In addition, when you finish a Short Rest, you can expend your Blood Well to reduce your Exhaustion level, if any, by 1.
Vital Siphoning (Level 14)
You can feed on your own life essence to fuel your magic. As a Bonus Action, you can expend a Hit Points Die and choose one of the following benefits.
Blood Boil
You regain the use of your Blood Well.
Crimson Pulse
Expend your Blood Well to make the next Metamagic option you use this turn cost no Sorcery Points.
Sanguine Feast (Level 18)
Your hunger for vital essence is unquenchable. As a Magic action, you can unleash tendrils of blood that lash any creatures of your choice within 30 feet of you. A target must make a Constitution saving throw, taking 5d8 Necrotic damage on a failed save, or half as much damage on a successful one. If your Blood Well is already expended when you use this action, the targets have Disadvantage on the saving throw. If at least one creature takes damage from Sanguine Feast, you regain a number of Hit Points equal to the damage roll.
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.
Variant: Bloodless Crimson Sorcerers
If you're playing a character from a species that lacks blood in the traditional sense, you can still take the Crimson Sorcery subclass. The essence of Crimson Sorcery is lifeforce, or animating energy that approximates life.
Cursed Existence
Cursed Existence (Level 3)
Curse Infusion (Level 6)
Starting at 6th level, once during each of your turns when you cause one or more creatures to make a saving throw against a spell you cast, you can spend a number of sorcery points equal to the spell's level (1 sorcery point if the spell is a cantrip), to infuse the spell with the debilitating power of your curse. When you do, choose one ability. Each creature that fails its saving throw against the spell this turn also has disadvantage on the next ability check or attack roll it makes using the chosen ability before the start of your next turn.
Blessing in Disguise (Level 14)
At 14th level, you gain an additional benefit based on the curse you chose as your Vile Affliction. Any spell you learn through this feature counts as a sorcerer spell for you.
Curse Bombardment (Level 18)
Starting at 18th level, you can flood your enemies with the horrific energies of your curse. As a bonus action, you can spend 5 sorcery points to cause a creature you can see within 30 feet of you to have disadvantage on all saving throws until the end of the turn.
Deathtouched
Deathtouched (Level 3)
Necrotic Affinity (Level 6)
At 6th level, you learn two necromancy spells from any class. A spell you choose must be of a level you can cast. Whenever you gain a level in this class, you may choose one of these necromancy spells and replace it with another necromancy spell from any class. The chosen spells count as sorcerer spells for you but don't count against the number of sorcerer spells you know.
Incorporeal Figure (Level 14)
Starting at 14th level, you have the ability to become temporarily incorporeal. As a bonus action on your turn, you can spend 2 sorcery points to become incorporeal, gaining the ability to move through objects as if the objects were difficult terrain, and you become immune to the grappled and restrained conditions. For the duration, your movement doesn't provoke opportunity attacks, and your speed is increased by 15 feet.
The incorporeal effect ends at the end of your next turn. If you are inside an object when the effect ends, you are ejected to the nearest empty space and take 1d10 force damage.
Possession (Level 18)
At 18th level, you gain the ability to take control of another creature's body. As an action, you can spend 5 sorcery points to attempt to possess a creature of size Large or smaller within 5 feet of you. That creature must succeed on a Charisma saving throw against your sorcerer spell save DC or be possessed for up to 1 hour. On a success, you then disappear, and the target is incapacitated and loses control of its body. While possessing a creature, you can't be targeted by any attack, spell, or other effect, and you retain your alignment, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies.
At the start of each of your turns, if the possessed creature has been damaged at least once since the end of your last turn it can repeat the saving throw, ending the effect on a success. You may also end the effect using your bonus action. A target is immune to Possession for 24 hours after succeeding on the saving throw.
Deep Diviner
Deep Diviner (Level 3)
Earth Node (Level 6)
6th-level Deep Diviner feature
You learn to harness the energy of earth nodes-small outcroppings of magical stone buried just beneath the surface that only those deeply attuned to the earth can sense. As a bonus action, you can summon an earth node at an unoccupied space on the ground you can see within 30 feet of you. You and friendly creatures gain a +1 bonus to AC, attack rolls, ability checks, and saving throws while within 10 feet of an earth node summoned in this way.
A summoned earth node occupies a 5 foot cube space, has an AC of 20, and has hit points equal to twice your sorcerer level. It crumbles to rubble after 1 minute or when it is reduced to 0 hit points, and the space it occupied becomes difficult terrain for 1 minute.
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.
Elemental Transformation (Level 14)
14th-level Deep Diviner feature
Your connection to the earth has begun to alter your body in a number of ways:
You gain a burrowing speed equal to your walking speed.
You gain the Earth Glide feature: You can burrow through nonmagical, unworked earth and stone. While doing so, you doesn't disturb the material you move through.
You gain tremorsense with a range of 60 feet.
You gain an additional 30 hit points.
Improved Nodes (Level 18)
18th-level Deep Diviner feature
Your mastery of your earth nodes increases. You can now immediately summon an earth node whenever you cast a spell of 5th level or higher and you can use a bonus action to move a summoned earth node up to 30 feet along the ground. You can move an earth node through other creatures' spaces without treating those spaces as difficult terrain, but you can't end an earth node's movement in another creature's space. If you move an earth node into a space occupied by a hostile creature, that creature must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 4d6 bludgeoning damage and is knocked prone.
Delerium Soul
Delerium Soul (Level 3)
Contaminated Sorcery (Level 6)
When you cast a contaminated spell, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, you don't gain a Contamination Level by casting the spell, and if the spell requires delerium as a material component, it is not consumed by the spell. In addition, casting a contaminated spell in this manner immediately causes an Arcane Anomaly (see page 233).
Incomprehensible Arcana (Level 14)
You can tap into contaminated energy to cast a spell you do not know. You can cast any spell from any class spell list. The spell must be of a level for which you have spell slots, and you must expend a spell slot as normal. Casting the spell uses the spell's normal casting time, and if the spell has material components, you must provide those components as normal. As part of casting the spell, but before the spell takes effect, you gain a number of Contamination Levels equal to half the spell's level, rounded down (minimum of one). You can't prevent or reduce these Contamination Levels by any means, but you can remove them as normal.
Chaos Theory (Level 18)
Once per turn when you make an attack roll, ability check, or saving throw, you can choose to trigger an Arcane Anomaly (see page 233). If you do, you make that roll with advantage. You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain all expended uses when you finish a long rest.
Demigod
Demigod (Level 3)
Empowered Magic (Level 6)
Starting at 6th level, echoes of divine power flow through your spells. When you cast a spell, you may spend 1 sorcery point to increase the spell's level by 1. You cannot use this feature to increase a spell's level by more than 1. For example, if you use a 5th-level spell slot to cast fireball as a 5th-level spell, you may spend 1 sorcery point to cast the spell at 6th level instead.
Divine Resistance (Level 14)
Starting at 14th level, your divine blood allows you to shrug off effects that would destroy mere mortals. When you fail a saving throw, you may choose to succeed instead. You may use this feature once, and you regain the ability to do so after completing a long rest.
Ascendant Sorcery (Level 18)
Starting at 18th level, your power has begun to rival your divine ancestor's. When you use the Empowered Magic feature, you may increase the spell's level by more than 1. You must spend 1 sorcery point for each level that you add to the spell.
Demigod
Demigod (Level 3)
Empowered Magic (Level 6)
Starting at 6th level, echoes of divine power flow through your spells. When you cast a spell, you may spend 1 sorcery point to increase the spell's level by 1. You cannot use this feature to increase a spell's level by more than 1. For example, if you use a 5th-level spell slot to cast fireball as a 5th-level spell, you may spend 1 sorcery point to cast the spell at 6th level instead.
Divine Resistance (Level 14)
Starting at 14th level, your divine blood allows you to shrug off effects that would destroy mere mortals. When you fail a saving throw, you may choose to succeed instead. You may use this feature once, and you regain the ability to do so after completing a long rest.
Ascendant Sorcery (Level 18)
Starting at 18th level, your power has begun to rival your divine ancestor's. When you use the Empowered Magic feature, you may increase the spell's level by more than 1. You must spend 1 sorcery point for each level that you add to the spell.
Demigod Bloodline
Demigod Bloodline (Level 3)
Force of Will (Level 6)
From 6th level onwards, your foes find it an act of will to resist the force of your spells. If a creature succeeds a saving throw against a spell you cast of 1st level or higher, it has disadvantage on its next attack made before the start of your next turn.
Shrouded Passage (Level 14)
Ascendant Presence (Level 18)
At 18th level you gain the ability to appear as a glorious deity to those around you. You can use your bonus action and spend 5 sorcery points to emanate the presence of a god. All creatures that can see you are forced to make a Wisdom saving throw or suffer disadvantage on all saving throws caused by your spells and abilities for the next hour. The target succeeds automatically if it is immune to being charmed.
Desert Soul
Desert Soul (Level 3)
Mirage (Level 6)
At 6th level, you learn the mirror image spell. If you already know this spell, you learn a different sorcerer spell of your choice. The spell doesn't count against your number of spells known. You can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, any creature within 10 feet of you that destroys one of the spell's illusions takes fire damage equal to half your sorcerer level, as the illusion bursts into a wave of scalding air and sand.
Desert Nomad (Level 14)
Beginning at 14th level, you have the ability to step into the heart of the twisters you create. Immediately after a creature is pushed by your Sandstorm feature, you can spend 2 sorcery points to teleport to the storm's space. You can also teleport in this way if you create the storm in a space that is unoccupied. When you teleport in this way, you and any equipment you are wearing or carrying are invisible until the end of your turn.
Sand Form (Level 18)
At 18th level, you can become as intangible as sand. You can spend 5 sorcery points as a bonus action to magically transform yourself into a sand-like form. In this form, you have the following benefits:
You can't be grappled.
You and any equipment you are wearing or carrying can move through a space as narrow as 1 inch without squeezing.
You can move through the space of any creature, regardless of its size, and difficult terrain doesn't cost you extra movement.
In addition, when an attacker that you can see hits you with an attack, you can use your reaction to turn to sand. Until the end of that turn, you have resistance to all damage, including against the triggering attack.
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.
Dhampir Bloodline
Dhampir Bloodline (Level 3)
Vampire Magic (Level 3)
Resilient Morbidity (Level 3)
Drain Vitality (Level 6)
Beginning at 6th level, you gain the ability to draw strength from your victims, which grants you the following benefits:
When you hit a creature with a bite or melee spell attack, you can spend any number of sorcery points to expend a number of the target's hit dice equal to the number of points spent, or your own hit dice. You then roll the dice, adding your Constitution modifier to each roll, and gain temporary hit points equal to the result. The target must have at least one hit die remaining.
Creatures that you are grappling or whose hit dice you have expended within the last 24 hours have disadvantage on saving throws against being charmed by you.
You ignore immunity to the charmed condition.
Crimson Tide (Level 14)
Starting at 14th level, you can use an action to gather strength from nearby spilled blood and transform it into a torrent that whirls around you.
Choose a number of corpses, creatures charmed by you, and creatures you targeted with your Drain Vitality feature in the last hour within 30 feet of you, spending 1 sorcery point for each creature chosen. You gain the following benefits for 1 minute or until you choose to end this state as a bonus action, based on the number of points spent.
If you spent at least 1 point, you can use your action to conjure a wave of rancid blood that crashes down on an area up to 30 feet long, 10 feet wide, and 10 feet tall, within 30 feet of you. Each creature in the area must make a Dexterity saving throw against your sorcerer spell save DC. On a failed save, a target takes 4d8 necrotic damage and is knocked prone. On a success, a target takes half as much damage and is not knocked prone.
If you spent at least 5 points, you regain hit points equal to the number of points spent at the start of each of your turns.
If you spent at least 10 points, your sorcerer spells are augmented as if you had cast them using a spell slot 2 levels higher than the slot you used (to a maximum of 9th level).
You can use this feature once per long rest.
Brood Lord (Level 18)
At 18th level, power flows freely between you and your victims. When you use your Crimson Tide feature, choose a number of targeted creatures or corpses up to your Charisma modifier (a minimum of 1). You can include yourself in this selection.
Each corpse is animated as a vampire spawn. The DM has this creature's statistics.
Each target regains 10 hit points at the start of each of its turns if it has at least 1 hit point and isn't in sunlight or running water, and has not taken radiant damage since the end of its last turn. It can also climb difficult surfaces (including upside down and on ceilings) without needing to make an ability check, and its speed increases by 10 feet.
When your Crimson Tide ends, your targets lose all benefits from this feature, and the corpses collapse into a harmless heap.
Divine Right
Divine Right (Level 3)
Words of Vigor (Level 6)
The power of your voice uplifts those who choose to follow you. Starting at 6th level, you can use a bonus action to spend a number of Sorcery Points, up to your Charisma modifier (minimum of 1) and grant a friendly creature within 30 feet that can hear you temporary hit points. The creature gains 1d8 temporary hit points for each Sorcery Point you spend.
The temporary hit points from this ability only last until the end of the creature's next short or long rest.
Regal Presence (Level 14)
Upon reaching 14th level, your presence inspires confidence in all who follow you. When a friendly creature within 60 feet that can see or hear you, is forced to make a saving throw, you can grant them advantage on their roll as a reaction.
Additionally, your presence cows those who stand before you. The range of your Words of Authority becomes 15 feet.
Divine Command (Level 18)
Upon reaching 18th level, you become a legendary figure of authority for your people, and your voice is blessed with increased divine power. You learn the divine word spell. It becomes a sorcerer spell for you, but it doesn't count against your total number of Spells Known. As an action, you can cast divine word without expending a spell slot. Once you do so, you must finish a long rest before you can cast divine word at no cost again.
Divine Soul
Divine Soul (Level 3)
Empowered Healing (Level 6)
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
Otherworldly Wings (Level 14)
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Unearthly Recovery (Level 18)
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest.
Divine Soul (Revised)
Divine Soul (Revised) (Level 3)
Empowered Healing (Level 6)
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
Otherworldly Wings (Level 14)
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Unearthly Recovery (Level 18)
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest.
Divine Soul (Variant Magic)
Variant Divine Magic (Level 3)
Divine Soul (Level 3)
Empowered Healing (Level 6)
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
Otherworldly Wings (Level 14)
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Unearthly Recovery (Level 18)
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest.
Divine Soul Sorcery
Divine Soul Sorcery (Level 3)
Embody the Magic of the Heavens
Your magic is a gift from the divine, a spark of celestial power within your soul. It may come from an ancestor who served the gods, a prophecy that marked you as a chosen vessel, or perhaps your ancestor was an angel turned mortal. This divine connection makes you a figure of reverence or fear, a living symbol of divine favor that can challenge existing religious orders. In some cultures, only those with a Divine Soul are seen as true leaders of faith, passing this sacred magic down through their bloodlines.
Divine Magic
Your link to the Divine allows you to learn spells from the Cleric class. When your Spellcasting feature lets you learn or replace a Sorcerer cantrip or prepare a Sorcerer spell of level 1+, you can choose the new spell to be from the Cleric spell list or the Sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell.
In addition, your connection to a Divine source of magic ensures that you always have certain spells ready; when you reach a Sorcerer level specified in the Divine Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Favored by the Gods
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.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended uses when you finish a Long Rest. You cannot use this feature multiple times on the same roll.
Empowered Healing (Level 6)
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 number of healing dice up to your Charisma modifier (minimum of one), provided you don't have the Incapacitated condition. You can use this feature only once per turn.
Otherworldly Wings (Level 14)
As a Bonus Action, you can cause spectral wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
These wings take on an appearance depending on the source of your divine power: eagle wings for good or law-aligned sources, bat wings for evil or chaos, and dragonfly wings for neutrality.
Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Unearthly Recovery (Level 18)
You gain the ability to overcome grievous injuries. As a Bonus Action when you are Bloodied, 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 unless you spend 6 Sorcery Points (no action required) to restore your use of it.
Draconic Bloodline
Draconic Bloodline (Level 3)
Elemental Affinity (Level 6)
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings (Level 14)
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence (Level 18)
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Draconic Bloodline (Fang)
Draconic Bloodline (Fang) (Level 3)
Draconic Affinity (Level 6)
Starting at 6th level, when you cast a spell that deals bludgeoning, piercing, or slashing damage, add your Charisma modifier to that damage. You also gain the ability to spend 2 sorcery points to gain resistance to magic for 1 minute.
Sorcerous Frenzy (Level 14)
The rage of the fang dragon flows in your blood. At 14th level, you can call upon that anger, and channel it into your magic. On your turn, you can enter a sorcerous frenzy as a bonus action. While frenzying, you gain the following benefits:
You gain a +2 bonus to your spell save DC.
Your spell attack critical range increases by 1.
The spell point cost for metamagic options is reduced by half, to a minimum of 1.
The spell point cost for creating spell slots is reduced by 1.
Your frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't damaged a hostile creature since your last turn or taken damage since then. You can also end your frenzy on your turn as a bonus action.
Once you have used this feature, you cannot do so again until you finish a long rest.
Draconic Presence (Level 18)
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Draconic Bloodline (Fang)
Draconic Bloodline (Fang) (Level 3)
Draconic Affinity (Level 6)
Starting at 6th level, when you cast a spell that deals bludgeoning, piercing, or slashing damage, add your Charisma modifier to that damage. You also gain the ability to spend 2 sorcery points to gain resistance to magic for 1 minute.
Sorcerous Frenzy (Level 14)
The rage of the fang dragon flows in your blood. At 14th level, you can call upon that anger, and channel it into your magic. On your turn, you can enter a sorcerous frenzy as a bonus action. While frenzying, you gain the following benefits:
You gain a +2 bonus to your spell save DC.
Your spell attack critical range increases by 1.
The spell point cost for metamagic options is reduced by half, to a minimum of 1.
The spell point cost for creating spell slots is reduced by 1.
Your frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't damaged a hostile creature since your last turn or taken damage since then. You can also end your frenzy on your turn as a bonus action.
Once you have used this feature, you cannot do so again until you finish a long rest.
Draconic Presence (Level 18)
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Draconic Bloodline (Revised)
Draconic Bloodline (Revised) (Level 3)
Elemental Affinity (Level 6)
Starting at 6th level, you gain resistance to damage of the type associated with your draconic ancestry. In addition, once per turn, when you deal damage of that type with a spell you cast, you can add your Charisma modifier to the damage roll.
Dragon Wings (Level 14)
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence (Level 18)
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Draconic Bloodline (Variant Magic)
Draconic Magic (Level 3)
Draconic Bloodline (Level 3)
Elemental Affinity (Level 6)
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings (Level 14)
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence (Level 18)
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Draconic Bloodline, Revised
Draconic Bloodline, Revised (Level 3)
Elemental Affinity (Level 6)
Starting at 6th level, when you cast a spell that deals damage of the type associated with your dragon ancestor, you can add your Charisma modifier to one damage roll of that spell.
You also learn the absorb elements spell, which doesn't count against your number of sorcerer spells known, and you can use it against poison damage as well. You can cast it by spending 1 sorcery point or by expending a spell slot.
If the damage that triggers this spell is of the type associated with your dragon ancestor, then you can cast it without expending a spell slot or spending a sorcery point. If you already have resistance against this damage type when casting it this way, then you cast it at a spell level that is equal to your proficiency bonus.
Dragon Wings (Level 14)
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, granting you a flying speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. Your clothes are magically changed to accommodate them, but armor has to be modified to accommodate them.
Additionally, you suffer none of the drawbacks of old age, you can't be aged magically, and your lifespan extends by 1000 years.
Draconic Presence (Level 18)
Beginning at 18th level, you have advantage on melee attack rolls against creatures that are frightened.
In addition, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet for 1 minute. The first time a Hostile creature starts its turn in this aura it 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.
Draconic Sorcery
Draconic Sorcery (Level 3)
Breathe the Magic of Dragons
Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.
Draconic Resilience
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Draconic Spells
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Elemental Affinity (Level 6)
Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.
Dragon Wings (Level 14)
As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Dragon Companion (Level 18)
You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Earth Sorcery
Earth Sorcery (Level 3)
Stone Aegis (Level 6)
Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your and your allies' protection.
As a bonus action, you can grant an aegis to yourself or one allied creature you can see within 60 feet of you. The aegis is an aura of defensive earth magic, causing protective earth to appear between your ally and attacking weapons. Any bludgeoning, piercing, or slashing damage the target takes is reduced by your Charisma modifier. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to cause a blast of rock to burst from the aegis, dealing 2d10 bludgeoning damage to the attacker. The aegis then immediately ends on that creature.
At 10th level, you can grant an aegis to two creatures with the same bonus action. This increases to three at 14th level, and four at 18th level.
You can use this feature a number of times equal to your proficiency bonus, and can use an action and spend 3 sorcery points to regain a use. You regain all expended uses when you complete a long rest.
Stone's Edge (Level 14)
Starting at 14th level, once per turn, when a creature takes bludgeoning, piercing or slashing damage from a spell you cast of 1st level or higher, it takes an additional amount of the same type of damage equal to half your sorcerer level (rounded up).
Earthen Form (Level 18)
Starting at 18th level, when your Armor Class is affected by Stone's Durability, you gain resistance to bludgeoning, piercing and slashing damage, and you have advantage on saving throws against being moved or knocked prone. In addition, you gain tremorsense with a range of 30 feet.
Elemental Earth Bloodline
Elemental Earth Bloodline (Level 3)
Wait and Listen (Level 6)
Starting at 6th level, you gain tremorsense out to 60 feet. When a creature you can detect with tremorsense misses you with an attack or you succeed a save against a spell, you can use your reaction to send a shockwave through the earth at the attacker or caster. A magical bludgeon of earth emerges from the ground and strikes the target. The target takes bludgeoning damage equal to half your sorcerer level + your Charisma modifier.
Burrower (Level 14)
Starting at 14th level you can move through earth like a fish swims through water. You gain a burrow speed equal to your walking speed. You can burrow through solid rock at half your burrow speed. The tunnel you leave behind is as wide as you are. Using a bonus action you can will the tunnels you dig to collapse behind you on your turn. You may not collapse a pre-existing tunnel, even one made by you on other turns.
Earthkin (Level 18)
At 18th level you unlock the traits of your elemental bloodline:
You no longer need to eat or breathe.
When you are not burrowing through rock you can choose to not disturb the material you move through.
You are immune to the petrified condition.
You are immune to poison.
Elemental Essence
Elemental Essence (Level 3)
Infuse Elements (Level 6)
Starting at 6th level, you gain resistance to the damage type associated with your heritage.
Additionally, when you damage a creature with a spell, you can spend 1 sorcery point to enhance it with the power of your heritage element. The spell takes on a visual cast that reflects the elemental infusion (fire and embers dance in the area, wind swirls around a bolt of energy, and so forth) and delivers the following additional effects depending on your heritage:
- Air.
- Earth.
- Fire.
- Water.
Elemental Jaunt (Level 14)
At 14th level, you can Teleport by skimming the outer boundary of the Elemental Planes. As a bonus action, you can magically Teleport up to 60 feet to an unoccupied space you can see. When you appear, you can create one of the following effects, depending on your heritage element:
- Air.
- Earth.
- Fire.
- Water.
Saving throws against these effects are made against your spell save DC. You can use this feature twice. You regain all expended uses when you finish a short or long rest.
Elemental Soul (Level 18)
At 18th level, you gain immunity to the damage type associated with your heritage element.
Depending on your elemental heritage, you also gain one of the following benefits:
- Air.
- Earth.
- Fire.
- Water.
Elemental Magic
Elemental Magic (Level 3)
Elemental Mastery (Level 6)
Starting at 6th level, you can spend 1 sorcery point as an action on your turn to gain resistance for 1 hour to a particular damage type determined by your choice for your Elemental Specialty feature.
Air
You gain resistance to thunder damage.
Earth
You gain resistance to poison damage.
Fire
You gain resistance to fire damage.
Water
You gain resistance to cold damage.
In addition, you choose one of the following cantrips, each found in Xanathar's Guide to Everything and also the Elemental Evil Player's Companion: control flames, gust, mold earth, or shape water.
If you don't know the chosen cantrip, you learn it, and it doesn't count against the number of cantrips you can learn as a sorcerer. This spell can't be replaced when you gain a level in this class. If you already know the cantrip, it becomes more powerful for you instead: the range of the spell is increased by 30 feet for you.
When you reach 10th level, then again at 14th level, you choose a cantrip from the list again. You can choose a new cantrip or the same cantrip again. The effects are the same, and the increases to range are cumulative. If you choose the same cantrip all three times, distances within the spell's description are also tripled for you.
Whenever you gain a sorcerer level, you can change up to one of the decisions you made for this feature.
Elemental Talent (Level 6)
Also at 6th level, you gain 3 bonus sorcery points. These sorcery points can't be converted into spell slots and can only be used for metamagic or a class feature granted by this subclass. If metamagic, the option you use must affect a spell of 1st-level or higher, and it must fit certain criteria that are determined by your choice of one of five talents when you gain this feature.
You regain any unexpended sorcery points when you finish a long rest. You gain an additional one of these bonus sorcery points when you reach 10th level, and again at 14th level and 18th level.
Choose one of the following options for your talent.
Primordial Emissary (Level 14)
Starting at 14th level, you know conjure elemental and conjure minor elementals as sorcerer spells, and they don't count against the number of sorcerer spells you can learn. As an action, you can spend 4 sorcery points to cast conjure minor elementals or 5 sorcery points to cast conjure elemental, without expending a spell slot. You can cast conjure minor elementals once as an action without expending a spell slot or sorcery points, and you regain the ability to do so when you finish a long rest.
When you cast a spell that summons or creates an elemental, you gain a bonus to any Constitution saving throws you make to maintain concentration on the spell equal to your Charisma modifier (minimum+ 1).
In addition, you can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those speaking its dialects: Aquan, Auran, lgnan, and Terran. Whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.
Transmute Body (Level 18)
At 18th level, your body becomes a vessel for elemental magic, and you choose one of the following elementals: air elemental, earth elemental, fire elemental, or water elemental. You can spend 4 sorcery points as an action on your turn to transform into that element.
For 1 minute, your game statistics are replaced by the statistics of your chosen elemental, but you retain your size, hit points, alignment, personality, and your Intelligence, Wisdom, and Charisma scores. You retain your AC if it is higher than your new form's. You also retain all of your skill and saving throw proficiencies, and the benefit of any features from your class, race, or other source. You can still speak, use your hands, and cast spells. Your equipment is unharmed by your new form and you can use it as normal.
The transformation ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you have used this feature, you can't use it again until you finish a short or long rest.
Emberheart
Emberheart (Level 3)
Wild Fire (Level 6)
Starting at 6th level, you can cause fire to erupt from the ruin of your foes. When you reduce a Small or larger creature to 0 hit points with a spell that deals fire damage, you can use your reaction to force creatures of your choice within 10 feet of that creature to make Dexterity saving throw. They take fire damage based on the size of the creature, as indicated in the table below, on a failure, and half as much on a success.
Tiny | 0 | Large | 3d6 |
Small | 1d6 | Huge | 4d6 |
Medium | 2d6 | Gargantuan | 5d6 |
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all of your expended uses when you finish a long rest.
Kindle the Flame (Level 14)
Your body is restored when you draw on the elemental flame. Beginning at 14th level, when you cast a fire spell of 1st-level or higher, you can choose to gain temporary hit points equal to the level of the fire spell + your Charisma modifier.
Primordial Inferno (Level 18)
Your flaming soul has become an inferno, making you more elemental then mortal. Starting at 18th level, you don't need to eat, drink, or sleep, and you are immune to fire damage.
When you take damage from a creature within 60 feet, you can use your reaction to force it to make Dexterity saving throw. On a failure, they take fire damage equal to your level.
Emotion Lord
Emotion Lord (Level 3)
Mood Swing (Level 6)
Starting at 6th level, you can channel great swings of emotional energy at a whim. You can use the following abilities, regardless of your emotional state:
Burning Rage. As a bonus action on your turn, you can spend 1 sorcery point to ignite in arcane fury. Until the start of your next turn, when a creature comes within 5 feet of you or starts its turn there, it must make a Dexterity saving throw against your spell save DC. On a failed save, it takes 2d6 fire damage.
Crestfallen. Beset by sorrow, you can spend 2 sorcery points as a bonus action on your turn to fade out the world. Until the start of your next turn, you are visibly transparent, and attack rolls against you have disadvantage. This effect ends early if you are hit by an attack.
Flight of Terror. You can spend 1 sorcery point to take the Disengage action as a bonus action on your turn.
Heartsick. Overcome by lovesickness, you can use your bonus action and spend 1 sorcery point to end one effect on yourself that is causing you to be charmed or frightened.
Moment of Bliss. As a bonus action, you can spend 1 sorcery point to gain a flying speed equal to your walking speed until the end of your turn. If you end your turn in the air without anything holding you aloft, and you are within 30 feet of the ground, you float gently to the ground. Otherwise, you fall.
Shift Temperament (Level 14)
At 14th level, you can use your action to bend the emotions of a creature you can see within 60 feet, which must make a Charisma saving throw against your spell save DC. If the creature fails its saving throw, you can use one of the following abilities on it:
Charmed. You spend 1 sorcery point, and the creature is charmed by you for 1 minute. This effect ends early if you or your companions do anything harmful to the creature.
Frenzied. You spend 3 sorcery points to cause the creature to become frenzied for up to 1 minute. The creature can repeat this saving throw whenever it takes damage, ending the effect on itself on a success.A frenzied creature loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an opportunity attack if any creature provokes one.
Frightened. You spend 1 sorcery point, and the creature is frightened by you for up to 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Indifferent. If the creature is hostile towards you, you can spend 2 sorcery points to render it indifferent toward you for up to a minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
Vibrant Soul (Level 18)
By 18th level, you have mastery over your mercurial feelings. You know all of the spells on your Emotional Spells list at all times. Additionally, you learn the spell antipathy/sympathy, which counts as a sorcerer spell for you and doesn't count against your total number of spells known. You can cast this spell by spending 10 sorcery points, instead of using a spell slot.
Entropist Bloodline
Entropist Bloodline Origin (Level 3)
Entropic Damage (Level 6)
Starting at 6th level, your aura of entropy also dissolves organic flesh. Each creature you choose in your Aura of Entropy must succeed on a Constitution saving throw against your spell save DC or lose a number of hit points equal to 1d4 + your spellcasting ability modifier at the start of each of its turns. While the creature remains in your aura, its body continues to dissolve, and the creature continues to lose hit points at the start of its turns unless it succeeds on the Constitution saving throw. On a successful save, the creature is immune to this effect for 24 hours.
Resistances to Natural Law (Level 14)
Starting at 14th level, you are partially protected against the flow of entropy. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons. You also gain advantage on saving throws against any spell cast or effects created by lawful creatures.
Additionally, you gain advantage against petrification and any other transmutation effect that would change the composition of your body or physical form, like polymorph.
Sphere of Entropy (Level 18)
Starting at 18th level, as an action you can rip the fabric of space and create a swirling void in the multiverse, summoning a sphere of annihilation out of raw entropy. The sphere remains in existence for 1 minute, and you have advantage on rolls to control the sphere. You can't use this feature again until you finish a long rest.
Ethereal Sorcery
Ethereal Sorcery (Level 3)
Channel the Power of the Dead
Born from the boundary between the Material and Ethereal Planes, your magic is infused with ghostly energy. Whether you have been touched by spirits or have drifted through the Ethereal Plane before birth, you exist between worlds ─ never quire fully in one or the other.
Ethereal Sorcery Spells
When you reach a Sorcerer level specified in the Ethereal Sorcery Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
3rd | Gentle Repose, Hex, Pass without Trace, Protection from Evil and Good |
5th | |
7th | |
9th |
Ghostly Step
Your connection to the Ethereal Plane grants you unnatural mobility. You can use your Bonus Action to gain the following benefits until the start of your next turn:
Ethereal Movement
You become partially translucent, allowing you to move through the space of creatures and objects as if it were Difficult Terrain. If you end your turn in an unoccupied space you take 1d10 force damage, which cannot be reduced, and are moved to the closest unoccupied space.
Weapon Avoidance
Non-magical weapon attacks against you are rolled with Disadvantage.
Phasewalk (Level 6)
When using your Ghostly Step, you may also teleport to a space within 30 feet.
You can use this feature a number of times, equal to your Charisma modifier, regaining all uses when you finish a Long Rest.
Touch of the Veil (Level 14)
Your bond with the Ethereal Plane has allowed you to move more freely between the material and ethereal planes. You gain the following benefits:
Ethereal Sight
You can see 30 feet into the Ethereal Plane.
Ethereal Step
As a Bonus Action you can cast the Blink spell with this feature, without expending a spell slot, but the spell ends at the start of your next turn.
One Foot in the Grave (Level 18)
When you are reduced to 0 Hit Points, you can choose to temporarily vanish into the Ethereal Plane, as if the Etherealness spell has been cast on you. At the start of your next turn, you regain Hit Points equal to your sorcerer level and you can appear anywhere within 30 feet of space you disappeared from.
You can use this feature once, regaining the use when you finish a Long Rest or by expending 6 Sorcery Points (no action required).
Faeblood
Faeblood (Level 3)
Seasonal Attunement (Level 6)
Beginning at 6th level, you can align yourself with one of the seasons like a true Fey. At the end of each long rest, choose a season and gain the benefits listed below. Each season grants you a resistance and advantage on certain rolls.
| Season | Damage Type | Roll With Advantage |
|---|---|---|
Spring | Lightning | Hit Die Rolls |
Summer | Fire | Initiative Rolls |
Autumn | Poison | Concentration Checks |
Winter | Cold | Death Saving Throws |
Gateway Magic (Level 14)
Your magic allows you to slip between the Feywild and the material plane. Starting at 14th level, after you cast a spell of 1st-level or higher, can choose to teleport to an unoccupied space of your choice within 30 feet that you can see.
When you use this feature, you can spend Sorcery Points to increase its range by 10 feet for each Sorcery Point.
Intoxicating Presence (Level 18)
You exude the intoxicating presence of an Archfey. Starting at 18th level, creatures of your choice within 15 feet of you have disadvantage on saving throws to resist enchantment spells.
Farseer
Farseer (Level 3)
Commune with the Unknown (Level 6)
Upon reaching 6th level, your prophetic insight allows you to commune with otherworldly powers. By focusing all your attention on a single yes-or-no question for 1 minute, you can pose that question to the powers beyond. The entity that responds to your question has vast knowledge of everything that has happened and of everything that is likely to happen. It isn't omniscient, however; it can predict the future only in terms of what may happen, not what's certain to happen. Questions about the future must be phrased in terms of what's possible or plausible to avoid nonanswers. You must finish a short or long rest before communing with the unknown again.
Time Slip (Level 14)
Beginning at 14th level, the skeins of time enshroud your body, distorting the fabric of reality around you. As an action you can expend 3 sorcery points to step out of sync with probable futures. You can be seen only as an indistinct, shimmery outline. Attacks against you are made with disadvantage and you have resistance against nonmagical bludgeoning, piercing, and slashing damage. Additionally, you can move through other creatures and solid objects as if they were difficult terrain. If you end your turn inside a solid object, you take 5 (1d10) force damage.
The effect lasts for up to 1 minute, provided you maintain concentration on it as on a spell.
Sharing the Dream (Level 18)
At 18th level, visions of likely futures constantly weave across your consciousness. You can share that foreknowledge with your companions. As an action, you can grant up to five creatures (which can include yourself) advantage on attack rolls or saving throws (each creature chooses for itself) for up to 1 minute, provided you maintain concentration on this effect as on a spell. You must expend 2 sorcery points per affected creature to trigger this effect.
Farseer
Farseer (Level 3)
Commune with the Unknown (Level 6)
When you reach 6th level, your prophetic Insight allows you to Commune with otherworldly powers. By focusing all your attention on a single yes-or-no question for 1 minute, you can pose that question to the powers beyond. The entity that responds to your question has vast knowledge, but it isn't omniscient; it can predict only what might happen, not what's certain to occur. Questions about the future must be phrased in terms of what's possible or plausible to avoid nonanswers. You must finish a short or long rest before using this feature again.
Time Slip (Level 14)
When you reach 14th level, the skeins of time enshroud your body, distorting the fabric of reality around you. As an action, you can expend 3 Sorcery Points to step out of sync with the current timeline. You can be seen only as an indistinct, shimmery outline. Attacks against you are made with disadvantage, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical Weapons. Additionally, you can move through other creatures and solid Objects as if they were Difficult Terrain. If you end your turn inside a solid object, you take 1d10 force damage and are expelled into the nearest open space.
The effect lasts for up to 1 minute, provided you maintain concentration on it as on a spell.
Sharing the Dream (Level 18)
At 18th level, visions of likely futures constantly weave across your consciousness. You can share that foreknowledge with your companions. As an action, you can grant up to five creatures (which can include yourself) advantage on attack rolls or saving throws—each creature chooses for itself—for up to 1 minute, provided you maintain concentration on this effect as on a spell. You must expend 2 Sorcery Points per affected creature to trigger this effect.
Fey Magic
Fey Magic (Level 3)
Nature's Armor (Level 6)
Starting at 6th level, you can use a bonus action to make thorny vines cover your skin. The vines last for 1 hour.
While this feature is active, your AC can't be less than 16, regardless of what kind of armor you wear, and creatures that hit you with melee attacks take piercing damage equal to half your sorcerer level (minimum 1). This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You must finish a short or long rest before you can use this feature again.
Sylvan Embrace (Level 14)
When you reach 14th level, you can't be charmed, frightened, or put to sleep by fey and you can speak, understand, and write Druidic.
Additionally, when you cast a sorcerer spell of 1st level or higher, you can expend 1 sorcery point to make yourself and any equipment you possess invisible until the end of your next turn. This invisibility ends early if you attack or cast a spell.
Untamed Champion (Level 18)
At 18th level, whenever you cast a cantrip or spell that deals one of the following damage types, you can change the damage to another type on the same list by spending a number of sorcery points equal to the spell's level: acid, cold, fire, lightning, poison, or thunder. Changing the damage type of a cantrip costs 1 sorcery point.
Additionally, immediate before or after you cast a spell of 1st level or higher on your turn, you can spend all of your movement speed to teleport up to 15 feet to an unoccupied space that you can see.
Fey Soul
Fey Soul (Level 3)
Fey Resistance (Level 6)
By 6th level, your fey magic protects you. You have resistance to damage from spells. In addition, you can use an action to end one effect on yourself that is causing you to be charmed. Once you end an effect in this way, you can not do so again until you finish a short or long rest.
Distant Reflection (Level 6)
Also at 6th level, you have learned to project a perfect illusory duplicate of yourself, although it fails to hold up to physical inspection. You can use a bonus action to create this duplicate in an unoccupied space that you can see or in an area that you have previously visited, provided you are no more than 100 miles away from it. The duplicate remains for up to 10 minutes or until you end the effect (no action required).
You can use a bonus action on each of your turns to control the illusion, provided that you can see it. As an action while the duplicate exists you can become deaf and blind with regard to your own senses, but can see and hear as if you were in the illusions space (thereby allowing you to control it from even great distances). You remain deaf and blind in this way until the duplicate ends or until you choose to return to your normal senses (no action required). You can control the illusion as naturally as if it were your own body, moving and speaking as you normally would (although you can not cast spells as if you were in the illusions space). While you can move the illusion, it can not be moved through solid objects or through spaces smaller than your normal form would normally be able to. It also can not be moved more than 60 feet away from the space in which it first appeared.
At 14th level, the range of this feature increases to 1,000 miles, instead of 100, and at 18th level, it can be used from anywhere on the same plane of existence.
You can use your Charming Touch on a target as if you were in the illusions space. In addition, if the illusory duplicate is within 60 feet of you, you can use a bonus action to teleport to its space and dispel the illusion.
Once you have used this feature, it can not be used again until you finish a long rest or until you spend 2 sorcery points to use it again as a bonus action.
Bewildering Rebuke (Level 14)
Starting at 14th level, you can twist the minds of creatures that dare attack you. When a hostile creature that you can see hits you or an illusion you made with a melee attack, you can use your reaction to beguile it with your magic. The attacker then takes psychic damage equal to half your sorcerer level, and you can choose to use your Charming Touch feature against it as part of that reaction, expending one of its uses as normal.
In addition, when you roll initiative and have no uses of your Charming Touch feature remaining, you regain one use of it.
Redirect Magic (Level 18)
At 18th level, you can confound and control the magical powers around you. When a target that you can see within 60 feet of you casts a spell or creates a magical effect, you can use your reaction to redirect that spell or effect to a different point or target. You learn the original point or target for the spell or effect, as well as what school of magic its from (if any).
You can redirect the spell or effect to a new point or target up to 10 feet away from the original one. You can redirect it even farther in this way by spending sorcery points. For each point you spend, the new point or target can be an additional 10 feet away, up to the spell or effects maximum range.
Once this property has been used, you can't use it again until you finish a short or long rest.
Fey-Touched Bloodline
Fey-Touched Bloodline (Level 3)
Faerie Dust (Level 6)
At 6th level, you gain the ability to conjure a fistful of faerie dust, a magical substance that befuddles the senses and aids in fairy tricks. You can spend 2 sorcery points to conjure the dust as a bonus action, blowing it at one creature within 10 feet of you. A creature that inhales faerie dust has disadvantage on the next Wisdom or Charisma saving throw it makes, as well as on Wisdom (Perception) and Wisdom (Insight) checks for the next minute. Creatures that don't breathe or are immune to being charmed are unaffected by faerie dust.
Evasive Step (Level 14)
At 14th level, when you are hit by an attack, you can teleport to a spot you can see within 30 feet as a reaction, causing the attack to miss. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a long rest.
Soul of the Fey (Level 18)
At 18th level, you become immune to all effects that would charmed you, frightend you, or put you to sleep.
In addition, as a bonus action, you can extend an intoxicating aura with a radius of 30 feet. All creatures of the humanoid or beast type of your choice must succeed on a Charisma saving throw when they start their turn in this aura, or be charmed by you as long as they remain there. If you spend 5 sorcery points, you can give all creatures in your aura disadvantage on this save. The aura lasts for 10 minutes or until you end it as a bonus action. You can produce this aura a number of times equal to your proficiency bonus, and regain all expended uses when you complete a long rest.
Fireborn
Fireborn (Level 3)
Third-Degree Burns (Level 6)
Your inner fire burns even hotter. Fire damage dealt by your sorcerer spells and class features ignores resistance to fire damage, and any fire damage that you deal is increased by an amount equal to your Charisma modifier (minimum of 1).
Avatar of the Flames (Level 14)
The flames in your soul burn so hot that fire no longer hurts you. You gain immunity to fire damage and resistance to cold damage.
Conflagration Incarnate (Level 18)
You have ascended to become a living embodiment of pure fire. As a bonus action, you undergo a fiery transformation that lasts for 1 minute or until you dismiss it (no action required). While transformed, you gain the following benefits:
You have a flying speed of 30 feet and can hover.
You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
You can move through a space as narrow as 1 inch wide without squeezing.
A creature that touches you or hits you with a melee attack while within 5 feet of you takes 2d10 fire damage.
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.
Flame Sorcery
Flame Sorcery (Level 3)
Burning Blood (Level 6)
At 6th level, the fire magic flowing through you protects you from heat while melting away cold. You gain resistance to fire and cold damage. In addition, any spell or effect you create ignores resistance to fire damage.
Nourishing Fire (Level 14)
Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.
Flame Soul (Level 18)
At 18th level, you gain immunity to fire and cold damage. In addition, any spell or effect you create treats immunity to fire damage as resistance to fire damage.
Flametouched
Flametouched (Level 3)
Fleeting Flames (Level 6)
At 6th level, your magic begins to rekindle your spirit. When you cast a spell of 1st level or higher, your speed increases by 10 feet until the end of the turn. This speed bonus is increased to 20 feet at 14th level, and 30 feet at 18th level.
Phoenix's Inferno (Level 6)
Also at 6th level, you can ignite your conjured cinders into magical flames that invigorate allies and burn enemies. Once per turn when you deal fire damage to a creature within a cloud conjured by your Cinder Mage feature, you can choose to expend 1 to 5 sorcery points to cause these flames to spread throughout the cloud and any clouds that intersect with it. Hostile creatures within the connected clouds take 2d6 fire damage if 1 sorcery point was expended, plus 1d6 fire damage for each sorcery point beyond the first. Friendly creatures within the area receive half that amount as temporary hit points.
Enkindled Body (Level 14)
At 14th level, you become one with your inner flame. You gain resistance to fire damage, and your Cinder Mage feature is improved. When you activate that feature, you can either create two clouds at once—one centered on you and one centered on the spell's target—or create a single, 15-foot radius cloud centered on you. Additionally, the distance you can teleport within these clouds is increased to 30 feet. This teleportation also no longer restricts your spellcasting, and can be used when your speed is 0.
Ascendant Flame (Level 18)
Starting at 18th level, you can use your bonus action and spend 2 sorcery points to transform yourself into a fiery form for 10 minutes. While this feature lasts, you are immune to fire damage, have a flying speed equal to your walking speed, and a 15-foot radius cloud of magical cinders, like those created by your Cinder Mage feature, is conjured and follows you for the duration.
Also, you can choose to activate this feature without spending sorcery points. If you do so, it requires your concentration (as if you were concentrating on a spell).
Forest Soul
Forest Soul (Level 3)
Nature Magic (Level 3)
Fey Friend (Level 3)
Leaf Tongue (Level 6)
At 6th level, you gain the ability to speak with plants. As an action, you may spend 3 sorcery points to cast the speak with plants spell.
Forest Walk (Level 14)
At 14th level, you gain the ability to step from one tree to another. When you are within 5 feet of a tree that is taller than you, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also within 5 feet of a different tree.
Tree Form (Level 17)
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a Huge-sized animated tree similar to a treant. Any equipment you wear or hold molds into your new form.
You gain the following benefits when you take on this tree form:
You gain 138 temporary hit points
Your Strength score becomes 23 and your Dexterity score becomes 8. All other ability scores remain unchanged.
If you remain motionless, you are indistinguishable from a normal tree
You deal double damage to objects and structures with your weapon attacks.
You gain the following actions:
Multiattack. You can make two slam attacks.
Slam. Melee Weapon Attack: +10, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
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.
Frost Magic
Frost Magic (Level 3)
Cold-Hearted (Level 6)
At 6th level, you gain resistance to cold damage. When you deal cold damage to a Large or smaller creature with a spell, you can spend 1 or more sorcery points to attempt to freeze it in place. When you do, that creature's speed is reduced by 15 feet for each sorcery point you spend until the end of its next turn. If you reduce a creature's speed to 0 in this way, it takes 2d6 cold damage.
In addition, you can now use your Create Ice feature to freeze water as well as ground.
Flash Freeze (Level 14)
By 14th level, you're most confident on the ice. Your movement doesn't provoke opportunity attacks while you're walking on icy terrain.
In addition, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to release a blast of freezing cold, dealing cold damage to the attacker equal to half your sorcerer level + your Charisma modifier. When you do, you can also create up to 5 contiguous spaces of icy terrain, originating from the ground at your feet. This icy terrain lasts until the end of your next turn.
Frozen Soul (Level 18)
At 18th level, you gain immunity to cold damage and resistance to fire damage.
You also learn the wall of ice spell. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. In addition, you can cast it once without expending a spell slot. When you do, the panels of ice created by the spell don't need to be contiguous with one another. Once you cast the spell in this way, you can't do so again until you finish a long rest.
Frost Sorcery
Frost Sorcery (Level 3)
Winter Survivor (Level 6)
Starting at 6th level, you gain resistance to cold damage. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement or cause you to fall prone.
Icy Terrain (Level 6)
Starting at 6th level, you can use an action to spread ice across an area of dry ground in a 10-foot square, or water in a 20-foot square, that you can see within 60 feet. This ice becomes difficult terrain for 1 minute in warm weather, or 10 minutes in cold weather, and a creature that attempts to move across this space must succeed at a Dexterity saving throw against your spell save DC or be immediately knocked prone. Every 5-foot square of the ice is an object with 10 hp and resistance to all damage except fire damage.
When you use this action, you can spend sorcery points to increase the size of the square by 5 feet for every sorcery point spent.
This effect ends if you are incapacitated or dismiss it as a bonus action. You gain a number of uses of this feature equal to your proficiency bonus, and regain all expended uses upon completing a long rest.
Heart of Ice (Level 14)
At 14th level, the cold begins to suffuse your being, empowering your magic while cooling your emotions. Once per turn, when you deal cold damage with a spell you cast, you can add your Charisma modifier to the damage roll. Spells or effects you create ignore resistance to cold damage, and you have advantage on saving throws against being charmed or frightened.
Flash Freeze (Level 18)
Starting at 18th level, as an action, you can spend 6 sorcery points to cause thick ice to coat a number of creatures you can see within 60 feet of you up to your Charisma modifier. These creatures take 2d8 cold damage, cannot attack, and have their speed reduced to 0. At the start of their turn, each creature can attempt a Strength check against your spell save DC to break free of the ice; on a failure, they take the damage again and remain unable to move or attack. On a success, the effect ends on that creature.
Frostblooded
Frostblooded (Level 3)
Piercing Cold (Level 6)
Starting at 6th level, when you cast a spell that deals cold damage you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that cold damage for 1 hour.
Heart of the Blizzard (Level 14)
When you achieve 14th-level, you can spend 5 sorcery points as a bonus action to magically transform yourself and everything you are wearing or carrying into a cloud of swirling snow and ice. You have a flying speed of 20 feet and can enter and occupy the space of another creature. In this form, you have resistance to nonmagical damage and immunity to cold damage. You gain advantage on Strength, Dexterity, and Constitution saving throws and can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You cannot fall and remain hovering in the air even when stunned or otherwise incapacitated. While in this form you cannot talk, manipulate objects, cast spells, or attack other than to hurl ice.
On your turn as an action, you can hurl a chuck of ice as a ranged spell attack against a target. On a hit, the target takes 3d6 bludgeoning damage.
You remain in this form for 1 minute. It ends early if you are incapacitated, you die, or you dismiss it as a bonus action.
Frozen Apotheosis (Level 18)
At 18th-level you become one with the cold as your body becomes infused with elemental ice. You have immunity to cold damage, no longer age, and can't be aged magically. In addition, you no longer need to breathe or consume food or water.
Goose-Blooded
Goose-Blooded (Level 3)
Empowered Honks (Level 6)
When you use your Honking Rebuke, you can spend 2 sorcery points to empower it and damage your enemies. You unleashed an amplified, bellowing honk in a 15-foot cone. In addition to the effects of your Honking Rebuke, creatures in the cone's area must make a Constitution saving throw, taking 4d6 thunder damage on a failed save, or half as much on a successful one. In addition, when a creature fails its saving throw, you can spend 2 sorcery points to stun that creature until the end of your next turn. You can stun a number of creatures with this ability equal to your Charisma modifier, expended sorcery points for each creature individually.
At 18th level, the range of your Empowered Honk's cone increases to 30 feet.
Gander's Flight (Level 14)
You can use your bonus action to magically transform your arms into a pair of goose wings, gaining a flying speed equal to your current speed. The wings last until you are incapacitated, you die, or you dismiss them as a bonus action. You can't wield weapons or interact with objects while using these wings, but the wings do count as an arcane focus for you, and you can still cast spells by beating your wings furiously to perform any somatic components the spells require.
Goose-Blooded God (Level 18)
You have fully embraced your goosely nature and can use your action to transform yourself into a powerful goose-like monstrosity with a long neck, lashing bladed tongue and razor-sharp talons. While in your monstrous form, you gain the following features:
You have resistance to bludgeoning, piercing and slashing damage.
You have a bonus to your AC equal to your Charisma modifier.
You ignore the somatic requirement of spells, and when you cast a spell of 1st-level or higher, you can perform a honk using your Empowered Honks feature in place of the spell's verbal component. If you do so, resolve the Empowered Honk's effects first. If an effect would prevent your spell from being cast, such as counterspell, your empowered honk also fails, though its use is still expended.
You can use your action to make two melee weapon attacks: one with your bladed tongue and one with your talons. You are proficient with these attacks, and they use your Charisma modifier for the attack and damage rolls, instead of Strength or Dexterity. Your tongue has a reach of 10 feet and deals 3d8 slashing damage on a hit. Your talons have a reach of 5 feet and deal 4d6 slashing damage on a hit.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Gravitational Origin
Gravitational Origin (Level 3)
Pull Your Weight (Level 6)
Beginning at 6th level, as a reaction to a creature being moved by one of your spells, you can spend 1 sorcery point to fly up to your speed directly towards that creature without provoking opportunity attacks.
In addition, when you use your Raise/Lower feature, you can spend up to 3 sorcery points. For each sorcery point you spend this way, you can grant the same benefit to another creature you can see until the end of its next turn.
Gravity Field (Level 14)
At 14th level, you learn to create protective fields of gravity around yourself. Whenever you finish a short or long rest, you gain temporary hit points equal to your sorcerer level. While you have these hit points, you have a 10 foot flying speed.
Heavy Crush (Level 18)
Starting at 18th level, you can force heavy gravity upon your enemies. As an action, you can spend 5 sorcery points to create extreme heavy gravity around any number of creatures of your choice within 60 feet of you. Each chosen creature must make a Constitution saving throw against your spell save DC. A creature that fails its saving throw is knocked prone, takes 2d10 force damage, and until the start of your next turn has a flying speed of 0, and has disadvantage on Strength and Dexterity saving throws and on all attacks. A creature that succeeds its saving throw takes half as much damage and suffers no other effects.
Gravity Soul
Gravity Soul (Level 3)
Repulsion Field (Level 6)
At 6th level, when you cast a spell using a spell slot of 1st level or higher, you can use this feature to push creatures of your choice within 5 feet of you 5 feet away from you in a straight line immediately before or after the spell is cast (your choice). You also create a 5-foot radius field of gravitational force centered on yourself that prevents ordinary projectiles from entering until the start of your next turn (boulders hurled by giants or siege engines, and similar projectiles, are unaffected). When you use this feature when casting a spell using a spell slot above 1st level, the distance you push creatures and the radius of the field which blocks projectiles both increase by 5 feet for each spell slot above 1st.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 2 sorcery points to use it again.
Lightened Load (Level 6)
Also at 6th level, you are able to passively manipulate the density of objects on your person. Your carrying capacity becomes your Strength or Charisma score (whichever is higher) multiplied by 15.
Aspect of Relativity (Level 14)
Starting at 14th level, your ability to wield gravitational force allows you to bind it more intensely to your form for a short time. As an action, you can undergo a transformation gaining the following benefits for 1 minute
You gain a flying speed equal to your walking speed and can hover.
When you are hit by a melee or ranged weapon attack you can reduce the damage you take by an amount equal to your Charisma modifier (minimum of 1), as you adjust the gravity around you to ward against the attack.
You can choose which creatures to affect with your Warp Space feature and can move them up to 20 feet toward or away from the point you choose with Warp Space on a failed saving throw.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.
Center of Gravity (Level 18)
At 18th level, you gain the reverse gravity spell, if you do not already know it, can cast it once without expending a spell slot, and can choose to be immune to the spell's effect when you cast it. This spell does not count against your number of Spells Known.
Once you cast reverse gravity in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.
Green Thumb
Green Thumb (Level 3)
Spell Seeds (Level 6)
At 6th level, you gain the ability to plant magic seeds in the wounds of your enemies to sprout into sorcery.
When you deal a creature force, necrotic, piercing, poison, or slashing damage using a sorcerer spell, you can pay 1 sorcery point to plant a hidden magical seed in the creature that lasts until you finish a long rest. While a creature is seeded by you, you cannot plant any additional magical seeds in it.
As an action, you can choose one creature that you have seeded, causing the seed to sprout from its body and bloom into magic. You cast a spell that has a casting time of 1 action or bonus action, expending spell slots and requiring components as normal, but the spell is cast from the seed's location instead of your own.
If the spell targets creatures, you must include the seeded creature as a target, and if it targets a point or location, it must target the seeded creature's location. If the spell normally requires you to see the target, you can ignore that requirement. If you make a spell attack against the target as part of the spell, it ignores bonuses to AC granted by shields and cover, and it never suffers disadvantage for being too close to the target.
If the seeded creature is in sunlight when you sprout its spell seed, you can add your Charisma modifier to one damage roll of the spell.
Verdurous Soul (Level 14)
At 14th level, you learn to restore your body by drawing power from nature as plants do. You can use a bonus action and spend 1 to 5 sorcery points while you are within bright light or a body of water, regaining 3d6 hit points for each sorcery point spent. Either the light must be sunlight, or the water must be clean enough to see through and not acidic enough to deal damage.
Also, when you take a short rest in such a place, you can regain a number of hit points equal to your sorcerer level + your Charisma modifier. Once you do, you can't do so again until you finish a long rest.
Finally, you can feed yourself for a day without eating anything by staying in both sunlight and clean water at the same time for at least 1 hour.
Tree of Magic (Level 18)
Starting at 18th level, you can use an action on your turn to plant a magical tree in an unoccupied space within 5 feet of you. The tree grows instantly to full size: its trunk is 3 feet in diameter and occupies its space, and the tree is up to 20 feet tali but obstacles can constrain its height. The tree glows with magic and it is immune to damage, but it is still a physical object. It is tangible, it provides cover, it can be climbed, etc.
When the tree appears, you can imbue the tree with one sorcerer spell you know of 5th-level or lower, but you must spend sorcery points equal to the spell's level to do so. The spell must target only one creature and it can't be a cantrip or have a range of Self.
The tree lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell), and it provides the following benefits for the duration.
The tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Each creature of your choice within 30 feet of the tree has advantage on saving throws against spells and on any spell attacks it makes using a cantrip.
If you imbued the tree with a spell, each creature of your choice that enters the area within 30 feet of the tree for the first time on a turn or starts its turn there becomes affected by the imbued spell as if you had cast the spell on it, requiring no concentration. The spell ends immediately on the creature when it is no longer within 30 feet of the tree.
Once you have used this feature, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Greenheart
Greenheart (Level 3)
Strength of Oak (Level 6)
At 6th level, you can tap the endless resilience of the natural world to shake off debilitating effects. After you make a saving throw, but before the DM declares whether it's successful or not, you can use your reaction and spend 1 sorcery point to roll 1d6 and add it to the result.
Root & Leaf Speech (Level 14)
At 14th level, you learn the speak with plants spell. It is a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Additionally, you can use an action and spend 3 sorcery points to cast the speak with plants spell. When you cast the spell this way, moving through difficult terrain does not cost you extra movement for the duration of the spell.
Greenblood (Level 18)
Starting at 18th level, you can use a bonus action on each of your turns to convert vitality into sorcery points. When you do, reduce your current hit points by 6 and regain 1 expended sorcery point.
Greensinger
Greensinger (Level 3)
Grasping Growth (Level 6)
Starting at 6th level, your vines can grow up to 15 feet in length. While your vines are extruded, you can use a bonus action to attempt to grapple a creature within reach of one of your vines by making a Charisma (Athletics) check.
Also, while you have at least two vines extruded, you gain a climbing speed equal to your movement speed, and you can climb on difficult surfaces including upside down on ceilings, without needing to make an ability check. Your vines must be able to reach the surface you wish to climb.
Creeping Defense (Level 14)
Upon reaching 14th level, your vines can grow up to 20 feet in length. Also, when you are hit by an attack, you can use your reaction to block the incoming blow with one of your vines. If the incoming damage destroys your vine, you take any additional damage that exceeds your vine's hit points.
Crushing Grip (Level 14)
At 14th level, your vines are able to drain the vitality of your foes. At the start of your turn, each creature grappled by your vines takes necrotic damage equal to your Charisma modifier (minimum of 1), and you gain temporary hit points equal to the total necrotic damage dealt to all grappled creatures.
Greensong (Level 18)
You and the natural world have become one. Starting at 18th level, you can use an action to enter the Greensong, a state of pure harmony with nature. For the next minute, or until you are incapacitated, you gain the benefits listed below:
You immediately extrude the maximum number of vines.
The reach of your vines temporarily becomes 30 feet.
When you take the Attack action, you can make an attack, or grapple, with each vine. You use your Charisma for the attack rolls, and your vines deal magical bludgeoning damage equal to 1d8 + your Charisma modifier on hit.
Haunted
Haunted (Level 3)
Strength of Spirit (Level 6)
At 6th level, your bond to the specter summoned by your Phantom Companion feature empowers it further. You gain the following benefits:
Your specter's maximum hit points increase by four times your level in this class.
Your specter can deliver spells of any range, not just touch. Apart from this change, it follows all the normal rules of casting a spell through your familiar.
When you use your action to cast a spell, you can use a bonus action on the same turn to command your specter to use its Life Drain attack against a creature within range of your choice.
Deathly Pallor (Level 6)
Also at 6th level, you gain resistance to necrotic damage. In addition, when you cast a sorcerer spell that deals damage, you can choose to change the damage type dealt to necrotic.
Phantom Possession (Level 14)
At 14th level, as an action you can direct your phantom companion to attempt to possess and enter a creature of your choice within 5 feet of your phantom. When you do, the creature must succeed on a Charisma saving throw against your spell save DC or be possessed by your phantom for 1 minute. During this time your phantom cannot be affected by spells or abilities, take actions, or interact with in any way.
While the target is possessed, you have a telepathic link with it as long as the two of you are within 100 feet. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability, taking the Dodge action if it has not used its action already.
Each time the target takes damage, it makes a new Charisma saving throw against the possession. If the saving throw succeeds, the possession ends and your phantom companion reappears in the closest unoccupied space.
Once you use this feature, you can't do so again until you finish a short rest.
Become Death (Level 18)
At 18th level, you can transmute your physical form into a spectral one when you near death. When you take damage that would reduce you to 0 hit points, you drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points. At the start of each of your turns, you lose 5 temporary hit points and all creatures of your choice within 30 feet take 5 necrotic damage. While you have any temporary hit points granted from this feature, you have resistance to all damage, a fly speed of 30 feet, and can move through creatures and objects provided you end your movement in an unoccupied space.
Once you use this feature, you can't do so again until you finish a long rest.
Haunted Sorcery
Haunted Sorcery (Level 3)
Commune with the Dead
Unlike other Sorcerers, the circumstances of your birth were mundane and you have no arcane inheritance passed down from strange ancestors. Instead, you gained your sorcerous powers after you survived an experience that left you near death. Since that experience, you've had a preternatural sense for danger and a ghostly companion that either can't, or won't, leave you alone. Some Haunted, as Sorcerers who share your origin are called, develop cordial relationships with their phantom, while others find their spectral companion to be a relentless nuisance.
Haunted Spells
When you reach a sorcerer level specified in the Haunted Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
3 | Bane, Chill Touch, Invisibility, See Invisibility, Unseen Servant |
5 | |
7 | |
9 |
Sixth Sense
When you roll Initiative, you can add your Charisma modifier to the roll.
Phantom Companion
You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.
The familiar takes the form of a Specter, though it is an Undead instead of a Celestial, Fey, or Fiend. As a Magic action, you can command your phantom companion to gain the Invisible condition until it attacks or you cast a spell through it. While Invisible, it leaves no physical evidence of its passage and can be tracked only by magic. Any equipment or objects it is holding remains visible.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make its Life Drain attack with its Reaction.
Strength of Spirit (Level 6)
Your bond with your phantom companion empowers it. You gain the following benefits:
Your familiar's Hit Point maximum increases by four times your Sorcerer level.
You can cast spells as if you were in the familiar's space.
When you use your action to cast a spell, you can use a Bonus Action to command your phantom companion to use its Life Drain attack with its Reaction.
Deathly Pallor (Level 6)
You have Resistance to Necrotic damage, and when you cast a Sorcerer spell that deals damage, it can deal your choice of Necrotic damage or its normal damage type.
Phantom Possession (Level 14)
As a Magic action, you can direct your phantom companion to possess a creature of your choice within 5 feet of your phantom. The target makes a Charisma saving throw against your spell save DC. On a failed save, your phantom companion enters the target's body for 1 minute. On a successful save, the target resists the efforts to possess it, and your familiar can't possess it again for 24 hours.
Once the phantom companion possesses a creature's body, it controls that creature. The familiar's Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. The phantom companion otherwise keeps its game statistics.
While the target is possessed, you have a telepathic link with your phantom companion as long as the two of you are within 100 feet. You can use this telepathic link to issue commands to your phantom companion (no action required) unless you have the Incapacitated condition. Your phantom companion does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, the phantom companion acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Whenever the target takes damage, it repeats the save, ending the possession on itself on a success, and your phantom companion reappears in the closest unoccupied space.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Become Death (Level 18)
You can transmute your physical form into a spectral one when near death. When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead and gain Temporary Hit Points equal to half your Hit Point maximum. At the start of each of your turns, you lose 10 Temporary Hit Points and creatures of your choice within 30 feet of you take 10 Necrotic damage. While you have Temporary Hit Points granted by this feature, you have Resistance to all damage, a Fly Speed of 30 feet, can Hover, and you can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.
Once you use this feature, you can't do so again until you finish a Long Rest.
Hellspawn
Hellspawn (Level 3)
Infernal Strikes (Level 6)
Starting at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Also, your natural weapon attacks in your demonic form count as magical for the purposes of overcoming resistances and immunities to non-magical attacks.
Fiendish Resistance (Level 14)
Beginning at 14th level, your hellish power can shield you from harm. As a reaction, when you take damage while in your demonic form, you can expend a spell slot to reduce the incoming damage by an amount equal to five times the level of the spell slot you expend.
Archdemonic Form (Level 18)
You have mastered the fiendish power that dwells within you. Beginning at 18th level, your Demonic Form lasts until you choose to end it. Also, while you are in your Demonic Form, you gain the following additional benefits:
You can take the Dash action as a bonus action.
You are immune to bludgeoning, piercing, and slashing damage from non-magical attacks.
When you hit a creature with a natural weapon attack it takes an additional 1d8 magical slashing damage.
Heroic Ancestry
Heroic Ancestry (Level 3)
Variant: Heroic Ancestry Spell List (Level 3)
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ancestral Champion (Level 6)
By 6th level, your connection with your ancestor has improved, allowing you call upon their strength more often. Even if you have no uses of Ancestral Avatar remaining, you can activate the feature by spending 2 sorcery points.
Inspiring Presence (Level 14)
At 14th level, you become an inspiring beacon like your ancestor before you. You are immune to the frightened condition, and friendly creatures within 30 feet of you have advantage on saving throws against being frightened.
Additionally, whenever a friendly creature other than you within 30 feet of you misses an attack, you can use your reaction to roll a d4 and add the result to its attack roll, potentially causing the attack to hit. If the attack still misses, you can spend 2 sorcery points to add an additional d4.
Hero of Legend (Level 18)
By 18th level, you have reached your full potential, and can become just as much of a heroic figure as your ancestor. When you activate your Ancestral Avatar feature, you can spend additional sorcery points to further improve the feature. For every 2 sorcery points you spend, you can gain one of the following benefits for the duration of the feature:
You can attack three times, instead of twice, whenever you take the Attack action on your turn.
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
You gain a flying speed equal to your current walking speed.
Hungering
Hungering (Level 3)
Feast of Arcana (Level 6)
Starting at 6th level, when you reduce one or more hostile creatures to 0 hit points with one spell of 1st level or higher, you regain 1 spent sorcery point.
Glutton for Punishment (Level 14)
Starting at 14th level, you can use your reaction to intentionally fail a saving throw against a spell that deals damage and that was cast by a hostile creature. If you do so, you regain a number of spent sorcery points equal to half your Charisma modifier (minimum of 1).
Greedy Heart (Level 18)
At 18th level, when you spend sorcery points to create spell slots or use metamagic, you reduce the cost by 1 sorcery point (this can't reduce the cost below 1).
Hungering Dark
Hungering Dark (Level 3)
When you tell us to fear the dark, it isn't to protect us, but to keep us under control.
When Sorcerers first manifest their abilities, they sometimes describe the experience as a slumbering portion of their identity awakening, a sudden understanding of their true nature.
Other Sorcerers aren't so fortunate. The magic within claws at their souls and pushes at their mind. It is like a hungry beast, always ravenous, never satisfied despite desperate efforts. These poor spellcasters are living gateways to a realm of darkness and gloom, a place said to serve as the source of all undead.
Sorcerers of the Hungering Dark are conflicted victims of their own power. They wield mighty spells, but, by using their magic, they create a bridge that allows horrid creatures to step into this world, even if for only a moment.
Innate Darkness Spells
When you reach a Sorcerer level specified in the Innate Darkness Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
3 | Confounding Shadows, Darkness, Tide of Darkness, Umbral Tendril |
5 | |
7 | |
9 |
Shadowed Soul
The darkness within allows you to push away the light. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. In addition, you can see through any magical Darkness you create with your Innate Darkness feature, unless you have the Blinded or Incapacitated condition.
Friends to Darkness (Level 6)
When you cast any spell from your Innate Darkness feaure, you can choose a number creatures up to your Charisma modifier (minimum of one creature). A chosen creature can see through any magical Darkness you create for 1 minute.
Pure Darkness (Level 14)
When you cast any spell from your Innate Darkness feature that creates an area of Darkness, Darkvision and Blindsight can't see within the area of the spell.
One with Darkness (Level 18)
The darkness within you roils with hunger and transforms you. You exist in a shadowy state between reality and darkness. On your turn, you have the Invisible condition and can't be perceived by Truesight or Blindsight. You can teleport up to 30 feet to an unoccupied space you can see but only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Imperial Ancestry
Imperial Ancestry (Level 3)
Ancestral Homeland (Level 3)
Commanding Voice (Level 3)
Majestic Presence (Level 6)
Starting at 6th level, when you or a friendly creature within 30 feet of you makes a Charisma or Wisdom saving throw, you can spend 2 sorcery points to grant them advantage on the saving throw. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails.
Bend the Knee (Level 14)
Starting at 14th level, when a creature fails a saving throw imposed by one of your spells, you can spend 3 sorcery points to cause them to be frightened of you until the end of your next turn.
Ancestral Title (Level 18)
Starting at 18th level, the combined talents and knowledge of your storied ancestors flow through your veins. You adopt a title befit a king, and gain permanent benefits associated with that title. Choose one of the following benefits:
The Conqueror. Your Empowered Spell Metamagic option no longer costs sorcery points if you do not also use a different Metamagic option during the casting of the spell.
The Great. Increase one ability score of your choice by 2. Your maximum for that score is now 22.
The Holy. You learn three cleric spells of your choice, which must be of 3rd level or lower. These spells count as sorcerer spells for you and do not count against your number of spells known.
The Kind. You gain advantage on Charisma checks and saving throws, and Majestic Presence costs 1 sorcery point.
The Terrible. You are immune to being frightened, and Bend the Knee costs 1 sorcery point.
The Wise. You gain proficiency with Intelligence and Wisdom saving throws, and Majestic Presence costs 1 sorcery point.
Incantatrix
Incantatrix (Level 3)
Free Metamagic (Level 6)
At 6th level, you learn to store the land's magic in your own body, and may use any Metamagic you know without expending sorcery points. After using this ability, you cannot do so again until completing a short or long rest.
Connecting the Streams (Level 14)
At 14th level, you learn to connect others to the stream of magic. As a reaction you may apply any Metamagic you know to any spell cast within 30 feet. This Metamagic costs double the normal number of sorcery points.
Metamagic Mastery (Level 18)
By 18th level, you have perfected the use of Metamagic. You gain the ability to use any Metamagic that is not currently on your list of known Metamagics. Using one of these costs double the normal number of sorcery points, and is not reduced by Improved Metamagic.
Infernal Bloodline
Infernal Bloodline (Level 3)
Devil's Sight (Level 6)
At 6th level, you gain darkvision with a range of 60 feet, or an additional 30 feet if you already have darkvision. Magical darkness doesn't impede your darkvision.
Infernal Resilience (Level 6)
At 6th level, you gain resistance to fire damage. If you were already resistant to fire, you instead gain resistance to poison or cold damage (your choice).
Diabolic Form (Level 14)
Starting at 14th level, you can use a bonus action to take on the physical characteristics of a devil. You sprout horns and a barbed tail, and your hands become claws. You also develop large, bat-like wings, granting you a flying speed equal to your walking speed.
When you take on this form, you can choose whether you manifest all of the characteristics or merely some of them. This form lasts until you're incapacitated, you die, or you dismiss it as a bonus action.
Deal With the Devil (Level 18)
Starting at 18th level, your words carry a magical weight that spells disastrous consequences for those who break your agreements. When you charm a creature with your Devil's Tongue feature after convincing it to carry out or avoid a certain action, you can spend 5 sorcery points to cause the effects of a 5th-level geas spell on the target. The instructions you give with this spell are whatever you convinced the target to do or not do.
Inner Visage
Inner Visage (Level 3)
Clearer Image (Level 6)
At 6th level, as your Visage becomes more defined and clear, it gains new abilities tied to your sorcerous nature. You can spend up to 5 sorcery points on your turn (no action required) and heal your Visage an amount equal to 5 hit points per sorcery point. If you chose the Colony form, you can only heal one visage with this ability. Additionally, you gain a new ability depending on your chosen form at 1st level.
Monstrous. You can spend 2 sorcery points to give your visage advantage on all it's Visage Rend attacks that turn and a bonus to the damage equal to your sorcerer level. However, enemies have advantage on attack rolls to hit you or your visage until the start of your next turn.
Protector. If a creature who is under the effects of your Guardian Spirit ability succeeds on a saving throw or avoids getting hit by an attack roll, you can spend 2 sorcery points as a reaction for you and the creature to gain temporary hit points equal to your Charisma modifier.
Bound Object. When you make a check with your Bound Object visage, you can spend 1 sorcery point to add double your proficiency bonus to the roll. Additionally, if your visage is bound to a weapon, you can instead spend 1 sorcery point on your turn to give a bonus to the damage roll equal to your Charisma modifier.
Colony. When you use your Many Hands, Quick Work ability you can spend 2 sorcery points to command another visage to take an action in the same bonus action.
Protective Manifestation (Level 14)
At 14th level, you are more experience in keeping your visage around for long periods of time and manifesting it in front of you to keep you from danger. Your visages now lasts for 1 hour when summoned. Additionally, when you are hit by an attack or fail a saving throw, you can use your reaction to summon one of your visages in an unoccupied space within 5 feet of you and they instead take the affects and damage. You can decide this after the roll is made but before the results are announced. You can do this an amount of times equal to your Charisma modifier per long rest.
True Awakening (Level 18)
At 18th level, you have achieved perfect harmony with your visage as it fully manifests its true form, being able to change it as you see fit. Your visage gains an additional ability based on the form you picked at 1st level. Once you use this feature, you can't use it again until you finish a long rest.
Monstrous. When you command your visage to attack, you can command it to take another action.
Protector. While your visage is summoned, you gain resistance to either force, necrotic, psychic, or radiant damage.
Bound Object. When you make an ability check or attack roll with your Bound Object, you can spend 5 sorcery points as a reaction to have the roll critically succeed. You must choose to do so before the roll.
Colony. When you use your bonus action to command your visages, you can choose to command all of them at once or an individual one.
Ironmonger
Ironmonger (Level 3)
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, when you take the Attack action. Moreover, you can cast one of your sorcerer cantrips in place of one of those attacks.
Dancing Blade (Level 14)
At 14th level, you gain increased mastery with your Blade of Strife. As a reaction, when a creature within 10 feet of your Blade is hit by an attack, you can attempt to deflect the blow with your Blade, and grant the creature a bonus to its Armor Class equal to your Charisma modifier (minimum of +1).
In addition, your Blade now deals 2d8 damage on hit.
Storm of Blades (Level 18)
You have become a god of warfare and lay waste to your foes. Starting at 18th level, you can use your action to destroy your Blade of Strife in a storm of arcane iron shards and force two creatures of your choice within 30 feet of your Blade to make a Dexterity saving throw. Targets take 6d8 magical slashing damage on a failure, and half as much on a success.
When you use this action, you can spend a spell slot to target additional creatures with of your choice within 30 feet of your Storm of Blades. You can target a single additional creature for a 1st-level spell slot, plus one additional creature for each level of spell slot above 1st.
Khybermarked
Khybermarked (Level 3)
Lesser Aberrant Mark (Level 6)
At 6th level, your aberrant dragonmark grows into a lesser aberrant dragonmark, increasing in size to about three hand spans. You can channel your vitality into your aberrant dragonmark, sacrificing health for power. As a bonus action on your turn, you may convert Hit Dice to Sorcery Points on a one-for-one basis. Sorcery Points gained this way disappear after a short or long rest. You cannot convert Sorcery Points back into Hit Dice.
Aberrant Influence
Also at 6th level, your aberrant mark is the most intricate and powerful the world has seen in centuries, and you gain a measure of influence over beings similarly touched by Khyber. Whenever your aberrant mark is visible and you make a Charisma check to influence aberrations, creatures native to Khyber, or creatures that possess an aberrant dragonmark, you apply twice your proficiency bonus on the check, instead of any proficiency bonus you may have.
Greater Aberrant Mark (Level 14)
When you reach 14th level, your mark rapidly crawls across your entire body, covering every inch of your flesh in its complex pattern and becoming a greater aberrant mark. Your mark allows you to consume the good fortune of others. As a reaction, within 30 feet of you, you can cancel a use of Inspiration, negate a spent Luck point, or prevent a creature from benefiting from advantage. You then gain advantage on your next attack roll, saving throw, or ability check you make before the end of your next turn. You cannot use this ability again until you have completed a long rest.
Khyber Dragonmark (Level 18)
Upon attaining 18th level, your mark continues to grow in complexity, increasing in fractal detail and becoming a Khyber dragonmark. When you have at least 1 Sorcery Point remaining, your mark grants you a boon. Choose one of the below options when you gain this feature. Once the choice has been made, it cannot be changed.
You gain resistance to one type of damage.
Your hit point maximum increases by 2 hit points per sorcerer level you possess, and it increases by 2 more hit points for every additional sorcerer level you take.
Whenever you cast a spell that deals damage, the spell deals additional damage equal to your proficiency bonus (applied to only one roll of your choice if a spell has multiple attacks or targets).
You gain a bonus on initiative checks equal to your proficiency bonus.
You gain proficiency in one saving throw.
Light Weaver Sorcerous Origin
Light Weaver Sorcerous Origin (Level 3)
Refraction Shield (Level 6)
At 6th level, you can manipulate the light around you for protection. As a bonus action, you can spend 3 sorcery points to magically create a shield of light. While the shield is in place, whenever a creature within 5 feet of you hits you with a melee attack, the shield flashes with searing energy, and the attacker takes 2d8 radiant damage if you are light-shifted or 2d8 necrotic damage if you are dark-shifted. The shield disappears if you fall unconscious or after 10 minutes.
Aura Magnification (Level 14)
Starting at 14th level, your manipulation of the light around you becomes masterful. While light-shifted, your Flickering Aura produces sunlight. While dark-shifted, your aura produces magical darkness.
If any of this aura's area overlaps with an area of light or darkness created by a spell equal to or lower than the level of your highest available spell slot, the spell that created the light or darkness is dispelled.
Spell Blind (Level 18)
Beginning at 18th level, your spell energy overwhelms your target's perceptions. As an action, you can spend 5 sorcery points to empower your Flickering Aura. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn within 60 feet of you must succeed on a Constitution saving throw or be blinded until the aura ends.
Lolth's Blessed
Lolth's Blessed (Level 3)
Web Slinger (Level 6)
6th-level Lolth's Blessed feature
As an action, you can sling a mass of sticky webbing toward a creature or object you can see within 60 feet of you. If you target a creature, that creature must make a Dexterity saving throw against your spell save DC. On a failure, the creature is restrained until the end of your next turn. If you target an object, you can create a rope-like strand of spider silk between yourself and the object. The strand of spider silk can only pass through unoccupied spaces. As a bonus action, you can pull an object that weighs less than 30 pounds toward you. You can catch the object or allow it to land in an unoccupied space within 5 feet of you. If you try to pull an object that is being held by a creature, the creature must make a Strength saving throw against your spell save DC, losing its grip of the object on a failure.
In addition, if the object you target is a solid surface such as a wall or ceiling, you can use your movement to pull yourself toward that surface or swing from it.
Spider's Sense (Level 14)
14th-level Lolth's Blessed feature
You gain blindsight and tremorsense out to a range of 30 feet.
In addition, when you on a ceiling directly above a hostile creature, you have advantage on attack rolls against that creature and that creature has disadvantage on attack rolls against you.
Lolth's Blessing (Level 18)
18th-level Lolth's Blessed feature
When you deal damage to a creature, you can spend 3 sorcery points to force that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature is paralyzed until the end of your next turn. A creature that is currently restrained from one of your spells or features has disadvantage on their saving throw against this feature.
Lunar Sorcery
Lunar Sorcery (Level 3)
Lunar Boons (Level 6)
6th-Level Lunar Sorcery Feature
The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:
- Full Moon
- New Moon
- Crescent Moon
Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Waxing and Waning (Level 6)
6th-Level Lunar Sorcery Feature
You gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one.
You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest.
Lunar Empowerment (Level 14)
14th-Level Lunar Sorcery Feature
The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:
- Full Moon
You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.
- New Moon
You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.
- Crescent Moon
You have resistance to necrotic and radiant damage.
Lunar Phenomenon (Level 18)
18th-Level Lunar Sorcery feature
As a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:
- Full Moon
You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.
- New Moon
You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack roll or cast a spell.
- Crescent Moon
You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.
Once you use one of these bonus action benefits, you can't use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Lunar Sorcery
Lunar Sorcery (Level 3)
Draw Power from the Moon's Light
The magic of the moon has infused your lineage, granting you lunar power. Whether your ancestor took part in a druidic ritual during an eclipse or you were touched by a falling shard of moonstone, the moon's influence overflows in your magic. This connection is evident when you cast your spells; your eyes might glow with moonlight, or phases of the moon could shimmer around you, reflecting your bond with this celestial body.
Lunar Embodiment
Whenever you finish a Long Rest, you can choose what Lunar Phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon.
Your connection to your current Lunar Phase ensures you have certain spells ready; when you reach a Sorcerer level specified in the Lunar Spells table, you have the spells listed under the Evermoon column always prepared, you thereafter always have the spells listed under the column of your current Lunar Phase prepared.
| Sorcerer Level | Evermoon Spells | Full Moon Spells | New Moon Spells | Crescent Moon Spells |
|---|---|---|---|---|
3 | ||||
5 | --- | |||
7 | --- | |||
9 | --- |
Moon Fire
You can call down the radiant light of the moon on command.
- Double Flame
- Ever Moonbeam
Lunar Boons (Level 6)
The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:
- Full Moon
- New Moon
- Crescent Moon
Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the Sorcery Points spent by 1 (minimum 0). You can reduce the Sorcery Points spent for your Metamagic a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a Long Rest.
Waxing and Waning (Level 6)
You gain greater control over the phases of your lunar magic.
- Blue Moon Shift
- Rapid Phase Shift
Lunar Empowerment (Level 14)
The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:
- Full Moon
- New Moon
- Crescent Moon
Lunar Phenomenon (Level 18)
As a Bonus Action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the Bonus Action you take to change your Lunar Phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:
- Full Moon
- New Moon
- Crescent Moon
Once you use one of these benefits, you can't use that benefit again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.
Lycan Soul
Lycan Soul (Level 3)
Progressive Curse (Level 3)
Lycan Form (Level 3)
Partial Curse (Level 6)
Starting at 6th level, you gain the ability to, as an Action, expunge half of your full meter (50 points) to partially transform yourself. When you do this, take damage equal to your hit die. You can choose to transform partially in one of three ways.
You can choose to end any of these effects early with no consequences. You can only have one of these effects active at a time, and you can only use this feature once per Short Rest.
Head
Your senses become that of the beast. You have advantage on Perception and Survival checks for the next minute. This effect ends if you take damage equal to your Constitution score or more during the effect.
Arms
You make use of your improved claws. You can use your claws from your Lycan Form, though the effect only lasts 3 rounds.
Lycan Caster (Level 14)
By the time you have 14th level in this class, you are familiar with your Lycan Form, both fully and partially transformed. You can now cast spells while in your Lycan Form.
As well, you no longer have disadvantage on concentration checks for spells that you cast before going into this form.
Full Moon (Level 18)
At 18th level, you have gained full control over your curse. Once per short rest, as a bonus action you can instantly fill your curse meter, causing you to transform at the beginning of your next turn.
Additionally, whenever you cast a spell with the range of Touch, you can make a melee attack with your claws against the target.
Lycanthropic Bloodline
Lycanthropic Bloodline Origin (Level 3)
Hybrid Form (Level 6)
Starting at 6th level, you can assume the form of a lycanthrope hybrid. As an action, you can spend 1 sorcery point to transform into a hybrid form for 1 minute and gain the following benefits:
When you aren't wearing armor, your AC equals 12 + your Dexterity modifier.
You gain damage resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons.
You become proficient with natural weapons.
Your hands transform into claws that deal 1d6 + Strength modifier points of slashing damage. You can attack twice with your claws, instead of once, whenever you take the attack action on your turn.
As a bonus action, you can make a bite attack that deals 1d8 + Strength modifier points of piercing damage.
Curse of Silver (Level 14)
Starting at 14th level, the curse coursing in your veins manifests, giving you enhanced invulnerability. You gain damage resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons.
Apex Predator (Level 18)
Starting at 18th level, you become an apex lycanthropic predator infused with magic. When using your Hybrid Form class feature, you gain the following additional benefits:
When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Your claw damage increases to 2d4 + Strength modifier points of slashing damage.
Your bite damage increases to 2d6 + Strength modifier points of piercing damage.
You gain an additional attack action on each of your turns.
Magical Moon
Celestial Protector (Level 3)
Wield Weapon (Level 3)
Reinforce Weapon (Level 6)
Starting at 6th level, the image of weaponry isn't enough, you surpass that mere image to create a masterpiece. As part of a long rest, you can improve a simple or martial melee weapon. The weapon becomes magical if it isn't already, and gains one of the following features.
Black Iron
The weapon deals an extra 1d6 damage of the weapon's type to any target it hits. A creature can only benefit from this feature once per turn.
White Iron
The weapon gains the thrown property with a range of 20/60 feet. After a creature makes a ranged weapon attack with the weapon, it returns to the creature's hand.
A weapon can have only one of these features at a time, and if you improve a number of weapons higher than your Charisma modifier (minimum of 1), a weapon you improved of your choice loses the benefit of this feature.
Master Weapon (Level 14)
Starting at 14th level, you surpass yourself to master your weapon. You learn the tenser's transformation spell, which doesn't count against your number of sorcerer spells known.
Additionally, you ignore all class, race, and level requirements on the use of magic weapons.
Endless Creation (Level 18)
Starting at 18th level, your weaponry can surpass the world. When you use your Project Weapon, you can cause a number of simple or martial melee weapons up to your sorcerer level to rain down instead. The weapons are magical and can't become permanent.
Once you use this feature, you must finish a long rest before you can use it again.
Martial Sorcery
Martial Sorcery (Level 3)
Enchant Weapon (Level 6)
Starting at 6th level, you can use a bonus action to enchant a weapon that you can see within 60 feet of you, or as part of targeting it with your Martial Cantrips feature (your choice). If the weapon is nonmagical, it is considered magical for the duration of the effect. Whenever an enchanted weapon hits a target, that target takes an extra 1d4 damage from the attack. The damage's type is either acid, cold, fire, lightning, poison, or thunder, which you decide when you enchant the weapon. The weapon remains enchanted for 10 minutes or until you enchant another one in this way.
When you reach 14th level in this class, the extra damage increases to 1d6.
Metamagical Weapons
Once per turn, you can alter an attack made with the enchanted weapon with one or more of your Metamagic options, provided you can see the weapon (no action required). When you do, replace the phrase "when you cast a spell" with "when you make an attack" in the option's description, and any other reference of "spell" with "attack." For the purpose of these options, you are considered to be making the attack and damage rolls, even if another creature is actually doing so; if the attack is a melee attack, it's considered to have a range of touch. For an attack to be eligible for a Metamagic option, every element of the option's description must make sense with these alterations, and the creature making the attack must be within 60 feet of you.
Whenever you modify an attack with a Metamagic option, it adds your Charisma modifier to the attack roll. If you're making the attack with an enchanted weapon you're holding, the first Sorcery Point you spend to alter it with Metamagic each turn doesn't expend it.
Eligible Metamagic Options
Of the official Metamagic options, these are the ones that are eligible for this feature:
It's worth noting that the Quickened and Twinned Spell options are not eligible, as your attacks don't have a casting time (Quickened), and the attack doesn't have a spell level, nor is it a cantrip (Twinned).
Improved Reposition (Level 14)
By 14th level, your commander's instinct can inspire your allies to leap to greater action. Whenever you use your Reposition feature, the target can make one weapon attack as part of its reaction to move. It can make the attack either before, during, or after its movement.
Summon Sword (Level 18)
At 18th level, you can use an action to cast arcane sword without expending a spell slot or material components. This version of the spell doesn't require your concentration, and you can target the sword with Metamagic options as if it were enchanted by your Enchant Weapon feature. Furthermore, you can move and attack with the sword as part of using your Reposition feature. You regain the ability to cast the spell in this way when you finish a long rest, unless you spend 7 Sorcery Points (no action required) to restore your use of it.
Mirrorkin
Mirrorkin (Level 3)
Reflect Magic (Level 6)
At 6th level, you can turn your skin into a shimmering mirror that reflects magic. When a creature casts a spell that calls for a saving throw to resist its effects and targets you or includes you in its area of effect, you can attempt to reflect the spell's energy back against its caster. Spend a number of sorcery points equal to the spell's level (1 sorcery point for cantrips). If you succeed on your saving throw against the spell, the caster must also make a saving throw against the spell, using their own spell save DC. On a failed save, the caster suffers the effects of the spell as if you had cast it and they had been the original target or been within the area of the spell.
Copycat (Level 14)
By 14th level, you have developed your mimicry to the point where you can mirror the unique and powerful abilities of those around you. As an action on your turn, you can perform any action that has been performed within the last minute by a humanoid (other than yourself) that you can see within 60 feet. Any prerequisites that would normally be required for the action (such as brandishing of holy symbols, spending of ki points, or consumption of items) are waived when you use this feature, unless it is a spell or required the use of a spell slot, in which case you must still expend the relevant spell slot and any required expensive material components. If the ability forces targets to make a saving throw, you can use your sorcerer spell save DC.
Once you use this ability, you must finish a long rest before you can use it again.
Perfect Duplicate (Level 18)
At 18th level, you can duplicate yourself and others with ease. You learn the spells disguise self and mirror image if you do not know them already, and you can cast them at will without expending a spell slot.
Misplaced Soul
Misplaced Soul (Level 3)
Hinder and Help (Level 6)
Your connection with your otherworldly companions grows stronger. Starting at 6th level you may now use a bonus action to spend sorcery points to empower them in various ways. This can also be done as part of the bonus action you use to summon a misplaced soul.
For 1 sorcery point, one misplaced soul adds the Interfere feature to its stat block. Interfere. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC is your spell save DC).
For 2 sorcery points one misplaced soul gains the Misplaced Defender feature: they gain 5 times your sorcerer level in temporary hit points, a +4 bonus to their Armor Class, the Disrupt action, and the Reduce Harm reaction.
Disrupt. The misplaced soul marks a creature within 60 feet and until the start of your next turn, that creature has its attack roll reduced by your proficiency bonus.
Reduce Harm. If a creature within 5 feet of the misplaced soul is hit, the misplaced soul can use its reaction to grant the target immunity to the damage dealt. The misplaced soul takes the full amount of damage the target would have taken instead.
At any time, a misplaced soul may only have one special feature and each special feature may only be applied to one misplaced soul (this includes the additional feature unlocked at level 14).
The Imagined Offense (Level 14)
Starting at 14th level, you gain an additional feature that can be granted to a misplaced soul by using a bonus action:
For 2 sorcery points one misplaced soul gains the Violent Force feature. They gain 5 times your sorcerer level in temporary hit points, +2 to their Armor Class, and a multiattack action: they may use the Illusionary Rend attack and then two Violent Thrashing attacks.
Illusionary Rend. Ranged Weapon Attack (Requires Violent Force): your spell attack modifier to hit, range 30 ft., one target. Hit: 11 (2d10) + PB psychic damage.
Violent Thrashing. Melee Weapon Attack (Requires Violent Force): your spell attack modifier to hit, range 5 ft., one target. Hit: 6 (1d12) + PB psychic damage.
Additionally, you may use a bonus action to consume one or more misplaced souls (your choice). You are healed by twice the combined total hit points of the consumed souls and they are destroyed. You regain one sorcery point.
Dreams Made Real (Level 18)
Starting at 18th level, you may use a bonus action to force any summoned misplaced souls to merge as long as they are within 60 feet of each other. You choose the combinations and the location of any merged misplaced souls. Any temporary hit points that the merged souls had become actual hit points. The combined then add their hit points together, stack any Armor Class bonuses, and gain all actions and reactions from all of the combined souls. Additionally, depending on the number of souls combined, further features are available to this new creature.
- 2 Souls
- 3 Souls
- 4 Souls
If you become incapacitated or are reduced to zero hit points while the combined soul is present, roll a d20. If you roll a 1 or 2 the combined soul becomes a real creature that persists. They are no longer under your control and have the stat block of a commoner. Their disposition is friendly towards you.
Nanite Host
Nanite Host (Level 3)
Improved Mending (Level 6)
By 6th level, your nanites have become more adept at repair work. When you cast the mending cantrip targeting a vehicle with mega hit points, you can choose to expend any number of sorcery points to restore the vehicle as a whole. For each point you expend, you can repair 1d10 lost mega hit points to that vehicle.
Mind-Machine Interface (Level 14)
At 14th level, you develop a neural interface through which you can communicate with, and, to some extent, control your nanite symbiotes. You can speak the native code-language of machines, which you can use to interact with arcane terminals and ship computers from up to 60 feet away and to communicate with constructs, even if you don't share a language. Additionally, you can instantly decipher any encrypted messages you encounter.
Lastly, you can use your action to lock a machine or magical device that you touch, so that only you can access it. Any other creature that attempts to use the device finds that it doesn't activate for them or respond to their commands. Devices remain locked for up to 1 day, and you can have up to 3 locked devices at one time.
Reboot (Level 18)
When you reach 18th level, your nanites enable you to reset yourself quickly after being knocked unconscious, and help you to store your memories so they can't be tampered with. When you regain consciousness after dropping to 0 hit points, you immediately regain an additional 4d6 + 4 hit points. Once you use this ability, you can't use it again until you finish a short or long rest.
Furthermore, you are immune to any spell or ability that would alter your memory or personality.
Nanite Magic
Nanite Magic (Level 3)
Wield a Colony of Magical Nanomachines
Whether by accident or design, your body has become host to a colony of magical nanobots, called nanites. These miniscule machines imbue you with sorcerous power and grant you the power to construct and destroy on a molecular level. Your relationship to the nanites is symbiotic: as you grow in strength, your connection to the nanites grows until they become part of you on a fundamental level, influencing not only your body but also your mind.
Nanite Spells
When you reach a Sorcerer level specified in the Nanite Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
3 | Antivirus, Circuit Breaker, Knock, Mending, Technical Difficulties |
5 | |
7 | |
9 |
Techno-Intuition
Your nanites communicate with machines, granting you the following benefits.
Charismatic Technology
You gain proficiency in the Data and Technology skills. Additionally, you gain a bonus to checks using these skills equal to your Charisma modifier (minimum bonus of +1).
Machine Code
You know Machine Code, the native code-language of machines. Due to this language, you know the Technomancy cantrip.
Nano Touch
You can expend 1 or more Sorcery Points as a Bonus Action to use one of the following options.
Nano-Armor (Cost: 1-2 Sorcery Points).
You or an ally within 5 feet of yourself gains a +2 bonus to its AC for each Sorcery Point spent until the start of your next turn.
Nano-Degradation (Cost: 1-2 Sorcery Points).
A creature you choose within 5 feet of yourself has a -2 penalty to its AC for each Sorcery Point spent until the start of your next turn.
Nano-Repair (Cost: 1 Sorcery Point).
Choose yourself or an ally within 5 feet of yourself. The creature can expend one of its Hit Point Dice and regains a number of Hit Points equal to the roll plus your Charisma modifier.
Recycling Protocol (Level 6)
When you reduce an enemy to 0 Hit Points, you regain 2 expended Sorcery Points. You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per turn. You regain all expended uses when you finish a Long Rest.
Canister Colony (Level 14)
When you finish a Long Rest, you can divert excess nanites into a Nanobot Canister filled with your choice of Deconstructive Nanobots or Reconstructive Nanobots. The canister lasts until you finish a Long Rest.
Reactive Nanites (Level 18)
When a creature within 30 feet of yourself hits you or an ally with an attack roll, you can take a Reaction to use one of your Nano Touch options. You can target yourself or an ally with Nano-Armor or Nano-Repair or target the attacker with Nano-Degradation. Nano-Armor can potentially cause the triggering attack to miss.
Additionally, you can use your Nano Touch options out to a range of 30 feet.
Nemesis Sorcery
Nemesis Sorcery (Level 3)
Devastate Foes with Speed and Precision
While some sorcerers revel in unleashing devastation on dozens of enemies at once, you specialize in the arcane duel. You act with absolute precision, focusing your energy to strike at the perfect moment. You learn to break spells directed against you, whether expending your own power to fully counter them or casually dispersing deadly force. You may have learned the arts of magic on the battlefields of the Last War, but now you're the epitome of the lone wandslinger, always ready for the next duel.
Nemesis Spells
When you reach a Sorcerer level specified in the Nemesis Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Readied Magic
You have learned to hold back your magical power, prepared to unleash it when the time is just right. If you use an Action to Ready a spell, you have Advantage on saving throws and ability checks until the start of your next turn. Additionally, if the trigger for your readied spell occurs, you can cast the readied spell without using your Reaction.
If the trigger does not resolve, if you choose not to act on the trigger, or if you lose Concentration on the spell, you gain a number of Sorcery Points equal to the spell's level at the start of your next turn. You still expend the spell slot as normal.
Spell Deflection (Level 6)
When you take damage from a spell or other magical effect, you can use your Reaction to halve the spell's damage against you.
Always Ready (Level 14)
You always have your next spell dancing on the tip of your tongue. You can use a Bonus Action to Ready a spell as if you had used your Action to do so. If you expend a spell slot when you ready a spell in this way, it does not count against the usual limit of only one spell slot expended to cast a spell per turn.
Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you spend 4 Sorcery Points (no action required) to restore your use of it.
Mindset of Perfect Prediction (Level 18)
You have learned to enter a focused state of mind. As an Action, you can activate your mindset of perfect prediction, gaining the benefits below. At the end of each of your turns, starting on the turn after you activated your mindset, you must make a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, your mindset ends. If you are Concentrating on multiple spells when your mindset ends, you can choose one spell to maintain. The rest of the spells end as if your Concentration had been broken. Once you use this feature, you can't use it again until you finish a Long Rest.
Quickened Mind
When rolling Initiative, you may instead choose an Initiative count of 31.
Expansive Mind
You can concentrate on any number of spells simultaneously. If you are forced to make a saving throw to maintain Concentration while you are Concentrating on multiple spells, you make only a single Constitution saving throw. On a failed save, your Concentration breaks on all spells.
Predictive Mind
You have Counterspell prepared. You can cast it as a 6th-level spell without expending a spell slot.
Nightmare Origin
Nightmare Origin (Level 3)
Void Rift (Level 6)
Starting at 6th level, you can tear a rift in reality, summoning an aberrant creature from the void to fight alongside you. As a bonus action, you can spend 3 sorcery points to summon a Void Lurker in an unoccupied space of your choice within 30 feet of you.
The lurker is friendly to you and your companions and obeys your commands. Its statistics are detailed below, which uses your proficiency bonus (PB) in several places. You determine the lurker's appearance, which is often a vile monster reminiscent of common phobias and fears.
In combat, the lurker shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. On the turn you summon the lurker, you can command it as a part of the bonus action used to summon it. If you are incapacitated, the lurker can take any action of its choice, not just Dodge.
The lurker disappears and returns to its home plane after 1 hour or after it is reduced to 0 hit points. It also returns if you use this feature to summon a lurker again, or if you die.
Anomalous Form (Level 14)
At 14th level, your form is corrupted further by the void. When you roll for or choose your incarnation, you gain two instead of one (re-rolling duplicates). They both remain active until you finish your next short or long rest.
Additionally, you can breathe in air and water, as well as communicate telepathically to any creature you can see within 30 feet of you, so long as they share a language with you.
Dreadful Collapse (Level 18)
At 18th level, you can cause a burst of shadowy energy to erupt from you as a bonus action on your turn. Creatures of your choice within 30 feet of you must make a Wisdom saving throw. On a failed save, a target is teleported to another space of your choice within 30 feet of you and is frightened of you for the next minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
Nuclear
Nuclear (Level 3)
Fallout (Level 6)
At 6th level, your magic carries traces of withering radiation. Once per turn, when you cast a spell of 1st-level or higher on your turn, you can cause one creature targeted by the spell to make a Constitution saving throw against your spell save DC. On a failed save, the target suffers one level of irradiated, to a maximum of level 3.
Additionally, when you cast a spell that deals damage, you can spend 1 sorcery point to change that damage type to fire or radiant.
Spectrum Spectre (Level 6)
Starting at 6th level, you can manipulate the spectrum of light you create. When you cast a spell that sheds light, you can designate any number of creatures within 90 feet of you to be able to see that light. It is invisible to others. Spells, features, and effects that require dim light or darkness do not function in invisible bright or dim light, as usual. This light can be detected by truesight.
Alternatively, when you cast a spell that sheds light, you can make that light sunlight.
Quantum Jump (Level 14)
At 14th level, as a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see. Immediately after you disappear, a wave of radiation spreads within a 10-foot-radius sphere centered on the space you left for 1 minute. When a creature moves into the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw against your spell save DC, taking 2d10 radiant damage on a failed save, or half as much damage on a successful one.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Unstable Fission (Level 18)
At 18th level, you can split your own atoms into the form of an unstable twin of yourself. You can cast simulacrum with a casting time of 1 action, a range of self, and requiring no components. A simulacrum created in this manner cannot cast cantrips, and cannot use spell slots higher than 3rd level.
When the simulacrum is reduced to 0 hit points, or after 1 minute, it explodes, and targets within 30 feet of it must succeed on a Dexterity saving throw against your spell save DC. A target takes 3d10 thunder damage and 3d10 radiant damage on a failed save, or half as much damage on a successful one.
Once you use this feature, you must finish a long rest before you can use it again.
Oblex Impostor
Oblex Impostor (Level 3)
Picky Eater (Level 6)
Starting at 6th level, when you memory drain a creature, you can spend 2 sorcery points to probe the creature's mind for a specific memory. You learn which skills and tools the creature is proficient in, as well as what spells it knows if any. Choose one of the following effects:
You specify an event that you believe the creature experienced and that lasted no longer than 10 minutes. If the creature has a memory of the event, you gain the memory as though you lived through it.
You gain proficiency in one skill or tool in which the creature is proficient until you use this feature to gain a new proficiency.
You learn one spell the creature knows that is of a level you can cast. As long as you know it, it counts as a sorcerer spell for you, and doesn't count against the number of sorcerer spells you know. You lose the spell if you use this feature to learn a new spell.
Sulfurous Clone (Level 6)
Also at 6th level, you learn to manipulate your biology to create slime clones of your own. Over the course of 1 minute, during which you must maintain your concentration (as though concentrating on a spell), you extrude a piece of yourself into an unoccupied space within 5 feet of you. It coalesces into an exact duplicate of yourself or of a Medium or smaller creature who you've memory drained in the last 24 hours. For all practical purposes, this slime clone is you, meaning you occupy your space and its space simultaneously and it uses your statistics. It appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The slime clone moves as you choose during your turn, and you can cast spells, take actions, use reactions, and use your racial traits and class features from the slime clone's position.
The slime clone is tethered to you by a strand of slime that can extend up to 120 feet away from your body. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between you and the clone. The clone collapses into a pool of inanimate slime if the tether is severed, you dismiss the clone as an action, or if you drop to 0 hit points or die. When you take damage, you can choose to dismiss the slime clone (no action required).
You can't have more than one slime clone at a time.
Gelatinous (Level 14)
At 14th level, you gain greater control of the ooze that makes up your body. You can move through a space as narrow as 1 inch wide without squeezing.
Additionally, whenever your slime clone would take damage, you can use your reaction to dismiss it, preventing you from taking the damage.
Elder Oblex (Level 18)
Starting at 18th level, you can now have a number of slime clones up to your Charisma modifier (minimum two). When you use the reaction granted by your Gelatinous feature, you can dismiss any number of your slime clones.
Oozemaster
Oozemaster (Level 3)
Goopy Clone (Level 6)
By 6th level, you can expend 2 sorcery points as an action to create a duplicate of yourself made from a translucent ooze. If you spend an additional 3 sorcery points, you imbue this ooze duplicate with illusory magic, causing it to be indistinguishable from any humanoid you choose. The duplicate has the statistics of a commoner, but is an ooze instead of a humanoid. Additionally, it is formed with simulated clothing and equipment; this equipment is nonfunctional and melts into slime if it is not worn or carried by the duplicate.
The duplicate is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes, acting on your turn in combat.
The duplicate lasts for 24 hours or until it drops to 0 hit points, at which point it collapses into a large puddle of ooze.
Bouncy Body (Level 14)
Beginning at 14th level, when a creature you can see misses you with a melee weapon attack, you can use your reaction to bounce the attack back at the attacker with your goopy body. The attacker repeats its attack against its own AC, dealing damage to itself as normal on a hit.
Gelatinous Ally (Level 18)
Starting at 18th level, you can expend 6 sorcery points as an action to summon a gelatinous cube to envelop your enemies. Choose a space you can see within 120 feet for the cube to appear. If you summon the cube into a creature's space, the creature is immediately subject to the cube's Engulf.
The cube uses your spell attack bonus and spell save DC in place of its own attack bonus and save DCs. You are immune to the cube's acid damage, and you aren't subject to the cube's Engulf.
The cube is friendly to you and your companions. In combat, it rolls its own initiative and acts on its own turn. The cube obeys any verbal commands you issue to it (no action required). If you don't issue any commands to it, the cube defends itself from hostile creatures, but otherwise takes no actions. The GM has the gelatinous cube's statistics.
The cube dissolves into a sticky liquid when it drops to 0 hit points, or when you dismiss it as an action on your turn. You can only have one summoned gelatinous cube at a time.
Oozemaster
Oozemaster (Level 3)
Malleability (Level 6)
At 6th level, your body becomes more fluid. You can shift your features around and make yourself look differently while you maintain concentration on the change. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the physical change is up to you.
Additionally, you can expend 2 sorcery points to compress your body enough to squeeze through an inch-wide crack. You cannot expand inside a space that offers any resistance, such as an occupied suit of armor.
Goopy Blood (Level 14)
By 14th level, your blood flows like a thick soup rather than a normal liquid. As a reaction expending up to 5 sorcery points when you are attacked, you can reduce the damage dealt by 3 times the number of sorcery points expended, up to a maximum of the damage dealt.
One with the Ooze (Level 18)
At 18th level, your transformation into an ooze is complete. You can shapechange, as per the spell, into any ooze without expending a spell slot. After you use this ability, you cannot use it again until you complete a short or long rest.
Oozemaster
Oozemaster (Level 3)
Malleability (Level 6)
At 6th level, your body becomes more fluid. You can shift your features around and make yourself look differently while you maintain concentration on the change. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the physical change is up to you.
Additionally, you can expend 2 sorcery points to compress your body enough to squeeze through an inch-wide crack. You cannot expand inside a space that offers any resistance, such as an occupied suit of armor.
Goopy Blood (Level 14)
By 14th level, your blood flows like a thick soup rather than a normal liquid. As a reaction expending up to 5 sorcery points when you are attacked, you can reduce the damage dealt by 3 times the number of sorcery points expended, up to a maximum of the damage dealt.
One with the Oooze (Level 18)
At 18th level, your transformation into an ooze is complete. You can shapechange, as per the spell, into any ooze without expending a spell slot. After you use this ability, you cannot use it again until you complete a short or long rest.
Orchard Origin
Orchard Origin (Level 3)
Exhilarating Bloom (Level 6)
Starting at 6th level, you can easily spread the joy your flowers bring. When you grow a flower on a creature, you can choose spend 1 sorcery point to grow the same kind of flower on another creature you can see within 30 feet of the original creature. If you're the first target of the flower, you can choose to grow a different kind of flower on another creature, rather than the same one.
Swirl of Petals (Level 6)
Also at 6th level, you can twist your natural magics to better protect your allies. As a bonus action on your turn, you can cause petals to swirl up and around a creature you can see within 60 feet of you. Until the start of your next turn, attack rolls against that creature have disadvantage.
Once you use this feature, you can't do so again until you finish a short or long rest.
Reverberating Bloom (Level 14)
Starting at 14th level, you can infuse your flowers with special energy, instantly enhancing the abilities of those you grow them on. When you grow your flowers on a creature, you can spend 2 sorcery points to grant a single creature you grew flowers on an additional immediate benefit, choosing one of the following:
Aromatic
If the creature is currently under the effects of a spell or effect that allows it to repeat its saving throw each turn, it can attempt to break that effect.
Idyllic
The creature can use its reaction to move up to its speed. If this movement provokes any opportunity attacks, they're made with disadvantage.
Supple
The creature can use its reaction to make a single weapon attack.
Keeper of the Garden (Level 18)
At 18th level, you can call upon the Keeper of the Garden to protect you and your allies. As an action, you can spend 5 sorcery points to summon the Keeper, a wood woad who is friendly to you and your companions for the duration. Roll initiative for the Keeper, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the Keeper, it defends itself from hostile creatures but otherwise takes no actions.
The Keeper manifests for 1 minute, until it reduced to 0 hit points, or until you use this feature to summon it again.
Orchard Origin, Reflourished
Orchard Origin (Level 3)
Exhilarating Bloom (Level 6)
Starting at 6th level, you can easily spread the joy your flowers bring. When you grow a flower on a creature, you can choose spend 1 sorcery point to grow the same kind of flower on another willing creature you can see within 30 feet of the original creature. If you're the first target of the flower, you can choose to grow a different kind of flower on another creature, rather than the same one.
Swirl of Petals (Level 6)
Also at 6th level, you can twist your natural magics to better protect your allies. As a bonus action on your turn, you can cause petals to swirl up and around a creature you can see within 60 feet of you. Until the start of your next turn, attack rolls against that creature have disadvantage.
Once you use this feature, you can't do so again until you finish a short or long rest.
Reverberating Bloom (Level 14)
Starting at 14th level, you can infuse your flowers with special energy, instantly enhancing the abilities of those you grow them on. When you grow your flowers on a creature, you can spend 1 sorcery point to grant a single creature you grew flowers on an additional immediate benefit, choosing one of the following:
Aromatic
If the creature is currently under the effects of a spell or effect that allows it to repeat its saving throw each turn, it can attempt to break that effect.
Idyllic
The creature can use its reaction to move up to its speed. If this movement provokes any opportunity attacks, they're made with disadvantage.
Supple
The creature can use its reaction to make a single weapon attack.
Keeper of the Garden (Level 18)
At 18th level, you can call upon the Keeper of the Garden to protect you and your allies. As an action, you can spend 3 sorcery points to summon the Keeper, a wood woad who is friendly to you and your companions for the duration. Roll initiative for the Keeper, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the Keeper, it defends itself from hostile creatures but otherwise takes no actions.
The Keeper manifests for 1 minute, or until it is reduced to 0 hit points.
Once you use this feature, you cannot use it again until you finish a long rest.
Pale Master
Pale Master (Level 3)
Emissary of Death (Level 6)
Starting at 6th level, whenever you deal damage with a necromancy spell, you can add your Charisma modifier to the damage roll. When you do so, you can spend 1 sorcery point to gain 1d10 temporary hit points.
Spellstitched Cohort (Level 14)
You have improved your cohort by 14th level using a technique called spellstitching. Your cohort learns one necromancy cantrip that it can cast on its turn using your sorcerer level.
Additionally, your Deathsign extends to your cohort: when your cohort would normally take necrotic damage from a source other than a cantrip, it instead regains hit points equal to the amount of necrotic damage.
Overlord (Level 18)
At 18th level, when you cast the spell animate dead to reassert control over undead, you can expend a number of sorcery points to cast it as if using a spell slot higher one level higher for each point expended.
Path of the Iron Soul
Iron Soul (Level 3)
Reinforce Weapon (Level 6)
Starting at 6th level, the image of weaponry isn't enough, you surpass that mere image to create a masterpiece. As part of a long rest, you can improve a simple or martial melee weapon. The weapon becomes magical if it isn't already, and gains one of the following features.
Black Iron
The weapon deals an extra 1d6 damage of the weapon's type to any target it hits. A creature can only benefit from this feature once per turn.
White Iron
The weapon gains the thrown property with a range of 20/60 feet. After a creature makes a ranged weapon attack with the weapon, it returns to the creature's hand.
A weapon can have only one of these features at a time, and if you improve a number of weapons higher than your Charisma modifier (minimum of 1), a weapon you improved of your choice loses the benefit of this feature.
Master Weapon (Level 14)
Starting at 14th level, you surpass yourself to master your weapon. You learn the tenser's transformation spell, which doesn't count against your number of sorcerer spells known.
Additionally, you ignore all class, race, and level requirements on the use of magic weapons.
Endless Creation (Level 18)
Starting at 18th level, your weaponry can surpass the world. When you use your Project Weapon, you can cause a number of simple or martial melee weapons up to your sorcerer level to rain down instead. The weapons are magical and can't become permanent.
Once you use this feature, you must finish a long rest before you can use it again.
Phoenix Soul Sorcerous Origin
Phoenix Soul (Level 3)
Phoenix Spark (Level 6)
Starting at 6th level, if you are reduced to 0 hit points, you can use your reaction to instead be reduced to 1 hit point, and each creature of your choice within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.
If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + twice your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can't use it again until you finish a long rest.
Nourishing Fire (Level 14)
Starting at 14th level, when you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.
Form of the Phoenix (Level 18)
At 18th level, while under the effect of your Mantle of Flame feature, you can spend 5 Sorcery points and use your reaction to transform into a phoenix, gaining additional benefits until the effect of Mantle of Flame ends:
You have a flying speed of 40 feet and can hover.
You have immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Once you use this feature, you can't use it again until you finish a long rest.
Plagueborn
Born from Disease (Level 3)
Aegis Miasma (Level 6)
Your innate magic causes you to be affected less by harmful substances. At 6th level you gain resistance to acid and poison damage.
Infectious Magic (Level 14)
Starting at 14th level when you cast a spell, you may change the damage type to acid or poison. You may change a spell's damage type up to a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. Additionaly, when you cast a spell that deals acid or poison damage you may re-roll all damage dice you rolled a 2 or lower on. You must take the second roll, even if it is the same or lower.
Virulent Mutation (Level 18)
Starting at 18th level you have gained mastery over your disease or ailment. As a bonus action you can strengthen yourself for a short amount of time by utilizing the disease in your body. When you do this, your eyes turn toxic green and your blood turns black, and you become immune to acid and poison damage.
While this feature is active, each spell you cast that deals acid or poison damage ignores resistance and immunity to damage of the given type. When a creature is hit by any ranged or melee spell attack you make, they must make a Constitution saving throw against your spell save DC, becoming poisoned for 10 minutes on a failed save. They can repeat the saving throw at the end of each of their turns, ending the condition on a success.
This effect lasts for 10 minutes. Once you use this feature, you can't use it again until you finish a long rest.
Planar Magic
Planar Magic (Level 3)
Planar Rift (Level 6)
6th-level Planar Magic feature
Starting at 6th level, when you cast a spell of 1st level or higher, as a bonus action you can spend a sorcery point and create linked teleportation portals that remain open until the end of your next turn or until you choose to close them, not requiring an action. Choose two points on the ground that you can see, both within 30 feet of you.
A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, it fails to materialise and the sorcery point is lost.
The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it.
By expending additional sorcery points, you can increase the range at which you can place the portals by 10 feet for every sorcery point.
Slipstream (Level 14)
14th-level Planar Magic feature
Starting at 14th level, when you use your Planar Rift feature, you can have a Large or smaller creature within 5 feet of one of your portals pulled through it. The creature is ejected into an unoccupied space within 5 feet of the second portal. An unwilling creature must make a Strength saving throw to avoid the effect.
Displacement (Level 18)
18th-level Planar Magic feature
Starting at 18th level, you learn to exert your will over the fabric of reality. As an action, choose a number of willing creatures within 30 feet of you that you can see, up to an amount equal to twice your Charisma modifier. You, and any creatures targeted by this effect, are immediately transported to a place you have visited on any of the planes of existence. Once you have used this feature, you can't use it again until you've completed a long rest.
Powderblood
Powderblood (Level 3)
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Metablood (Level 6)
At 6th level, you gain new options for spending sorcery points, as follows:
You may spend 1 sorcery point when you use your Explosive Blood ability to increase its damage by 2d8. You may do this only once per use of the ability.
You may spend sorcery points to increase the radius of your Explosive Blood ability by 5 feet per point spent, to a maximum radius of 30 feet.
If an attack roll you make with a firearm would cause it to misfire, you may spend 1 sorcery point to ignore the misfire. The attack still misses, but your weapon is unaffected.
When making an attack roll with a firearm, you may spend 1 sorcery point to ignore disadvantage imposed by long range.
Gunmage (Level 14)
At 14th level, the black powder coursing through your veins enables you to blend the arcane arts with flint and steel to deadly effect. If you use an action to cast a spell on your turn, you may use your bonus action to make a single firearm attack.
Black Powder Apotheosis (Level 18)
By 18th level, your innate skill with firearms has reached its apex. Whenever you score a critical hit with a firearm, you regain 1 sorcery point.
Primal Bloodline
Primal Bloodline (Level 3)
Primal Evolution (Level 6)
At 6th level, your physical characteristics continue to evolve. Your hit point maximum increases by 6, and increases by 1 again whenever you gain a level in this class. You can add half your proficiency bonus, rounded down, to any Strength and Dexterity check or saving throw you make that does not already include your proficiency bonus. Your walking speed increases by 5 feet, and you gain a climbing or swimming speed (your choice) equal to your walking speed.
Primal Wings (Level 14)
At 14th level, you sprout a permanent pair of majestic wings from your arms or back, granting you a flying speed equal to your walking speed. These wings may take the form of a bird's, a bat's, an insect's, or a pterosaur's.
Primal Instinct (Level 18)
At 18th level, you gain a supernatural instinct to anticipate and avoid danger. When you are attacked by a creature, as a reaction, you can give that creature disadvantage on all attacks against you until the end of its turn. In addition, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Primordial Chaos Sorcerous Origin
Primordial Chaos (Level 3)
Elemental Sequestration (Level 6)
Starting at 6th level, whenever a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage you can use your reaction to give that creature resistance to the triggering damage type until the start of your next turn.
Also, you capture some of the incoming energy, storing it for your next melee or spell attack. The first time you hit with a melee attack or deal damage with a spell attack on your next turn, the target takes an extra 1d8 damage of the triggering type.
You can use this feature three times, and you regain any expended uses when you finish a short rest.
Primordial Alteration (Level 14)
Starting at 14th level, when you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, or thunder damage, you can spend 1 sorcery point to substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by channeling elemental energy from the inner planes as you cast it.
Empowered Recklessness (Level 18)
Starting at 18th level, whenever you use your Reckless Casting ability to cast a spell and you roll the same number on both dice, you can cast the resulting spell one spell slot level higher, if applicable. If you are rolling for two spells and and you roll the same number on both dice, only one of the spells is cast one spell slot level higher.
Primordial Energy Savant
Primordial Energy Savant Origin (Level 3)
Energy admixture (Level 6)
Starting at 6th level, you become able to choose the element you wish to create with your spells. You can spend 1 sorcery point to change the damage type of a spell that causes acid, cold, fire, lightning, or thunder damage to any of the damage types that you can change.
Heightened Primordial Magic (Level 14)
Starting at 14th level, your element-based spells become harder to resist. When you cast a spell that deals acid, cold, fire, lightning, radiant, or thunder damage and forces a creature to make a saving throw to resist the effects of the spell, you can spend 3 sorcery points to give all targets of the spell disadvantage on their first saving throw made against the spell.
Elemental Gate (Level 18)
Starting at 18th level, you can open a portal to any of the elemental planes. You can cast the gate spell to open a portal to an Elemental Plane. Once you use this feature, you can't use it again until you finish a long rest.
Progenitor Spark
Progenitor Spark (Level 3)
Cradle of Life (Level 6)
At 6th level, whenever you cast a spell of 1st level or higher that has a casting time of 1 action, you and friendly creatures within 10 feet of you have advantage on all saving throws and resistance to all damage until the start of your next turn.
Thirst for Magic (Level 14)
At 14th level, you can will yourself the knowledge of a spell temporarily. As a bonus action, you can spend a number of sorcery points equal to the spell's level +1 to learn a spell from any spell list for the next hour. (1 sorcery point if the spell is a cantrip). The spell must be a level which you can cast, and it must be of 5th level or lower.
Gift of Progeny (Level 18)
At 18th level, you learn the simulacrum spell. It counts as a sorcerer spell for you, doesn't count against the number of spells you know, and can't benefit from your metamagic.
Also, you can spend 10 sorcery points to ignore its material components and speed up casting the spell, which you can complete in 8 hours, instead of 12. When you do, your simulacrum has no sorcery points and the number of spell slots it can use is equal to the number shown on the Sorcerer's Spellcasting table equal to half of your sorcerer level.
You can only have one simulacrum at a time and, if you create another, the oldest crumbles to dust.
Pyromancer
Pyromancer (Level 3)
Fire in the Veins (Level 6)
At 6th level, you gain resistance to fire damage, and all damage you deal ignores fire resistance. Whenever you deal fire damage that involves a damage roll, you can add your Charisma modifier to one of the damage rolls.
Pyromancer's Fury (Level 14)
At 14th level, all damage you deal treats fire immunity as fire resistance instead (this fire resistance cannot be ignored), and you gain immunity to fire damage.
Fiery Soul (Level 18)
At 18th level, you can cast a spell from your Origin Spells feature by spending a number of sorcery points equal to the spell's level minus 1 (minimum of 0).
Pyromancer (PSK)
Pyromancer (PSK) (Level 3)
Fire in the Veins (Level 6)
At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.
Pyromancer's Fury (Level 14)
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.
Fiery Soul (Level 18)
At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Radiation Freak
Radiation Freak (Level 3)
Adaptive Resistance (Level 6)
By 6th level, the tumors within your body can rapidly shift your magical metabolism. After you take damage, you can use your reaction and spend 1 sorcery point to gain resistance to that damage type until you take a short or long rest, or until you use this ability again. You do not gain resistance against the damage that triggers this ability.
Glow Cloud (Level 14)
Starting at 14th level, you can use your action to transform your entire body, along with everything you're wearing and carrying, into a cloud of dangerous radioactive material. This effect acts as the gaseous form spell, with the following differences:
Your flying speed is equal to half your movement speed.
If another creature enters your space or starts its turn there, it takes 4d10 radiant damage.
You can cast cantrips while you're in this form.
Once you use this ability, you can't use it again until you finish a long rest.
Isotope Poisoning (Level 18)
At 18th level, as an action, you can spend 3 sorcery points to bombard a creature you touch with a near lethal amount of radioactivity. At the beginning of each of the target's turns, it must make a Constitution saving throw. On a failed save, the target is poisoned until the beginning of its next turn and takes 4d10 radiant damage. If a target fails three times, it remains poisoned for one hour, and takes 1d10 radiant damage at the beginning of each of its turns. If it succeeds three times, this effect ends.
Rakshasa Bloodline
Rakshasa Bloodline (Level 3)
Spell Impunity (Level 6)
You manifest part of the limited magic immunity that a rakshasa possesses. Whenever you are subject to a spell and you can see or hear the caster, you learn the spell's level. You can then immediately use your reaction to spend a number of sorcery points equal to the spell's level (or 1 point for a cantrip) and become immune to that casting of the spell. The highest level of a spell you can become immune to using this feature equals your sorcerer level divided by 3, rounded down.
Dream Delver (Level 14)
You can infest the dreams of others to influence their actions when they awaken. You learn the dream spell. It is a sorcerer spell for you but doesn't count against the number of sorcerer spells you know.
If you select yourself as the messenger, you can spend 2 sorcery points once before the spell ends to cast the suggestion spell on the target. The target is considered within sight and range when you cast the suggestion spell in this way, regardless of its actual distance from you.
Fiendish Defense (Level 18)
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.
Raumathari Battlemage
Raumathari Battlemage (Level 3)
Sword Focus (Level 3)
Sorcerous Combat (Level 3)
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Warrior's Soul (Level 14)
You have the heart of a warrior, and that dauntless spirit spurs you to overcome any trial.
Starting at 14th level, you can no longer be frightened. Additionally, when you roll a Strength, Dexterity, or Constitution saving throw, you can spend 3 sorcery points to give yourself advantage on the saving throw.
Wardbreaker's Strike (Level 17)
You can sever your foe's strength with a simple swing of your weapon. Starting at 18th level, when you hit a creature with your bonded weapon, you can spend 6 sorcery points to weaken the creature's resistance against your spells. If you do, the next time you damage that creature with a spell, the creature has vulnerability to all of that spell's damage.
Raumathari Battlemage
Raumathari Battlemage (Level 3)
Sword Focus (Level 3)
Sorcerous Combat (Level 3)
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Warrior's Soul (Level 14)
You have the heart of a warrior, and that dauntless spirit spurs you to overcome any trial.
Starting at 14th level, you can no longer be frightened. Additionally, when you roll a Strength, Dexterity, or Constitution saving throw, you can spend 3 sorcery points to give yourself advantage on the saving throw.
Wardbreaker's Strike (Level 18)
You can sever your foe's strength with a simple swing of your weapon. Starting at 18th level, when you hit a creature with your bonded weapon, you can spend 6 sorcery points to weaken the creature's resistance against your spells. If you do, the next time you damage that creature with a spell, the creature has vulnerability to all of that spell's damage.
Reborn
Reborn (Level 3)
Past Life (Level 3)
Reborn Magic (Level 3)
Knowledge Reborn (Level 6)
Whenever you use your Past Life feature, you select one of the following features which also manifests for the duration of the feature. Once you manifest a class feature, you cannot choose that class again for this feature until you finish a long rest.
| Class | Ability |
|---|---|
Artificer | You gain proficiency with a single set of tools of your choice. They are also a spellcasting focus for you. |
Barbarian | You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. |
Bard | You can add half your proficiency bonus, rounded down, to any ability check in which you are not proficient. |
Cleric | Exchange up to 2 of your cantrips for cleric cantrips. |
Druid | Exchange up to 2 of your cantrips for druid cantrips. |
Fighter | On your turn, you can use a bonus action to regain hit points equal to 1d10 + your sorcerer level. Once you use this feature, Knowledge Reborn ends. |
Monk | Your movement increases by 5 feet and your unarmed attacks deal 1d4 damage. |
Paladin | You become immune to disease. |
Ranger | You ignore difficult terrain from natural sources, such as overgrown underbrush, but not from spells, such as entangle. |
Rogue | Choose one of the following skills. Your proficiency bonus is doubled for ability checks made with that skill: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. |
Warlock | When you cast a spell, you can cast it as though you used a spell slot 1 level higher. If you do, Knowledge Reborn ends. |
Wizard | When Knowledge Reborn ends, you regain a 1st-or 2nd-level spell slot. |
Wychlaran | You can cast any ritual from the Wychlaran spell list as long as you are in Rashemen. If you do, Knowledge Reborn ends. |
Reborn Defense (Level 6)
You can expend a use of your Past Lives feature to become proficient in saving throws and ability checks in an ability of your choice for 10 minutes.
Sorcerer's Bloodline (Level 14)
You can use 3 sorcery points to regain a use of your Past Lives feature. You can expend a use of your Past Lives feature to gain 2 sorcery points.
Final Form (Level 18)
You can cast polymorph on yourself without requiring any components or using a spell slot. You can use this form to take actions which require hands or speech, allowing you to talk and cast spells while polymorphed in this way.
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.
Reincarnated Hero
Reincarnated Hero (Level 3)
Mystical Maneuvers (Level 6)
Beginning at 6th level, your instincts from your previous life kick in and enable you to perform a handful of special combat maneuvers. Once on each of your turns, you can spend 1 sorcery point as a bonus action to use one of the following maneuvers:
Aegis Stance. Make one melee weapon attack against a creature you can see. Whether or not you hit, your AC increases by 2 and your speed is reduced to 0 until the start of your next turn.
Overhead Throw. Make one ranged weapon attack with a melee weapon you are holding, as if it had the Thrown (30/90) weapon property. After the attack, the weapon teleports back to your hand.
Parting Flourish. Make one melee weapon attack against a creature you can see. You don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Sorcerous Kindling (Level 14)
Starting at 14th level, the ebb and flow of battle hones your sorcery and fuels your magic. Once per turn, when you score a critical hit with a weapon attack against a hostile creature or reduce a hostile creature to 0 hit points with a weapon attack, you regain 2 sorcery points.
Heroic Legacy (Level 18)
Starting at 18th level, you can shrug off death in ways few of your previous lives could equal. Whenever you take more than 20 damage, you can use your reaction to reduce the damage taken to 20. When you do so, you have advantage on attack rolls, ability checks, and saving throws until the end of your next turn.
Reincarnated Warrior
Reincarnated Warrior (Level 3)
Extra Attack (Level 6)
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Warrior's Resolve (Level 14)
Starting at 14th level, when you take damage that reduces you to half your maximum hit points or less, you can use your reaction to regain half of your expended sorcery points. When you do, the damage reduction granted by your Soul of Endurance is doubled for 1 minute.
Once you use this feature, you must finish a long rest'24 before you can use it again.
Legendary Prowess (Level 18)
Starting at 18th level, you can use your magic to fuel a furious flurry of strikes. When you take the Attack action on your turn, you can expend up to 5 sorcery points to make an equal number of additional melee weapon attacks as part of that Attack action. Each attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Rekindled
Rekindled (Level 3)
Flow Infusion (Level 6)
Starting at 6th level, you learn how to infuse your fire spells with the incredible potency of the phlogiston. When you cast a spell, you may expend a number of sorcery points equal to that spell's level (1 sorcery point if the spell is a cantrip) to cause that spell to bypass immunity to fire damage. A creature that is immune to fire damage takes damage from the spell as if they were resistant to fire damage. Damage dealt this way can never bypass this damage resistance.
Prismatic Form (Level 14)
Starting at 14th level, you can unleash the power of the phlogiston from within for a short time. As a bonus action, you can enter this state for 1 minute. For the duration, rainbow energy flows out from you in every direction in a 60 foot radius aura. Nothing can teleport into or out of this area and planar travel is blocked within it. A creature which starts its turn in the aura can't teleport or planar travel until the start of their next turn.
Phlogiston's Embrace (Level 18)
Starting at 18th level, you can unleash the unusual magic of the phlogiston around you. Each creature of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, the creature is petrified until the end of your next turn. On a successful save, the creature takes 3d6 fire damage.
Resonant Body
Resonant Body (Level 3)
Sonic Savant (Level 6)
Beginning at 6th level, whenever you use a Metamagic option on a spell that deals thunder damage, deafens creatures, or silences or magnifies sounds, you expend only a fraction of your effort to do so. With these sorts of spells, Metamagic options that normally cost only 1 sorcery point instead cost 0 sorcery points; all other Metamagic options cost half the normal number of sorcery points (rounded up).
You can use your Sonic Savant feature to reduce the cost of a number of Metamagic options equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Sound and Fury (Level 14)
At 14th level, your resistance to thunder damage becomes immunity. In addition, when you cast a spell that deals damage, you can change the damage type to thunder. If the spell also imposes a condition on a creature damaged by the spell, you can choose to impose the deafened condition instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Resounding Spellcasting (Level 18)
Beginning when you reach 18th level, any of your cantrips that deal thunder damage affect even those creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against a cantrip that deals thunder damage, the creature takes half the cantrip's damage but suffers no additional effect from the cantrip.
Moreover, you can increase the power of some of your spells. When you cast a sorcerer spell of 1st through 5th level that deals thunder damage, you can cause the spell to maximize its damage dice. Once you use this feature, you shouldn't use it again until you finish a long rest. Each time you use it again, you take 2d12 force damage for each level of the spell you cast. This force damage ignores any resistance or immunity to force damage you might have.
Rifthopper
Rifthopper (Level 3)
Tactical Swap (Level 6)
At 6th level, when a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.
If you use this feature when you or another creature is attacked, the attack's target becomes the creature that now occupies the space being attacked, not the original target.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Familiar Locations (Level 14)
Starting at 14th level, if you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can't familiarize yourself with it enough to use this feature.
You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location.
You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Dimensional Ambler (Level 18)
Starting at 18th level, you can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
Royal Bloodline
Royal Bloodline (Level 3)
Sovereign Empowerment (Level 6)
Starting at 6th level, as a bonus action, you can choose to encourage one of your allies in battle. You can give a bonus to the next attack roll made by an ally of your choice that you can see within 60 feet of you. The bonus equals to 1 plus an abount of sorcery points you spend (maximum of +5 bonus). The target also gains a number of temporary hit points equal to your Charisma modifier. You must finish a short or long rest before you can target the same creature with this ability.
Ancestral Aid (Level 14)
At 14th level, your royal powers have grown immensely and thanks to it, you have been recognized by your ancestors who may now come to your aid at your command. As a bonus action, you mumble a few ancient words and bring forth the spirits of your ancestors. They appear as spectral humanoids that only you can see. While they are summoned, you and your allies within 30 feet of you gain a bonus to initiative rolls equal to your Charisma modifier. You may dismiss your ancestors as a bonus action.
Inspire the Leader (Level 14)
Also starting at 14th level, whenever a creature affected by your Sovereign Empowerment ability scores a critical hit against a creature or rolls max damage on an attack, you regain 2 sorcery points.
Mantle of Majesty (Level 18)
At 18th level, a glowing rune symbolizing a sign of power (such as a crown, scepter, throne, etc.) appears in any part of your body. This rune represents your embrace and acceptance to the mantle of royalty. You are immune to the frightened and charmed conditions and all allies within 15 feet of you that can see and hear you have advantage on saving throws made to resist those conditions.
As an action, you can spend 4 sorcery points to create a bright, glowing ethereal crown that floats above your head, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. Also, you and all allies within 30 feet of you gain a +2 bonus to their AC and their speed increases by 20 feet. This effect lasts for 1 minute, until you become incapacitated or die, or until you dismiss it (no action required). When the ability ends, you gain a level of exhaustion.
Once you use this feature, you must finish a long rest before you can use it again.
Runechild
Runechild (Level 3)
Glyph of Aegis (6th Level) (Level 6)
When you reach 6th level, you can touch a creature as an action and expend up to 3 charged runes to transfer your protective power to it for up to 1 hour. The next time that creature takes damage within the next hour, it rolls 1d6 per charged rune spent and reduces the damage by the total. You can't transfer this power to a creature already under the effect of Glyph of Aegis.
Sigilic Augmentation (Level 6)
At 6th level, you can channel your runes to temporarily bolster your physical capabilities. When you make a Strength, Dexterity, or Constitution ability check, you can expend a charged rune as a reaction to gain advantage on the roll.
In addition, when you are forced to make a Strength, Dexterity, or Constitution saving throw, you can use your reaction and expend a charged rune to gain advantage on the saving throw. Once you use this feature in this way, you can't use it in this way again until you complete a long rest.
Manifest Inscriptions (Level 6)
Also at 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you expend one charged rune to reveal hidden or invisible arcane traps, marks, runes, wards, sensors, or glyphs within 60 feet of you. They glow with dim light in a 5-foot radius for 1 minute.
You have advantage on Intelligence (Arcana) checks to discern the nature of any magic revealed in this way for the duration. If the glyphs you reveal mean something in a language you can't read, you can understand them while they are glowing as if you knew that language.
Glyph of Aegis (14th Level) (Level 14)
Your Glyph of Aegis die becomes a d8 at 14th level.
Runic Torrent (Level 14)
Upon reaching 14th level, you can channel runic energy to overpower even the staunchest defenses. When you cast a spell, you can expend 2 charged runes to cause the spell to deal force damage instead of its usual damage types. Additionally, all creatures targeted by the spell or within the spell's area must succeed on a Strength saving throw against your spell save DC or be knocked prone or pushed up to 15 feet away from the spell's point of origin (your choice).
Once you use this feature, you can't do so again until you complete a short or long rest.
Arcane Exemplar (Level 18)
Starting at 18th level, you can use a bonus action and expend a charged rune to become a being of pure magical energy. While in your exemplar form, you gain the following benefits:
You have a flying speed of 60 feet.
Creatures have disadvantage on saving throws against your sorcerer spells.
You have resistance to damage dealt by spells.
Whenever you cast a spell of 1st level or higher, you regain hit points equal to the spell's level.
Your exemplar form lasts until the end of your turn. However, you can expend a charged rune at the end of your turn (no action required) to extend the duration until the end of your next turn. When your exemplar form ends, you are stunned until the end of your next turn.
Once you use this feature, you can't use it again until you complete a long rest.
Runechild
Runechild (Level 3)
Sigilic Augmentation (Level 6)
Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.
Manifest Inscriptions (Level 6)
At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.
Runic Torrent (Level 14)
Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell's level to allow it to ignore any resistance or immunity to the spell's damage type the targets may have.
Arcane Exemplar Form (Level 18)
Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
You have a flying speed of 40 feet.
Your spell save DC is increased by 2.
You have resistance to damage from spells.
When you cast a spell of 1st level or higher, you regain hit points equal to the spell's level.
When your Arcane Exemplar form ends, you can't move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.
Scion of Dantalion
Scion of Dantalion (Level 3)
Scholarship of Dantalion (Level 6)
At 6th level, you gain the ability to connect to your ancestors and draw their knowledge into your mind. You can use your action and spend a sorcery point to gain proficiency in a skill or tool set for 1 minute.
Thought Travel (Level 14)
At 14th level, your base movement speed increases by 10 feet. Additionally, when you move, you can expend 1 sorcery point to teleport to your desired location instead of walking.
Star Emperor (Level 18)
At 18th level, by spending 5 sorcery points as an action, you can connect yourself to the first of your line, Dantalion, the Star Emperor, and command the awe of a thousand kings. For 1 minute, when a creature within 30 feet attacks you, it make a Wisdom saving throw. On a failed save, the attack automatically misses. A creature that succeeds this saving throw is immune to this effect for 24 hours.
Scion of Dantalion
Scion of Dantalion (Level 3)
Scholarship of Dantalion (Level 6)
At 6th level, you gain the ability to connect to your ancestors and draw their knowledge into your mind. You can use your action and spend a sorcery point to gain proficiency in a skill or tool set for 1 minute.
Thought Travel (Level 14)
At 14th level, your base movement speed increases by 10 feet. Additionally, when you move, you can expend 1 sorcery point to teleport to your desired location instead of walking.
Star Emperor (Level 18)
At 18th level, by spending 5 sorcery points as an action, you can connect yourself to the first of your line, Dantalion, the Star Emperor, and command the awe of a thousand kings. For 1 minute, when a creature within 30 feet attacks you, it make a Wisdom saving throw. On a failed save, the attack automatically misses. A creature that succeeds this saving throw is immune to this effect for 24 hours.
Scion of Madness
Scion of Madness (Level 3)
Depths of Depravity (Level 6)
Starting at 6th level, you can let the insanity within you warp the magic of the world. When a creature that you can see within 120 feet of you must make a saving throw, if you are affected by at least one madness, you can use your reaction to add insanity to the magic, giving the creature disadvantage on the saving throw. If the creature fails the saving throw, you feed on the ensuing chaos; you regain a sorcery point for each madness affecting you.
Once you use this feature to regain sorcery points, you can't use it again until you finish a short or long rest.
Powers of Insanity (Level 14)
Where madness rots the mind and body of most, it only serves to strengthen you. At 14th level, whenever you roll on a madness table and roll a d10 to determine which specific aspect of the madness overtakes you, you can roll a second d10 and choose the lower result of the two. In addition, gaining a madness doesn't cause you to be stunned.
Maddening Hunger (Level 18)
Your magic feeds on the insanity of this world. At 18th level, whenever you gain a madness, you regain sorcery points: short-term madness, 1d4 sorcery points; long-term madness, 2d4 sorcery points; and indefinite madness, 4d4 sorcery points.
Sea Sorcery
Sea Sorcery (Level 3)
Watery Defense (Level 6)
At 6th level, you can withstand the cold of the depths, and your watery nature makes you difficult to burn. You gain resistance to cold and fire damage.
You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. When you take this movement, you can squeeze through spaces as narrow as an inch.
You can use this reaction a number of times equal to your proficiency bonus, and can spend 3 sorcery points to regain a use as an action. You regain all expended uses when you complete a long rest.
Shifting Form (Level 14)
Starting at 14th level, you gain the ability to enter a liquid state while moving. You gain the benefits of Watery Defense whenever you move; you can move through any enemy's space, but can't willingly end your move there. You return to your natural form upon completing your movement.
One with the Sea (Level 18)
Starting at 18th level, your body instinctively takes on a watery form whenever you take damage. You gain resistance to bludgeoning, piercing and slashing damage, and critical hits against you become normal hits.
Searing Soul
Searing Soul (Level 3)
Burning Blood (Level 6)
By 6th level, you gain resistance to fire damage, and whenever you deal fire damage to a creature, you can choose to ignore any resistance it has to fire damage.
In addition, you gain one of the following options (typically based on your sorcerous origin). Once you've used this option, it can't be used again until you finish a long rest unless you spend 3 sorcery points (no action required) to restore your use of it.
Phoenix Rise
When you're subjected to fire damage, you can use your reaction to take no fire damage and instead regain a number of hit points equal to half the fire damage dealt, before reducing it in any way. When this happens, you can immediately fly up to 30 feet, without provoking opportunity attacks.
Summon Hell Hound
You can use an action to summon a hell hound in an unoccupied space that you can see within 30 feet of you. The hound remains for 10 minutes, until you end the effect (no action required), or until it drops to 0 hit points. For the duration, the hound is friendly to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Volcanic Eruption
You can use an action to choose a point on the ground that you can see within 60 feet of you. Lava erupts from that point, causing the ground in a 20-foot radius to buckle upwards. Each creature within the area must succeed on a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 3d6 bludgeoning damage and 3d6 fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The ground then returns to normal, unless you decide to concentrate on the effect (as if it were a spell), to a maximum of 1 minute. For the duration, the area is considered difficult terrain, and when a creature moves into or within the area, it takes 1 fire damage for every foot it travels, unless it has resistance or immunity to fire damage.
A creature within the area that doesn't move on its turn takes 10 fire damage instead.
Explosive Speed (Level 14)
Starting at 14th level, whenever you gain the benefits of your Ignition feature, you can take the Dash or Dodge action using a bonus action. In addition, until the start of your next turn, any creature within 5 feet of you that hits you with a melee attack for the first time on a turn also takes fire damage equal to half your sorcerer level.
Heart of Fire (Level 18)
By 18th level, you gain immunity to fire damage, and your chosen Burning Blood option improves in the following ways.
Phoenix Rise
You also gain a flying speed of 60 feet for 10 minutes.
Summon Hell Hound
The hound is summoned with a number of temporary hit points equal to your sorcerer level, and it remains for 8 hours, instead of 10 minutes. It uses your proficiency bonus instead of its own. In combat, the hound uses your Charisma modifier for its attack and damage rolls, instead of its Strength, and the save DC for its Fire Breath is equal to your spell save DC.
Volcanic Eruption
Both damage types increase by 1d6 (to a total of 4d6 bludgeoning damage and 4d6 fire damage), and you don't need to concentrate on the effect for it to remain for the full duration.
Second Soul
Second Soul (Level 3)
Font of Duality (Level 6)
By 6th level, your latent connection to undeath grants you resistance to necrotic damage. You also gain the Twinned Spell Metamagic option, which does not count against the total number you can have. If you already have this option, you can choose a different one instead.
You can choose to ignore the sorcery point cost when you use Twinned Spell with a spell of 2nd level or lower. Once you use it in this way, you can not do so again until you finish a long rest.
Soul Split (Level 6)
Also at 6th level, you can cast the find familiar spell once, without expending a spell slot or material components. When you do, your second soul is manifested as the familiar, which takes the form of an undead will-o-wisp. Its alignment, personality, and known languages are the same as the souls, and it uses your spell save DC for its Consume Life feature. While the familiar is summoned, you gain 3d6 temporary hit points when either you or the familiar slay a creature.
If the familiar is reduced to 0 hit points or if you dismiss it, your second soul returns to you until you summon the familiar again. Once you cast find familiar in this way, you can not do so again until you finish a long rest, unless you spend 1 sorcery point to cast it again.
When you reach 14th level in this class, you can use a bonus action to teleport to the same space as the familiar, provided that its not already in another creatures space. To do so, you must be able to see the familiar and be within 30 feet of it. Further, while the ghostly hand from your chill touch cantrip clings to a target, your familiar can use its action to make a Shock attack against that creature as if it were within 5 feet of the target.
Pain Split (Level 14)
By 14th level, you can magically share your allies burdens. When a creature that you can see within 30 feet of you takes damage, you can use your reaction to magically take half of that damage, reducing the damage taken by the creature. This feature does not transfer any other effects that might accompany the damage, and the damage you take can not be reduced in any way. If your familiar takes damage, you do not need to be able to see it in order to use this feature, and the range becomes 100 feet, instead of 30.
Life Siphon (Level 18)
At 18th level, when you deal necrotic damage to a creature, you can choose to siphon away a portion of its life to regain hit points. Choose a number of the necrotic damage dice up to your Charisma modifier (minimum of one); you regain a number of hit points equal to the total of the chosen dice. Once you use this feature, you can not do so again until you finish a short or long rest.
Serophage
Serophage (Level 3)
Blood Fuel (Level 6)
At 6th level, instead of moving, you can inflict 1d4 slashing damage on yourself and regain a number of sorcery points equal to the slashing damage. Alternatively, you can choose to increase the save DC or the spell attack bonus of the next spell you cast by +1 instead of regaining sorcery points. At 12th level, the die becomes a d8 and the increase to your spell attack bonus or save DC increases to +2.
Blood Barrier (Level 14)
At 14th level, you can draw blood from a recently killed (within the last 30 minutes) creature of Intelligence 5 or higher and form it into swirling rings that surround you. The number of rings equals your Charisma modifier.
The rings absorb physical damage. When you are struck by a melee or ranged weapon attack, one ring absorbs 1d10 damage from the attack, then disappears in a splash.
As an action, you can cause one ring to form into a magical spear of blood and launch itself at a target you select within 60 feet. Make a ranged spell attack. On a successful hit, the target takes (1d6 + your Charisma modifier) piercing damage and must succeed on a Constitution saving throw or be stunned until the start of your next turn. The spear is considered a magical weapon. It evaporates after it's expended. The rings remain until they absorb an attack or they are expended as weapons.
Exsanguinate (Level 18)
At 18th level, you can siphon a steady stream of blood from a living creature at a distance. As an action, you designate a creature within 40 feet; that creature must make a Constitution saving throw. If the saving throw fails, the creature takes 2d6 necrotic damage as blood oozes through its skin and flows through the air to you, where it's absorbed through your skin. For every 2 points of damage done to the target, you regain either 1 hit point or 1 sorcery point. The exsanguination continues, causing damage and restoring your hit points or sorcery points at the start of your turn, until you end it (no action required by you) or the target makes a successful Constitution saving throw at the end of its turn.
Serophage
Serophage (Level 3)
Blood Fuel (Level 6)
Starting at 6th level, instead of taking a move action, a serophage can deal 1d4 slashing damage to him- or herself and regain a number of Sorcery Points equal to the slashing damage. Alternatively, the serophage can choose to increase the save DC or the attack bonus of the next spell he or she casts by +1 instead of regaining Sorcery Points. When the serophage reaches 12th level, the die becomes a d8 and the increase to his or her attack bonus or save DC becomes +2.
Blood Barrier (Level 14)
At 14th level, a serophage gains the ability to draw blood from a creature with Intelligence 5 or higher that has been killed within the last 30 minutes and form it into swirling rings that surround the Sorcerer. The number of rings is equal to his or her Charisma modifier.
The rings absorb physical damage. When the serophage is struck by a melee or ranged weapon attack, one ring absorbs 1d10 damage from the attack, and then disappears in a splash.
As an action, the serophage can cause one ring to form into a magical spear of blood and launch itself at a target he or she selects within 60 feet. The Sorcerer makes a ranged spell attack. On a hit, the target takes piercing damage equal to 1d6 + the serophage's Charisma modifier and must succeed on a Constitution saving throw or be stunned until the start of the serophage's next turn. The spear is considered a magic weapon. It evaporates after it's expended. Each ring remains until it either absorbs damage or is expended as a weapon.
Siphon Blood (Level 18)
At 18th level, a serophage gains the ability to siphon a steady stream of blood from a living creature at a distance. As an action, he or she designates a creature within 40 feet; that creature must make a Constitution saving throw. On a failed save, the creature takes 2d6 necrotic damage as blood oozes through its skin and flows through the air to the serophage, who absorbs it through their own skin. For every 2 points of damage dealt to the target, the serophage chooses to regain either 1 hit point or 1 sorcery point. The siphoning continues, dealing damage and restoring hit points or Sorcery Points at the start of the serophage's turn, until he or she ends the effect (no action required), or until the target makes a successful Constitution saving throw at the end of its turn.
Serpentine Legacy
Serpentine Legacy (Level 3)
Controlled Dose (Level 6)
You have gained a greater measure of control over your poison. When you roll for poison damage, roll the damage twice and choose which roll to use.
Hypnotize (Level 6)
Your connection to serpents has deepened, granting you the power to mesmerize others with your gaze. As an action, you can fix your gaze on one creature within 30 feet of you that you can see and that can see your eyes. The target must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the target is charmed by you for one minute. While charmed, the target is incapacitated and has a speed of 0. The effect ends if you or one of your allies damages the creature.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Greater Venom (Level 14)
Your venomous powers have reached new heights. You gain immunity to poison damage and the poisoned condition.
In addition, poison damage you deal ignores resistance to poison damage and treats immunity to poison damage as resistance.
Finally, when you would roll poison damage, you deal maximum damage instead of rolling.
Ophidian Form (Level 18)
You have reached the pinnacle of serpentine power, allowing you to shed your skin and take on your true serpentine form. As an action, you can magically transform, gaining the following traits:
If you are smaller than Huge, you become Huge, and anything you are wearing or carrying melds into your new form. If you are wearing an item, such as an arcane focus, you still benefit from its effects. If there isn't enough room for you to increase your size, your size doesn't change.
Your body shifts into the characteristic long, legless form of a serpent. Your lack of limbs prevents you from casting spells that require somatic components, except for those that deal poison damage or are granted to you by your Snake Spells feature.
You gain blindsight to a range of 30 feet. If you already have blindsight, its range increases by 30 feet.
When you use your action to cast a spell or a cantrip, you can use your bonus action to attempt to wrap your body around a creature within 10 feet of you. Make a melee spell attack. On a hit, the target is grappled (your spell save DC to escape). Until this grapple ends, the creature is restrained, and you can't constrict another target. You can use your bonus action on subsequent turns to crush the creature, dealing 2d8 bludgeoning damage to it.
You can stay in this form for 10 minutes, after which you revert to your normal form. You can dismiss this transformation at any time (no action required). You automatically revert if you drop to 0 hit points or die.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Shadow (Revised)
Shadow Magic Revised (Level 3)
Shadow Walk (Level 6)
At 6th 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 or your shade can magically teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. Your shade counts as an origin or a destination for this teleportation, but not for itself.
At 14th level, the distance you and your shade can teleport increases to 120 feet.
Umbral Form (Level 14)
Starting at 14th level you can spend 2 sorcery points as a bonus action to assume a form of pure shadow and darkness for 1 minute or until you dismiss it as a bonus action. While in this form, you and your shade gain the following features:
You have resistance to cold damage.
You gain vulnerability to radiant damage.
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. If this form ends while you are in an object you are shunted out to the nearest unoccupied space taking 6D6 force damage and are knocked prone.
While in darkness, movement is half the normal cost; moving 2 feet in darkness costs 1 foot of speed.
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.
Infinite Darkness (Level 18)
At 18th level, you may tap into your deepest connections to the darkness of the world. You may spend 10 sorcery points pour your mind in the shadows of the world and teleport yourself and up to 8 willing creatures to a location that meets the following criteria:
Has dim light or darkness covering an area large enough to accomodate you and your allies.
Is an area you are familiar with or one you can see within the same plane of existence.
Alternatively, you may teleport to the Shadowfell as if you casted the plane shift spell. While within the Shadowfell, you may instead teleport to any plane of existence.
If the defined area does not meet the requirements, nothing occurs and you regain 5 of the expended sorcery points. Otherwise, darkness envelops you and your companions and transports you to the location.
Shadow Bloodline
Shadow Bloodline (Level 3)
Dark Illusions (Level 6)
Starting at 6th level, you have advantage on saving throws against Illusion magic. You can also cast blur or mirror image by spending 2 Sorcery Points.
Passage Through the Dark (Level 14)
At 14th level, you gain the ability to traverse between patches of Darkness. When you are lightly or heavily obscured you can, as a bonus action, step through a shadow and emerge from another shadow up to 200 feet away. You can stay inside the shadow connection for a number of rounds equal to your Charisma modifier (minimum of 1) if you choose to; while there, you are invisible, nothing can affect you, and you can't affect anything else. Each use of this ability costs you 4 Sorcery Points.
Tainted Shadows (Level 18)
Beginning at 18th level, you can emanate an aura of energy from the Shadow Realm. By spending 4 Sorcery Points, you radiate an aura of Shadow that causes everything within 15 feet of you to become lightly obscured because of dim lighting. Any portion of that area that's already dimly lit becomes completely dark instead. Enemy creatures that start their turns inside this aura take 10 necrotic damage and must succeed on a Wisdom saving throw or become frightened of this effect. The effect lasts until the start of your next turn.
Shadow Magic
Shadow Magic (Level 3)
Hound of Ill Omen (Level 6)
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:
The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
It appears with a number of temporary hit points equal to half your sorcerer level.
It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Shadow Walk (Level 14)
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Umbral Form (Level 18)
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Shadow Magic (Revised)
Shadow Magic (Revised) (Level 3)
Hound of Ill Omen (Level 6)
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:
The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
It appears with a number of temporary hit points equal to half your sorcerer level.
It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Shadow Walk (Level 14)
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Umbral Form (Level 18)
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Shadow Magic (Variant Magic)
Shadowfell Magic (Level 3)
Shadow Magic (Level 3)
Hound of Ill Omen (Level 6)
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:
The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
It appears with a number of temporary hit points equal to half your sorcerer level.
It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Shadow Walk (Level 14)
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Umbral Form (Level 18)
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Shadow Sorcery
Shadow Sorcery (Level 3)
Command the Prowling Shadows
Your magic is born from the Shadowfell, where darkness and shadow hold sway. This power might come from an ancestor entwined with that plane or from an encounter with its grim energy. The shadow magic within you leaves its mark, giving you an eerie presence and traits that reflect the Shadowfell's chilling influence. You may find yourself cold to the touch, your heartbeat unnaturally slow, or even forgetting how to distinguish between the living and the dead. Your very essence is tinged with the shadowy magic that courses through you, making you a creature apart from the mortal world.
| d6 | Quirk |
|---|---|
You are always icy cold to the touch. | |
When you are asleep, you don't appear to breathe (though you must still breathe to survive). | |
You barely bleed, even when badly injured. | |
Your heart beats once per minute. This event sometimes surprises you. | |
You have trouble remembering that living creatures and corpses should be treated differently. | |
You blinked. Once. Last week. |
Shadow Spells
When you reach a Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Eyes of the Dark
The Shadowfell's power surrounds you, granting you the following benefits.
- Darkvision
- Darkness
Strength of the Grave
Your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 Hit Points, you can make a Charisma saving throw (DC equals 10 or half the damage you take, whichever number is higher). On a success, you instead drop to 1 Hit Point. You can't use this feature if you are reduced to 0 Hit Points by Radiant damage or by a Critical Hit.
After the saving throw succeeds, you can't use this feature again until you finish a Long Rest.
Hound of Ill Omen (Level 6)
You gain the ability to call forth a howling creature of darkness to harass your foes. As a Bonus Action, you spend 3 Sorcery Points to conjure a Hound of Ill Omen in an unnoccupied space within 60 feet of you. This incorporeal Hound counts as neither a creature nor an object, but appears as a shadowy animal of your choice. The Hound persists for 1 minute or until you have the Incapacitated condition or use this feature again. On subsequent turns, you can move the Hound up to 60 feet as a Bonus Action.
When conjured or at the end of its movement, the Hound can target one creature within 5 feet of it and you know the target's location until the end of your next turn. While it remains within 5 feet of the target you gain the following benefits:
- Sorcerous Prey.
- Umbral Tactics.
- Shadow Scent.
Shadow Walk (Level 14)
You gain the ability to step from one shadow into another.
When you are in Dim Lightt or Darkness, you can use your Bonus Action to magically teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You can expend 2 Sorcery Points to remove the restriction that you must start and end the teleport in Dim Light or Darkness.
In addition, your Hound of Ill Omen can move as if it had a Fly Speed and could hover.
Umbral Form (Level 18)
As a Bonus Action you magically transform yourself into a shadowy form for 1 minute. You can also use this feature when activating Innate Sorcery.
While active, 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. If you end your turn inside a creature or an object, you take 1d10 Force damage and are shunted to the nearest unoccupied space. You also gain a Fly Speed equal to your Speed and can hover.
In addition, while in this form, your Hound of Ill Omen can be commanded at the start of your turn, rather than requiring a Bonus Action.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend 6 Sorcery Points to use it again.
Skin Wearer
Skin Wearer (Level 3)
Malleable Form (Level 6)
Starting at 6th level, your malleable form makes transmutation and illusion magic cast on you effortless. Whenever you use a spell slot to cast either a transmutation spell on yourself or an illusion spell that changes your appearance, roll a d20. If you roll a number lower than your sorcerer level, the spell slot you used is instantly restored.
Full Embodiment (Level 14)
Starting at 14th level, you learn to exert greater control over your skin wearing, allowing you to fully embody your harvested creature's abilities. While embodying a creature, in addition to your chosen benefit, you may also choose to change your Strength, Dexterity, and Constitution scores to match that creature's. If your Constitution modifier increases as a result of this, your maximum hit points increase but your current hit points do not.
Shapeshifter Supreme (Level 18)
At 18th level, you are able to cast the shapechange spell without expending a spell slot. Once you have used this feature, you cannot use it again until you finish a long rest. You may also attempt to use your Malleable Form feature to restore use of this feature immediately after casting the shapechange spell, following the same rules as you would for restoring a spell slot.
Skinshifter
Skinshifter (Level 3)
Selective Shift (Level 6)
As a bonus action, you can spend 1 or more sorcery points to magically transform your body for the next 10 minutes For each sorcery point you spend, you gain one adaptation of your choice from the Skinshift Adaptations table, the effects of which last until the transformation ends The adaptation must have a value in the d20 column equal to or lower than 20 plus half your sorcerer level If you gain a random skinshift adaptation that replaces one you already had (for example, tumour skin replacing rubber skin), this new adaptation lasts for the duration of the transformation.
Reactive Mutations (Level 14)
Immediately after you take damage, you can use your reaction to spend 1 sorcery point and gain resistance to that damage type for 10 minutes or until you use this feature again If you take multiple types of damage simultaneously, you choose one of the damage types to gain resistance to.
Looking for inspiration to describe how a skinshifter's reactive mutations might physically manifest?
Try adapting the following examples!
- Bludgeoning
- Piercing
- Slashing
- Acid
- Cold & Fire
- Force
- Lightning
- Necrotic
- Radiant
- Thunder
- Poison
- Psychic
Shapeshift (Level 18)
You unleash your inner shapeshifter, allowing your body to react to all manner of environmental stimuli As bonus action, you can cause a metabolic cascade that transforms your body for 10 minutes granting you the following effects:
All grapple and restraining effects on you immediately end.
You gain six adaptations of your choice from the Skinshift Adaptations table. For these, you ignore the restrictions on which adaptations you can have simultaneously.
You can't use the Reactive Mutations skinshifter feature, and it ends if it is active.
Immediately after you take damage, you gain resistance to that damage type You can simultaneously sustain three damage resistances in this way; if you gain another resistance from this feature while at your limit, the oldest one is lost.
After you activate this feature, you can't do so again until you finish a long rest.
Snow Soul
Snow Soul (Level 3)
Irresistible Blizzard (Level 6)
Upon reaching 6th level, when you cast a spell that deals cold damage or that belongs to the enchantment spell school, you can spend 1 sorcery point to have the spell casted as if using one spell slot level higher.
Frozen Memories (Level 14)
Beginning at 14th level, you gain immunity to cold damage.
In addition, when a creature recovers from being charmed by you, it has no memory of what happened during the time it was charmed.
Implacable Winter (Level 18)
As a bonus action, you can embody the harshness on the north for one minute. While this effect is active you gain the following benefits:
When you roll damage for a spell you cast that deals cold damage, you can treat any 1, 2 or 3 on a damage die as a 4.
Targets of your enchantment spells have disadvantage on the save, and are affected even if they are immune to the charmed condition.
Once you use this ability you can't use it again until you complete a long rest.
Soulblade
Soulblade (Level 3)
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, if you hit a creature with a weapon attack using your chosen blade with your first attack, you can then cast a cantrip with a casting time of 1 action instead of making a second weapon attack.
Punishing Blade (Level 14)
Starting at 14th level, your blade becomes more dangerous. Whenever you hit a creature with a weapon attack with your chosen blade, you can spend 1 sorcery point. If you do, the creature has disadvantage on saving throws made against your spells until the end of your next turn.
Chosen Soul (Level 18)
Starting at 18th level, you may unleash the warrior within you. As a bonus action or whenever you summon your chosen blade, you can choose to become an avatar of war. You gain the following benefits for 1 minute:
Attacks with your chosen blade score critical hits on 18-20 results, and deal 3d12 radiant damage instead of 1d12 damage.
Whenever you would be able to cast a cantrip instead of making a weapon attack, you may cast a spell of 1st level or higher with a casting time of 1 action instead.
Once you have entered into this state, you cannot do so again until you have finished a long rest, unless you spend 5 sorcery points to do so.
Soulflame
Soulflame (Level 3)
Soulbound Enhancement (Level 6)
At 6th level, your connection to souls allows you to enhance your own abilities. You gain resistance to necrotic damage and when you finish a long rest, you can choose one ability score. You gain advantage on ability checks that use that chosen ability score until your next long rest.
Additionally, when you hit a creature with a spell infused with soulfire, the target must make a Constitution saving throw against your spell save DC. On a failed save, the creature's movement speed is reduced by half until the end of its next turn.
Soulflame Absorption (Level 14)
Starting at 14th level, whenever a creature deals damage to you, you can use your reaction to absorb a portion of their life force. You regain hit points equal to half the damage taken, and the creature takes fire damage equal to the hit points you regained.
Soul Conduit (Level 18)
At 18th level, you become a conduit for the ultimate power of soulfire. When you cast a spell of 5th level or higher that deals fire damage, you can cast it at its highest level without expending a higher level spell slot.
Spellfire Sorcery
Spellfire Sorcery (Level 3)
Wield Raw Magic
Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.
Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Anauroch to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts, such as the Harpers, Cult of the Dragon, and Red Wizards.
Spellfire Burst
When you spend at least 1 Sorcery Point as part of the Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.
Bolstering Flames
You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.
Radiant Fire
One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).
Spellfire Spells
When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
3 | Cure Wounds, Guiding Bolt, Lesser Restoration, Scorching Ray |
5 | |
7 | |
9 |
Absorb Spells (Level 6)
You always have Counterspell prepared.
Additionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points.
Honed Spellfire (Level 14)
Your Spellfire Burst improves. You add your Sorcerer level to the Temporary Hit Points gained from Bolstering Flames, and the damage of Radiant Fire increases to 1d8.
Crown of Spellfire (Level 18)
When you use Innate Sorcery, you can alter it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, you can't use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Burning Life Force
Once per turn when you are hit by an attack roll, you can expend a number of Hit Point Dice, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled.
Flight
You gain a Fly Speed of 60 feet and can hover.
Spell Avoidance
When you're subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this benefit if you have the Incapacitated condition.
Spellslinger
Spellslinger (Level 3)
Slings (Level 6)
You have the unique ability to twist your magic in ways no other sorcerer could. These are called Slings, and many enhance or modify your spells in some way. You gain two of the following Slings now and an additional one at 14th level. When you gain metamagic options at 10th and 17th levels, you can choose from either the Metamagic list or Sling list.
You can use only one Sling or Metamagic option on a spell when you cast it, unless otherwise noted.
Cautious Caster
As a reaction when you make a saving throw, you can expend 1 sorcery point to add 1d4 to your saving throw result.
Cover Shooter
You can expend 1 sorcery point to gain advantage on a ranged spell attack roll if you are behind half or threequarters cover when you make the shot.
Distracting Spell
When you cast a spell that targets one creature, you can spend 1 sorcery point as a bonus action to distract the target. The next attack made against the creature before the start of your next turn is made with advantage.
Extra Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's entire force. To do so, you spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw, and takes no damage if it would normally take half damage on a successful save.
If you know the Careful Spell Metamagic option when you take this Sling, you can replace that option with a different Metamagic option. You cannot replace it with a Sling.
Piercing Spell
When you cast a spell that targets one creature and uses an attack roll, you can spend sorcery points to deal additional piercing damage. You can spend any number of sorcery points, up to 5 points, and your spell attack deals an additional 1d8 piercing damage for each point expended. You can choose to add this bonus damage after rolling your attack roll, but before you know whether it hits or misses.
Moving Spell
When you hit a creature with a spell attack roll, you can expend 1 sorcery point to force that creature to succeed on a Strength saving throw or else be pushed up to 10 feet in a horizontal direction of your choice.
Quick Feet
You can spend 1 sorcery point to take the Dash, Disengage, or Dodge action as a bonus action.
Shootout
When a creature misses you with a ranged attack, you can spend 2 sorcery points as a reaction to make a ranged spell attack with a cantrip against the attacker. This cantrip must normally have a casting time of 1 action.
Switcharoo
Immediately before or after you use an action to cast a spell of 1st level or higher, you can use a bonus action to spend 2 sorcery points to magically trade places with a willing creature within 30 feet that you can see.
Fancy Feet (Level 14)
You gain proficiency in Dexterity saving throws.
Metamagician (Level 18)
Whenever you finish a long rest, you can exchange one of your Metamagic or Sling options for a different Metamagic or Sling option of your choice.
Spirit Caller
Spirit Caller (Level 3)
Spirit Synchronicity (Level 6)
6th-level Spirit Caller feature
Spells you cast that don't have a range of self can originate from your manifested spirit, instead of you, if it is within 120 feet of you.
Spirit Empowerment (Level 6)
6th-level Spirit Caller feature
When you manifest your spirit using your Conduit of the Soul feature, you can expend any number of sorcery points. When you do, choose one boon from the following list for each point you expend. Your manifested spirit gains these boons until it disappears. You can't select the same boon more than once at the same time, unless stated otherwise.
| Spirit Boon | Effect |
|---|---|
Resistance | Your spirit gains resistance to one damage type of your choice. You can select this boon up to a number of times equal to your proficiency bonus. |
Extended Stay | The maximum amount of time your spirit can remain manifested increases by 10 minutes. You can select this boon up to a number of times equal to your proficiency bonus. |
Enlarge | Your spirit's size increases by one category. Its reach increases by 5 feet, and its melee attacks deal an extra 1d8 damage of the attack's type on a hit. |
Teleporter | Your spirit can use its bonus action to teleport up to 30 feet to an unoccupied space it can see. |
Frenzy | Your spirit has advantage on all melee attack rolls, but attack rolls made against it have advantage. |
Detonator | When your spirit is reduced to 0 hit points or you lose concentration on it, each creature of your choice within 20 feet of it must succeed on a Dexterity saving throw against your sorcerer spell save DC or take necrotic or radiant damage (your choice on detonation) equal to 2d10 + your sorcerer level. |
Of One Mind | You can use a bonus action to see through your spirit's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. |
Devil's Sight | Your spirit can see in dim light and darkness, both magical and nonmagical, to a distance of 120 feet. |
Enhanced Agility | Your spirit's speed is doubled. |
Battlefield Squire | After your spirit takes the Help action, it can use a bonus action on that turn to take the Disengage or Dodge action. |
Explosive Emergence (Level 14)
14th-level Spirit Caller feature
When you use a bonus action to command your spirit on the same turn it's summoned, you can have it take one additional action on its first turn.
In addition, you gain any damage resistances that your manifested spirit has for the duration of its manifestation.
Final Form Manifestation (Level 18)
18th-level Spirit Caller feature
You no longer need to maintain your concentration on your manifested spirit. You can cause it to disappear at any time (no action required).
You imbue your spirit with further power. When you manifest your spirit, you can choose one additional boon without spending a sorcery point to gain it. In addition, when summoned, you can choose for your spirit's base size to be Medium or Large. If manifested as a Large spirit, the reach of its Spirit Grasp attack increases by 5 feet.
Spirit Caller
Spirit Caller (Level 3)
Spirit Synchronicity (Level 6)
When you use a Metamagic option on a spell with a range other than self, you can cause the spell to originate from your manifested spirit, instead of you, if your manifested spirit is within 120 feet of you.
Spirit Empowerment (Level 6)
When you manifest your spirit using your Conduit of the Soul feature, you can expend any number of sorcery points. When you do, choose one boon from the following list for each point you expend. Your manifested spirit gains these boons until it disappears. You can't select the same boon more than once at the same time, unless stated otherwise.
| Spirit Boon | Effect |
|---|---|
Resistance | Your spirit gains resistance to one damage type of your choice. (You can select this boon up to a number of times equal to your proficiency bonus.) |
Estended Stay | The maximum amount of time your spirit can remain manifested increases by 10 minutes. (You can select this boon up to a number of times equal to your proficiency bonus.) |
Enlarge | Your spirit's size increases by one category. Its reach increases by 5 feet and its melee weapon attacks deal an additional 1d8 damage of the attack's type on a hit. |
Teleporter | Your spirit can use its bonus action to tele- port up to 30 feet to an unoccupied space it can see. |
Frenzy | Your spirit has advantage on all melee attack rolls, but attack rolls made against it have advantage. |
Detonator | When your spirit is reduced to 0 hit points, each creature of your choice within 20 feet of it must succeed on a Dexterity saving throw against your spell save DC or take necrotic damage equal to 2d10 + your sorcerer level. |
Of One Mind | You can use a bonus action to see through your spirit's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. |
Devil's Sight | Your spirit can see in dim light and darkness, both magical and nonmagical, to a distance of 120 feet. |
Enhanced Agility | Your spirit's speed is doubled. |
Battlefield Squire | After your spirit takes the Help action, it can use a bonus action that turn to take the Disengage or Dodge action. |
Durable Connection (Level 14)
You have advantage on Constitution saving throws made to maintain concentration on your manifested spirit and on conjuration spells.
In addition, you share any damage resistances that your manifested spirit has.
Final Form Manifestation (Level 18)
You no longer need to maintain your concentration on your manifested spirit. You can cause it to disappear at any time (no action required).
In addition, you can now select the "Enlarge" boon to increase your spirit's size with your Spirit Empowerment feature up to a number of times equal to your proficiency bonus.
Spiritborn
Spiritborn (Level 3)
Powerful Bond (Level 6)
Starting at 6th level, your spirit animal's attacks are treated as magical for the purposes of overcoming damage resistance and immunity.
Additionally, you can spend 1 sorcery point as a bonus action to give your spirit animal advantage on attack rolls, ability checks, and saving throws until the start of your next turn.
Healing Bond (Level 14)
At 14th level, you can use your bonus action and spend 1 or more sorcery points to heal your spirit animal's wounds. Your spirit animal regains hit points equal to your Charisma modifier + 1d12 hit points for each sorcery point spent
Spirit Guardian (Level 18)
At 18th level, your spirit's bond with you is powerful enough to shield you from harm. Whenever you take damage, your spirit can use its reaction to prevent half of that damage, taking the other half itself.
Spore Sorcery
Spore Sorcery (Level 3)
Metamagic Spore Transmission (Level 6)
Starting at 6th level, the spores connecting you and the target of your Spore Transmission enhance your metamagic effects on the linked target. You gain the following benefits when using the indicated Metamagic options:
Careful Spell
If the spell allows a target to take only half damage on a successful saving throw, the linked target instead takes no damage.
Distant Spell
When you use this Metamagic option to increase the range of a touch spell, the spell's range is 60 feet when cast on the linked target.
Extended Spell
If cast on the linked target, the spell's duration is tripled rather than doubled, to a maximum of 36 hours.
Hungry Spell
If the linked target is reduced to 0 hit points with your hungry spell, you regain hit points equal to double your Charisma modifier (minimum of 2).
Lingering Spell
If the linked target failed its saving throw against your lingering spell, it has disadvantage on the saving throw to avoid the additional damage at the start of your next turn.
Shared Hunger Spell
If you use this Metamagic option on the linked target, you and the target regain hit points equal to double your Charisma modifier (minimum of 2) if the target hits with its weapon attack.
Twinned Spell
By spending 1 additional sorcery point, you can affect the linked target in addition to the two original targets.
Spore's Protection (Level 14)
Starting at 14th level, when an attacker you can see targets you with a melee attack, you can use your reaction to call forth spores to cloud its senses. The attacker has disadvantage on the attack roll. If the attack hits, you gain 10 temporary hit points as the spores bind the wound for a short time. The temporary hit points last for 1 minute.
Spore Form (Level 18)
At 18th level, you gain immunity to poison damage and the poisoned condition. In addition, as an action, you can radiate spores in a 20-foot radius around you for 1 minute. Each friendly creature that starts its turn in the area regains hit points equal to your Charisma modifier (a minimum of 1). Each hostile creature that starts its turn in the area takes poison damage equal to your Charisma modifier (a minimum of 1). The target of your Spore Transmission regains (if it is friendly) or takes (if it is hostile) double this amount. Once you use this action, you can't use it again until you finish a long rest.
Star Spawn
Star Spawn (Level 3)
Bend Space (Level 6)
At 6th level, you gain the ability to collapse distance. As an action, you can spend one sorcery point to force a creature you can see within 30 feet of you to be forcefully warped. The target must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 30 feet to an unoccupied space you can see. A willing creature can choose to fail this save.
Additionally, as a reaction to being hit by an attack, you can spend one sorcery point to negate the damage and magically teleport yourself to an unoccupied space within 30 feet of you.
Psychic Mirror (Level 14)
At 14th level, you gain the ability to shield your mind and redirect psychic energies to the creatures around you. You can't be targeted by any divination magic or perceived through magical scrying sensors.
Additionally, when you take psychic damage, you can use your reaction to spend one sorcery point to negate the damage, and each creature within 5 feet of you must succeed on a Wisdom saving throw against your sorcerer spell save DC or take psychic damage equal to the damage negated.
Torrent of Madness (Level 18)
Beginning at 18th level, you can channel the madness of the Elder Evils, confounding and disorienting those around you. As an action, you can spend 5 sorcery points to exude an aura of madness to a distance of 60 feet. Each creature within this area must make a Wisdom saving throw against your sorcere spell save DC or go insane. While insane, it can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. You can choose a number of creatures equal to your Charisma modifier to automatically succeed the saving throw.
If the creature ends its turn in a location where it doesn't have line of sight to you, it can repeat the saving throw, ending the effect on a success.
Star Spawn
Star Spawn (Level 3)
Bend Space (Level 6)
At 6th level, you gain the ability to collapse distance. As an action, you can spend one sorcery point to force a creature you can see within 30 feet of you to be forcefully warped. The target must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 30 feet to an unoccupied space you can see. A willing creature can choose to fail this save.
Additionally, as a reaction to being hit by an attack, you can spend one sorcery point to negate the damage and magically teleport yourself to an unoccupied space within 30 feet of you.
Psychic Mirror (Level 14)
At 14th level, you gain the ability to shield your mind and redirect psychic energies to the creatures around you. You can't be targeted by any divination magic or perceived through magical scrying sensors.
Additionally, when you take psychic damage, you can use your reaction to spend one sorcery point to negate the damage, and each creature within 5 feet of you must succeed on a Wisdom saving throw against your sorcerer spell save DC or take psychic damage equal to the damage negated.
Torrent of Madness (Level 18)
Beginning at 18th level, you can channel the madness of the Elder Evils, confounding and disorienting those around you. As an action, you can spend 5 sorcery points to exude an aura of madness to a distance of 60 feet. Each creature within this area must make a Wisdom saving throw against your sorcere spell save DC or go insane. While insane, it can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. You can choose a number of creatures equal to your Charisma modifier to automatically succeed the saving throw.
If the creature ends its turn in a location where it doesn't have line of sight to you, it can repeat the saving throw, ending the effect on a success.
Stoneblood
Stoneblood (Level 3)
Crushing Blow (Level 6)
Upon reaching 6th level, you can empower your strikes with crushing force. When you hit a target with an unarmed strike or melee weapon attack, you can expend a spell slot to deal extra magical bludgeoning damage to the target.
This damage is 2d6 for a 1st-level slot, plus 1d6 for each higher level of the slot you expend, up to a maximum of 6d6.
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action. Moreover, you can cast one of your sorcerer cantrips in place of one of those attacks.
Also, while you are in your earthen Elemental Form, your unarmed strikes count as magical for the sake of overcoming resistances and immunities to non-magical attacks.
Aegis of Stone (Level 14)
You can ward yourself and others with the magic of elemental earth. Starting at 14th level, you can use your bonus action to expend 2 Sorcery Points and ward a creature you touch, with an Aegis of Stone. The target gains resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute.
As a reaction when a creature, other then you, that is warded by your Aegis is hit by an attack, you can teleport to an unoccupied space within 5 feet of the attacker and make one melee attack against it. You can only teleport in this way if both you and the attacker are on the same surface.
Only one creature can be under the effect your Aegis, and warding another causes the previous Aegis to dispel.
Primordial Bulwark (Level 18)
Your stalwart soul has become unbreakable diamond, making you more elemental then mortal. Starting at 18th level, you no longer need to eat, drink, or sleep, and you gain resistance to all bludgeoning, piercing, and slashing damage.
In addition, you can have up to three creatures of your choice under the effects of your Aegis of Stone at one time.
Storm Sorcery
Storm Sorcery (Level 3)
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.
Storm Sorcery
Storm Sorcery (Level 3)
Control the Roar of the Storm
Your magic is born from the elemental power of air. Perhaps it was awakened by a near-death encounter with a great storm, or you were born amidst a legendary gale. Maybe your bloodline carries the influence of air elementals or djinn. Whatever its origin, the storm's energy courses through you, granting you the ability to manipulate wind and weather. As a storm sorcerer, you are a powerful force at sea, capable of controlling the elements to protect your allies and fend off threats from the deep.
Storm Spells
When you reach a Sorcerer level specified in the Storm Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Storm Rider
Your connection to the magic of the storm allows you to glide in its roar. Immediately before or after you cast the Thunderclap cantrip or a spell of 1st level or higher, you can use a Bonus Action on your turn to cause whirling gusts of elemental air to briefly surround you. You fly up to 10 feet without provoking Opportunity Attacks.
Heart of the Storm (Level 6)
Your closeness to the magic of the storm will bend its fury to your will.
- Storm Resistance
- Eye of the Storm
- Echoes of the Storm
Innate Storm (Level 14)
While your Innate Sorcery is active, you recieve the following benefits:
- Storm's Fury
- Wind's Pavise
Wind Soul (Level 18)
The storm inside of you becomes more powerful.
- One with the Storm
- Blessing of the Tempest
Storm Sorcery (Revised)
Storm Sorcery (Revised) (Level 3)
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 (rounded up).
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.
Storm Sorcery (Variant Magic)
Storm Magic (Level 3)
Storm Sorcery (Level 3)
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'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.
Stormsoul
Stormsoul (Level 3)
Stormborn (Level 6)
The power of your inner storm has grown. At 6th level, you gain resistance to both lightning and thunder damage.
Also, whenever you cast a spell of 1st-level or higher that deals lightning or thunder damage, you can force creatures of your choice within 15 feet to make a Dexterity Saving throw. Creatures take 2d6 lighting or thunder damage (your choice) on a failed save, and half as much on a successful save.
When you use this feature, you can expend additional Sorcery Points to increase the damage dealt by 1d6 for each additional Sorcery Point, up to a maximum of 6d6 damage.
Storm Guide (Level 6)
Also starting at 6th level, the storm within your soul allows you to control existing weather in the following ways:
Rain
As a bonus action, you can stop (and start) the rain from falling in a 20-foot radius sphere centered on you.
Wind
As a bonus action, you can change the direction the wind is blowing within a 100-foot radius sphere centered on you. Changes to the wind last until the end of your next turn.
Windcaller (Level 14)
You bend the wind itself to your call. At 14th level, you gain a flying speed of 60 feet, and while flying in this way your lower half becomes a tempestuous gale of swirling winds.
You also learn the wind walk spell. It counts as a sorcerer spell for you, but doesn't count against your total number of Spells Known. As an action, you can cast wind walk without expending a spell slot. Once you do so, you must complete 1d6 long rests before you can cast it at no cost again.
Primordial Storm (Level 18)
Your stormy soul has made you more elemental then mortal. Starting at 18th level, you no longer need to eat, drink, or sleep, and you are immune to lightning and thunder damage.
In addition, when you take damage from a creature within 60 feet that you can see, you can use your reaction to rebuke them with elemental air. The attacker must make a Strength saving throw, and on a failed save, it takes thunder damage equal to your sorcerer level and is knocked back 20 feet.
Sunken Herald
Sunken Herald (Level 3)
Weird Reconstruction (Level 6)
At 6th level, the bizarre biology that gave you life allows you to reform your body in horrific ways. When you take damage, you can use your reaction to warp your flesh back into shape. You gain temporary hit points equal to your sorcerer level, and if the source of damage was a creature, it must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the target is frightened of you until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Monstrous Mass (Level 14)
At 14th level, your contorting, inhuman body terrifies and disorients your enemies. When you activate Malleable Flesh by casting a spell of 6th level or higher, each creature of your choice that is within 60 feet of you must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, a target is frightened of you until your transformation ends. While transformed in this way, frightened creatures have disadvantage on saving throws against your spells.
Pelagic Nightmare (Level 18)
Starting at 18th level, you can spend 5 sorcery points as an action to temporarily manifest images of an ancient, sunken city around yourself for 1 minute. All light within 120 feet of you is reduced to dim light, and creatures of your choice must use their swimming speed to move through the area, rather than their walking speed, and can't benefit from cover. When you create this effect, you can designate any number of creatures you can see to be unaffected by the visions of ocean depths. When a designated creature casts a spell or makes an attack while in the area, it can treat any point within 120 feet of you as the origin of the effect, as though it were standing in that space.
Sunken Herald
Sunken Herald (Level 3)
Weird Reconstruction (Level 6)
At 6th level, the bizarre biology that gave you life allows you to reform your body in horrific ways. When you take damage, you can use your reaction to warp your flesh back into shape. You gain temporary hit points equal to your sorcerer level, and if the source of damage was a creature, it must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the target is frightened of you until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Monstrous Mass (Level 14)
At 14th level, your contorting, inhuman body terrifies and disorients your enemies. When you activate Malleable Flesh by casting a spell of 6th level or higher, each creature of your choice that is within 60 feet of you must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, a target is frightened of you until your transformation ends. While transformed in this way, frightened creatures have disadvantage on saving throws against your spells.
Pelagic Nightmare (Level 18)
Starting at 18th level, you can spend 5 sorcery points as an action to temporarily manifest images of an ancient, sunken city around yourself for 1 minute. All light within 120 feet of you is reduced to dim light, and creatures of your choice must use their swimming speed to move through the area, rather than their walking speed, and can't benefit from cover. When you create this effect, you can designate any number of creatures you can see to be unaffected by the visions of ocean depths. When a designated creature casts a spell or makes an attack while in the area, it can treat any point within 120 feet of you as the origin of the effect, as though it were standing in that space.
Sword Dancer of Eilistraee
Sword Dancer of Eilistraee (Level 3)
Sword Dance (Level 6)
At 6th lvl, when you use your action to cast a spell, you can make one melee weapon attack as a bonus action that turn.
Paragon of Beauty (Level 14)
Starting at 14th level, when you are hit by an attack, you can use your reaction to deal psychic damage to that creature. The damage equals your sorcerer level.
Sword Song (Level 18)
At 18th level, whenever you hit a creature with a melee attack during your Spellsong, you regain 1d8 hit points and deal radiant damage to the creature equal to that amount.
Swordcaller Sorcery
Swordcaller Sorcery (Level 3)
Unleash Storms of Steel
Your magic stems from the weaponry of man, from swords to spears alike. Perhaps a forge god blessed one of your ancestors. Or maybe the soul of a legendary sword found itself reborn within you. Regardless of origin, you now hold dominion over these weapons of war, creating and manipulating them at will.
Armory Spells
When you reach a Sorcerer level specified in the Armory Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
3 | Blade Ward, Cloud of Daggers, Heat Metal, Magic Missile, Shield |
5 | |
7 | |
9 |
Sword Rain
While your Innate Sorcery feature is active, you can conjure spectral blades in a 5-foot Cube within 90 feet of yourself at the end of each of your turns. Each creature in the Cube must make a Dexterity saving throw against your spell save DC, taking 1d6 Force damage on a failed save or half as much damage on a successful one.
The damage increases by 1d6 when you reach Sorcerer levels 5 (2d6), 11 (3d6), and 17 (4d6).
Lord of Blades (Level 6)
Weapons instinctively revere you. You gain proficiency with Smith's Tools and Martial weapons.
In addition, when you are hit by a weapon attack roll, you can take a Reaction to cast Blade Ward, potentially causing the attack to miss. When you cast Blade Ward in this way, the spell ends at the start of your next turn and doesn't require Concentration.
Sword Dance (Level 14)
As a Bonus Action, you can compel a Melee weapon within 30 feet of yourself to serve you for 10 minutes. If the weapon is carried by a creature, the creature must succeed on a Strength saving throw against your spell save DC or drop it. Otherwise, the weapon is unaffected.
For the duration, the weapon hovers in place, and at the end of each of your turns, you can cause it to fly up to 30 feet and attack a target within 5 feet of itself, using your Charisma modifier for the attack and damage rolls.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending 5 Sorcery Points (no action required).
Excalibur (Level 18)
You always have the spell Mordenkainen's Sword prepared, and you can cast it without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that it doesn't require Concentration.
The Chained
The Chained (Level 3)
Unknowable Mind (Level 6)
Starting at 6th level, you have advantage on saving throws to resist being charmed, frightened, or have your thoughts read.
Additionally, 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 within 30 feet to become the target of the spell instead of you.
Once you use this reaction you must complete a long rest before you can use it again. If you have no uses left, you can spend a spell slot of 3rd-level or higher to use it again.
Otherworldly Step (Level 14)
Beginning at 14th level, using your eldritch power allows you to move through cracks in reality itself. Whenever you expend a spell slot, you can instantly teleport a number of feet equal to 5 times the level of the spell slot you spent, appearing in an unoccupied space of your choice within range.
Eldritch Revelation (Level 18)
Upon reaching 18th level, you can use your action to briefly assume a form that resembles your terrible former power. For the next minute, you gain the following benefits:
You can cast tasha's hideous laughter at 1st-level spell as a bonus action on each turn, without expending Sorcery Points.
You gain a flying speed equal to your movement speed.
You can move through other creatures and objects. If you end your movement inside an object or creature, you are shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were forced to travel.
Once you use this feature to transform, you can't use it again until you finish a long rest, unless you spend 7 Sorcery Points to use it again.
The Network
The Network (Level 3)
Arcane Firewall (Level 6)
At 6th level, whenever you are targeted by a spell that makes you roll a saving throw, you can use your reaction and spend 1 sorcery point to gain advantage on that roll.
On the other hand, if you are targeted by a ranged spell attack, you can use your reaction and spend 1 sorcery point to impose disadvantage on that roll.
Metamagic Glitch (Level 14)
At 14th level, when you cast a spell using a 4th level slot or higher, you can choose one metamagic option you know from Careful, Distant, Empowered, Extended or Subtle Spell. You use that metamagic option at no cost.
Network Overload (Level 18)
Beginning at 18th level, when you cast a spell that requires an attack roll against a single objective, you can expend up to 4 sorcery points to deal an additional 1d10 lightning damage for each sorcery point you expend.
The Rupture
The Rupture (Level 3)
Disruptive Mark (Level 6)
Starting at 6th level, you can disrupt the concentration of spellcasters. On your turn, you can choose a creature you can see within 30 feet of you and place a disruptive mark on it. For the next minute, while the marked creature is within 30 feet of you, you gain the following benefits:
Whenever the creature casts a spell, it must first succeed on a Constitution saving throw against your spell save DC to maintain concentration. On a failed save, the casting is disrupted, the spell fails, and the spellslots are wasted.
Whenever the creature starts its turn while concentrating on a spell, it must make a Constitution saving throw against your spell save DC to maintain concentration. On a failed save, it loses concentration on the spell.
You can mark only one creature with your disruptive mark at any given time.
You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses when you finish a long rest.
Arcane Nullzone (Level 14)
At 14th level, your presence alone is disruptive for magical effects. If you are the target of a damaging spell effect cast by a creature you can see, you can use your reaction to spend a number of sorcery points equal to the spells level (a minimum of 1) and halve the damage the spell would deal to any creature affected by it.
Overpower (Level 18)
At 18th level, you can cast the counterspell and dispel magic spells at 3rd level against the target of your disruptive mark without expending spell slots. If the marked creature is within 30 feet of you, you have advantage on the spellcasting ability check for these spells. You can cast these spells against a marked creature even if you don't know them.
You can cast both spells at a higher levvel by spending a number of sorcery points equal to the spell's level. For example, if you want to cast counterspell at 5th level, you can spend 5 sorcery points instead of a 5th level spell slot.
The Spellscarred
The Spellscarred (Level 3)
Spellscar Powers (Level 6)
Your spellscar is able to grant you powers as magic is used against it and allow you to master its disruptive power. At 1st level you gain two of these abilities, and can choose an additional at 6th, 14th, and 18th level.
You can use only one spellscar power per turn, regardless of action or bonus action. When you have a Spellscar Power active, you cannot activate another unless you cancel the current power.
You can have 3 powers from the list:
Burning Resolve
You can use a bonus action to ready yourself for the next spell, choose a saving throw, when you are forced to resist a magical effect using that saving throw within the next minute, you can use your reaction to choose to automatically succeed. After using the effect the Power ends.
Armor of Fire
Your spellscar hums, ready to protect you and it from attacks with disorientating flames, you can use a bonus action to gain a bonus to your AC equal to your proficiency bonus for the next minute. You can use your reaction to double this bonus for a single attack, but doing so ends the effect after the attack no matter the time remaining.
Disruptive Burn
You can make a special attack as your spellscar's flames encoat your hand, teeth, horns, etc. You can use an action to make a melee spell attack, if you hit, you brand the individual with a temporary spellscar, they take fire damage equal to your Charisma modifier, and on concentration checks they must beat your Spell Save DC unless the concentration check calls for a higher roll. They must also make a spellcasting ability check against your Spell Save DC the first time they try to cast a spell of 1st level or higher.
This spellscar counts as a curse, and can be removed with spells such as remove curse. This lasts for one minute.
Cooperative Flame
You can use an action to touch another creature and give them a temporary spellscar that grants a small benefit, this spellscar grants a bonus equal to half your proficiency bonus rounded down to saving throws for the next hour.
This spellscar counts as a curse, and can be removed with spells such as remove curse. This lasts for one minute.
Gift of Life
You can cast the Find Familiar spell as an action instead of the normal casting time, creating a creature that exists by your flame. Whatever creature you create, it has the Headlamp feature. The spell lasts for eight hours, and counts as abjuration magic instead of conjuration.
Gaze of the Plague
You can grant yourself darkvision as your eyes become backlit with flame. You gain darkvision out to a range of 60 feet, if you already have darkvision, the range doubles to a maximum of 120 feet. This lasts for one hour.
A Burning Sensation
When you hit with a weapon attack, you temporarily give them a spellscar, whenever they take damage, an additional 1 fire damage is dealt. This lasts for 1 minute.
This spellscar counts as a curse, and can be removed with spells such as remove curse. This lasts for one minute.
A Flash of Anger (Level 6)
At 6th level, you can use your bonus action and two sorcery points to have your Spellscar flare menacingly, you gain advantage on any Intimidation checks against creatures that can see you this turn.
Aegis of the Spellplague (Level 10)
At 10th level when your Fuel to the Fire activates, you can grant that same resistance to allies within 10 feet of you.
Your Headlamp feature also can now cast bright light in a 10 foot range, with dim light 10 feet beyond that.
Spellscar Powers (Level 14)
Your spellscar is able to grant you powers as magic is used against it and allow you to master its disruptive power. At 1st level you gain two of these abilities, and can choose an additional at 6th, 14th, and 18th level.
You can use only one spellscar power per turn, regardless of action or bonus action. When you have a Spellscar Power active, you cannot activate another unless you cancel the current power.
You can have 4 powers from the list:
Burning Resolve
You can use a bonus action to ready yourself for the next spell, choose a saving throw, when you are forced to resist a magical effect using that saving throw within the next minute, you can use your reaction to choose to automatically succeed. After using the effect the Power ends.
Armor of Fire
Your spellscar hums, ready to protect you and it from attacks with disorientating flames, you can use a bonus action to gain a bonus to your AC equal to your proficiency bonus for the next minute. You can use your reaction to double this bonus for a single attack, but doing so ends the effect after the attack no matter the time remaining.
Disruptive Burn
You can make a special attack as your spellscar's flames encoat your hand, teeth, horns, etc. You can use an action to make a melee spell attack, if you hit, you brand the individual with a temporary spellscar, they take fire damage equal to your Charisma modifier, and on concentration checks they must beat your Spell Save DC unless the concentration check calls for a higher roll. They must also make a spellcasting ability check against your Spell Save DC the first time they try to cast a spell of 1st level or higher.
This spellscar counts as a curse, and can be removed with spells such as remove curse. This lasts for one minute.
Cooperative Flame
You can use an action to touch another creature and give them a temporary spellscar that grants a small benefit, this spellscar grants a bonus equal to half your proficiency bonus rounded down to saving throws for the next hour.
This spellscar counts as a curse, and can be removed with spells such as remove curse. This lasts for one minute.
Gift of Life
You can cast the Find Familiar spell as an action instead of the normal casting time, creating a creature that exists by your flame. Whatever creature you create, it has the Headlamp feature. The spell lasts for eight hours, and counts as abjuration magic instead of conjuration.
Gaze of the Plague
You can grant yourself darkvision as your eyes become backlit with flame. You gain darkvision out to a range of 60 feet, if you already have darkvision, the range doubles to a maximum of 120 feet. This lasts for one hour.
A Burning Sensation
When you hit with a weapon attack, you temporarily give them a spellscar, whenever they take damage, an additional 1 fire damage is dealt. This lasts for 1 minute.
This spellscar counts as a curse, and can be removed with spells such as remove curse. This lasts for one minute.
Spellscar Powers (Level 18)
Your spellscar is able to grant you powers as magic is used against it and allow you to master its disruptive power. At 1st level you gain two of these abilities, and can choose an additional at 6th, 14th, and 18th level.
You can use only one spellscar power per turn, regardless of action or bonus action. When you have a Spellscar Power active, you cannot activate another unless you cancel the current power.
You can have 5 powers from the list:
Burning Resolve
You can use a bonus action to ready yourself for the next spell, choose a saving throw, when you are forced to resist a magical effect using that saving throw within the next minute, you can use your reaction to choose to automatically succeed. After using the effect the Power ends.
Armor of Fire
Your spellscar hums, ready to protect you and it from attacks with disorientating flames, you can use a bonus action to gain a bonus to your AC equal to your proficiency bonus for the next minute. You can use your reaction to double this bonus for a single attack, but doing so ends the effect after the attack no matter the time remaining.
Disruptive Burn
You can make a special attack as your spellscar's flames encoat your hand, teeth, horns, etc. You can use an action to make a melee spell attack, if you hit, you brand the individual with a temporary spellscar, they take fire damage equal to your Charisma modifier, and on concentration checks they must beat your Spell Save DC unless the concentration check calls for a higher roll. They must also make a spellcasting ability check against your Spell Save DC the first time they try to cast a spell of 1st level or higher.
This spellscar counts as a curse, and can be removed with spells such as remove curse. This lasts for one minute.
Cooperative Flame
You can use an action to touch another creature and give them a temporary spellscar that grants a small benefit, this spellscar grants a bonus equal to half your proficiency bonus rounded down to saving throws for the next hour.
This spellscar counts as a curse, and can be removed with spells such as remove curse. This lasts for one minute.
Gift of Life
You can cast the Find Familiar spell as an action instead of the normal casting time, creating a creature that exists by your flame. Whatever creature you create, it has the Headlamp feature. The spell lasts for eight hours, and counts as abjuration magic instead of conjuration.
Gaze of the Plague
You can grant yourself darkvision as your eyes become backlit with flame. You gain darkvision out to a range of 60 feet, if you already have darkvision, the range doubles to a maximum of 120 feet. This lasts for one hour.
A Burning Sensation
When you hit with a weapon attack, you temporarily give them a spellscar, whenever they take damage, an additional 1 fire damage is dealt. This lasts for 1 minute.
This spellscar counts as a curse, and can be removed with spells such as remove curse. This lasts for one minute.
Harbinger of the Blue Breath of Change (Level 18)
At 18th level, your Spellscar can call upon a column of Spellplague on a location to bring long forgotten ruin. At a point you can see within 120 feet, a column of blue fire errupts from the ground, burning all in its space.
The cylinder has a radius of 20 feet, but has a height of 300 feet. If the flames hit a cieling they do not go further, but they do go around cover as long as there is a path. Each creature in the area must make a Dexterity Saving Throw against your Sorcerer Spell Save DC or take 12d6 Fire Damage, and suffer the following effect. You can only use this ability once, and regain use of it at the end of a long rest.
Targets cannot cast spells, cannot activate magic items, and lose concentration on any spells being concentrated on instantly. Any spells that are currently affecting the creature end as if a successful Dispel Magic was cast on them. These effects last until the end of your next turn.
Titan Heart
Titan Heart (Level 3)
Strength of Magic (Level 6)
Starting at 6th level, you can use your Charisma modifier instead of your Strength modifier for Strength checks and saving throws, as your magical connection to the titans grows stronger.
Toughened Grace (Level 6)
Also starting at 6th level, while transformed by your Titan Manifestation feature, your total bonus to AC from that feature increases to +4 and you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, you can use your Titan Manifestation feature three times, regaining all uses when you finish a long rest.
Titan's Will (Level 14)
Starting at 14th level, you can choose to grow to either Large or Huge size when you use your Titan Manifestation feature. If you become Huge, the bonus damage for your weapon attacks increases from 1d4 to 1d10, and your walking speed increases by 20 feet.
While you are Huge, you can expend a spell slot and stomp the ground as an action, releasing a wave of destructive energy. Each creature within 20 feet of you must make a Constitution saving throw against your spell save DC, taking 2d6 thunder damage per level of the spell slot you expended and getting pushed 10 feet away from you on a failed save, or taking half the damage and not getting pushed on a successful one.
Additionally, you regain 2 sorcery points when you use your Titan Manifestation feature. While your Titan Manifestation feature is active, you can spend 1 sorcery point to treat a spell you cast as if you used a spell slot one level higher than the one you spent to cast it (to a maximum of 9th level).
Ancient Colossus (Level 18)
Starting at 18th level, you have advantage on Strength checks and saving throws while your Titan Manifestation feature is active.
In addition, when you cast a primordial spell available to you through your Titan Manifestation feature, the spell is cast at a minimum of 3rd level, even if you only used a 1st- or 2nd-level spell slot to cast it. If you spend a sorcery point to increase the level of a primordial spell that was cast using a spell slot of 1st or 2nd level, treat the spell's effects as if you had used a 4th-level slot.
You can also unleash the full strength of the magic you draw from the Titans. When you cast a spell that deals damage to one or more targets while your Titan Manifestation feature is active, you can choose to deal maximum damage instead of rolling dice. You must declare that you are using this benefit before you cast the spell. Your Titan Manifestation feature ends immediately after the spell is resolved.
Toon Magic
Toon Magic (Level 3)
Comic Timing (Level 6)
By 6th level, your wacky antics ensure your safety. When a hostile creature you can see within 5 feet of you makes an attack, you can use your reaction and spend 1 sorcery point to use one of the following abilities:
You prank the attacker an instant before it attacks, such as by throwing a pie in its face, imposing disadvantage on the attack.
If the attacker hits, the target is magically squashed flat, deflated like a balloon, momentarily chopped in half, or burned to a crisp. As a result, the target has resistance to this damage, and is knocked prone.
If the attacker misses, they slip on a well-placed banana peel and fall prone.
Beginning at 14th level, you can use this ability when a hostile creature within 30 feet of you attacks. You teleport to an unoccupied space within 5 feet of the target as a part of your reaction.
Off-Screen Teleportation (Level 14)
By 14th level, you can exploit a well-known law of toons which states that anyone you can't see basically teleports to where they need to be. When you are in a location no other creature can see you, or when you take the Hide action on your turn, you can teleport up to 120 feet to an unoccupied space you can see as a bonus action. Your destination must be a location no other creature can see, but can include obvious and easy to access locations, such as behind another creature's back, inside a barrel, or just around a corner.
Two-Dimensional (Level 18)
Starting at 18th level, as a bonus action, you can fully embrace your cartoonish influences and become perfectly flat. You can revert to three dimensions as a bonus action. In your two-dimensional form, the laws of reality are even looser for you, granting you the following benefits:
Ranged attacks made against you have disadvantage.
You have advantage on Dexterity saving throws.
You can increase or decrease your size (as per the enlarge/reduce spell) as a bonus action.
When you fall, you descend at a rate of 60 feet per round and take no damage from falling, as you instead glide like a sheet of paper.
You can fit through passageways as narrow as 1/2-inch across.
Treasure Bound
Treasure Bound (Level 3)
Ethereal Vault (Level 6)
Beginning at 6th level, you can add valuable items you come across to your bound hoard, transporting and storing them into a pocket dimension. You can bond with an object you are touching by performing a ritual over the course of 1 hour, which can be done during a short rest. The object must either be a magic item or a nonmagical one worth at least 50 gold pieces. At the end of the ritual, you magically bond to the object and store it in a pocket dimension, which can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The ritual fails if you attempt to bond with an object that would overload the pocket dimension. While you are bound to an object, you can summon or dismiss it as a bonus action on your turn. It otherwise behaves as if summoned by your Manifest Treasure feature.
When you summon an object, you can choose to sever your bond to it. If you die, all of your bonds are severed, and the contents of the pocket dimension appear at your feet.
Additionally, you can spend 1 sorcery point when you use your Manifest Treasure feature to summon two objects at once. This number increases to three objects at 14th level and to four objects at 18th level.
Price of Greed (Level 14)
Beginning at 14th level, you learn the bestow curse spell, which counts as a sorcerer spell for you but doesn't count against your number of sorcerer spells you know.
As an action, you can touch an object and cast bestow curse on it. When you cast the spell in this way, it has no effect, and the spell is instead stored in the object until it is triggered or the spell ends. You must maintain concentration of the spell as normal if it requires concentration. You can designate any creatures you choose when you cast the spell, and the spell ignores them. When a creature not designated by you comes into contact with the object, it becomes targeted by the bestow curse spell stored in the object. If the object is a weapon, a creature becomes targeted by the spell if it is hit by an attack made with it. If the object is a shield or suit of armor that is being worn, a creature becomes targeted by the spell if it grapples its wearer or hits its wearer with a melee attack while within 5 feet of it.
You can only store a bestow curse spell in one object at a time. If you use this feature to store the spell in a second object, the spell stored in the first object ends.
Boundless Hoard (Level 18)
At 18th level, you can manifest vast treasures from those bound to you, raining them down upon your foes. As a bonus action on your turn, you can spend up to 5 sorcery point to conjure objects from your bound hoard, choosing from the objects available to you from your Manifest Treasure feature, and send them flying toward targets within 60 feet of you. You conjure one object per sorcery point spent, and can direct the objects at one target or several. Make a ranged spell attack for each object. On a hit, the target takes 2d8 force damage, and the object disappears.
Treasure Bound
Treasure Bound (Level 3)
Ethereal Vault (Level 6)
Beginning at 6th level, you can add valuable items you come across to your bound hoard, transporting and storing them into a pocket dimension. You can bond with an object you are touching by performing a ritual over the course of 1 hour, which can be done during a short rest. The object must either be a magic item or a nonmagical one worth at least 50 gold pieces. At the end of the ritual, you magically bond to the object and store it in a pocket dimension, which can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The ritual fails if you attempt to bond with an object that would overload the pocket dimension. While you are bound to an object, you can summon or dismiss it as a bonus action on your turn. It otherwise behaves as if summoned by your Manifest Treasure feature.
When you summon an object, you can choose to sever your bond to it. If you die, all of your bonds are severed, and the contents of the pocket dimension appear at your feet.
Additionally, you can spend 1 sorcery point when you use your Manifest Treasure feature to summon two objects at once. This number increases to three objects at 14th level and to four objects at 18th level.
Price of Greed (Level 14)
Beginning at 14th level, you learn the bestow curse spell, which counts as a sorcerer spell for you but doesn't count against your number of sorcerer spells you know.
As an action, you can touch an object and cast bestow curse on it. When you cast the spell in this way, it has no effect, and the spell is instead stored in the object until it is triggered or the spell ends. You must maintain concentration of the spell as normal if it requires concentration. You can designate any creatures you choose when you cast the spell, and the spell ignores them. When a creature not designated by you comes into contact with the object, it becomes targeted by the bestow curse spell stored in the object. If the object is a weapon, a creature becomes targeted by the spell if it is hit by an attack made with it. If the object is a shield or suit of armor that is being worn, a creature becomes targeted by the spell if it grapples its wearer or hits its wearer with a melee attack while within 5 feet of it.
You can only store a bestow curse spell in one object at a time. If you use this feature to store the spell in a second object, the spell stored in the first object ends.
Boundless Hoard (Level 18)
At 18th level, you can manifest vast treasures from those bound to you, raining them down upon your foes. As a bonus action on your turn, you can spend up to 5 sorcery point to conjure objects from your bound hoard, choosing from the objects available to you from your Manifest Treasure feature, and send them flying toward targets within 60 feet of you. You conjure one object per sorcery point spent, and can direct the objects at one target or several. Make a ranged spell attack for each object. On a hit, the target takes 2d8 force damage, and the object disappears.
Trickster's Hand
Lucky Day (Level 3)
Tricksters' Toolkit (Level 3)
Card Infusion (Level 3)
Trick Deck (Level 3)
Advanced Trickery (Level 6)
You can use up to 2 Trick Deck options per cast.
You gain the following Trick Deck option:
Arcane Gambit: As an action you can infuse spell with cast time of reaction (such as shield or counterspell) into a card and hold it up to one minute. When you use this card as a reaction, you cast the spell with advantage on any required rolls.
Quick Hands (Level 14)
You gain the following Trick Deck improvements:
Bend Path: The spell's range is increased by 30 feet, ignores full covers and doesn't impose disadvantage on short ranges.
Delayed Expansion: By making a Sleight of Hand check against opponents' Passive Perception (Perception) can make them unaware of the Delayed Card. The card can also linger up to 30 minutes.
Metamagic Infusion: You affect the spell with up to two metamagic options.
Ultimate Trickery (Level 18)
You can use up to 3 Trick Deck options per cast.
You choose a level 3 or lower spell that can be cast with Card Infusion and make it your Signature Card. A signature card can be cast without expanding a spell slot or consuming uses of Card Infusion.
Troll Flesh
Troll Flesh (Level 3)
Mutating Magic (Level 3)
Roiling Flesh (Level 3)
Cancerous Instinct (Level 3)
Magical Meat (Level 6)
At 6th level, you can regrow flesh within you during a short rest. When you expend one or more sorcerer hit dice as part of a short rest, you can choose one of the hit dice and regain sorcery points equal to the number on the die. Once you use this feature twice you can't use it again until you finish a long rest.
In addition, you gain temporary hit points equal to the number of sorcery points expended when you use one of your Metamagics. If you have temporary hit points from your Roiling Flesh feature, you add these temporary hit points to them.
Stone in Sunlight (Level 14)
Regenerative Rampage (Level 18)
Starting at 18th level, you can infuse your body with magical energy when you use your Roiling Flesh feature. You gain 10 hit points at the start of each of your turns unless you took damage of the type you chose in your Tumorous Instinct feature.
This enhanced transformation, and the other benefits of Roiling Flesh, linger for 1 minute after you lose all the temporary hit points granted by Roiling Flesh. After using this feature, you can't do so again until you complete a long rest.
True Talent
True Talent (Level 3)
Unnaturally Talented (Level 6)
Starting at 6th level, your magical adeptness grows beyond the normal constraints of a preformer. You may expend 3 sorcery points to animate an instrument that you are carrying, and have proficiency with. It has an AC equal to yours, a movement of 10 ft, 1 health, and mimicks spells that you cast on a target. It takes your bonus action to move it, and it acts on your turn. It cannot concentrate, may only cast up to 3rd level spells and any spells mimicked consume a spell slot; It will mimick your metamagics.
Army of Instruments (Level 14)
Starting at 14th level, you may use Unnaturally Talented up to 3 times at the same time, all animated instruments gain the benefits of Gambits Reward, and do not consume spell slots beyond the first animated instrument.
Grand Finale (Level 18)
At 18th level, once per long rest you may use your bonus action to unleash all your power for a grand finale. For the rest of your turn Unnaturally Talented costs 1 sorcery point, after this turn ends you are lethargic for 1 round and any amount of instruments summoned over 3 become mudane at the end of your turn
Unbound Soul
Unbound Soul (Level 3)
Spirit Link (Level 6)
At 6th level, you can tether yourself to a creature using your soul. As an action, you can expend 2 sorcery points to tether yourself to a willing creature within 15 feet of you for up to 1 minute. Your soul remains in that creature's space for the duration, regardless of distance. While you are tethered, whenever that creature takes damage you can use your reaction to reduce the damage they take by half your Sorcerer level, and whenever it deals damage you can use your reaction to increase damage dealt by half your Sorcerer level. You can end this effect as a bonus action.
In addition, you learn to further utilise the strong bond between you and your soul. You can expend 1 sorcery point as a bonus action on your turn to teleport to your soul's location if it is in an unoccupied space. You can still take this bonus action while using Projection.
Co-Posession (Level 14)
At 14th level, you learn how to push your soul into other creatures. When you use your Projection, you can expend 3 sorcery points to co-possess a willing creature within 5 feet of your soul. Your soul enters its body for up to 1 hour. For the duration, your soul can be any distance from you, and you are blind and deaf to your surroundings. You instead share the senses of whichever host creature you are co-posessing, and the host maintains control of its body. However, for the duration, you can take an action on each of your turns to control the creature, but cannot move or take bonus actions, and your own body cannot take actions. When you control a host creature in this way, you can cast your Sorcerer spells from its position using your statistics, but otherwise you must use the host's statistics for actions you take. If you cast a spell with a range of self, it affects the host creature. If the host creature takes any damage, you take psychic damage equal to the damage they take. This effect ends early if the creature becomes incapacitated or if you or the creature ends it as a bonus action. When this effect ends, your soul immediately moves back to your body.
Temporary Fusion (Level 18)
At 18th level, you are able to temporarily fuse a fragment of your soul into your body as a bonus action, bringing the magical bond between you to a peak for one minute. When you cast a spell of during this time, you can use an additional metamagic option on the spell, and your cantrips deal an additional die of damage.
Once you have used this feature, you cannot do so again until you have finished a long rest.
Undead Bloodline
Undead Bloodline (Level 3)
Death's Gift (Level 6)
At 6th level, the warmth of life begins to fade from your body, causing you to lose some of the weaknesses of living flesh. You gain resistance to cold damage and necrotic damage, and you don't need to eat, drink, or breathe.
Grasp of the Dead (Level 14)
Starting at 14th level, you can spend between 3 and 7 sorcery points to cause a swarm of skeletal arms to burst from the ground, clawing and grasping. Select a point on the ground that you can see within 60 feet of you. Creatures that start their turn within a 20 foot radius of that point must make a Dexterity saving throw. On a failure, they take 2d6 magical slashing damage, plus an additional 1d6 necrotic damage for each sorcery point you spent above 3, and are restrained; on a success, they take half damage and are not restrained. A creature that is restrained must succeed on a Strength check at the end of its turn to escape.
Undeath's Blessing (Level 18)
At 18th level, you become truly undead, gaining the undead creature type in addition to any other type you have. You no longer age, and you have immunity to necrotic damage, as well as to paralyzed and sleep effects. When you are reduced to 0 hit points, you can spend 2 sorcery points to instead be reduced to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage, or if your body is completely destroyed, such as by a disintegrate spell.
Vampiric Bloodline
Vampiric Bloodline (Level 3)
Vampiric Regeneration (Level 6)
At 6th level, you gain a semblance of the regenerative abilities of a vampire. At the start of each of your turns, you gain a number of temporary hit points equal to a third of your sorcerer level if you aren't in sunlight or running water.
Deadly Bite (Level 6)
Starting at 6th level, whenever you take the Attack action on your turn and attack with your claws, you can make a second attack with your bite as part of the same action. Your bite deals the same damage as your claws, except its damage type is piercing. If you hit a creature with your bite, you can spend 1 sorcery point to regain 1 + your Charisma modifier hit points (minimum 1). If you have the Extra Attack feature, these features don't add together.
Shapechanger (Level 14)
Starting at 14th level, you can use your bonus action to polymorph into a Tiny bat or back into your true form.
While in bat form, you can't speak, attack, or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing or carrying transforms with you.
Unholy Thrall (Level 18)
At 18th level, you gain the ability to raise a dead humanoid as your vampiric thrall. If a humanoid that has been hit with your bite within the past 10 minutes dies, you can bury the creature in the ground and spend 5 sorcery points to begin an arcane ritual. After 1 hour, the creature rises as a vampire spawn under your control (see page 298 of the Monster Manual).
At the end of each long rest, after you regain your sorcery points, you can immediately spend 5 sorcery points to reestablish your control over the spawn. If you choose not to, the spawn dies. Raising a new spawn also causes the previous spawn to die.
Vampiric Bloodline
Vampiric Bloodline (Level 3)
Vampire's Thirst (Level 6)
At 6th level, when you hit a creature with a melee spell attack, you can also make a bite attack as part of the same action, which automatically hits. You can use any bite natural weapon available to you with this feature.
Hypnotic Stare (Level 14)
At 14th level, your piercing gaze can entrance those vulnerable to your charms. As a bonus action, you can attempt to charm a creature within 30 feet of you that can see your eyes. The creature must succeed on a Charisma saving throw or become charmed by you; while charmed, it cannot move, look away, or take actions or reactions, and attack rolls you make against it have advantage.
The creature can repeat the save at the end of each of its turns; if it succeeds, the effect ends. The effect also ends if the creature cannot see you, or if it takes damage from any source other than you. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses upon completing a long rest.
Regeneration (Level 18)
At 18th level, your cursed blood will not let you die. As long as you are not in direct sunlight or running water, and are not incapacitated, you gain a number of temporary hit points equal to your sorcerer level at the start of each turn. If you take radiant damage, this trait doesn't function at the start of your next turn.
Vampiric Soul
Vampiric Soul (Level 3)
Undead Resilience (Level 6)
The dark magic that infests your soul has made you resilient. At 6th level, you gain resistance to both necrotic and poison damage, and you have advantage on saves to resist poisons.
Also, when you have temporary hit points from your Blood Magic feature, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical, non-silvered, attacks.
Misty Escape (Level 14)
Starting at 14th level, your sinister power allows you to cling to life when others would fall. As a reaction to when you are reduced to 0 hit points, but not killed outright, you can turn into a cloud of swirling mist, and reappear 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 remaining, you can spend 5 Sorcery Points to use it again.
Vampiric Mastery (Level 18)
You have mastered the sinister blood magic within your soul. Beginning at 18th level, whenever you deal necrotic damage to a creature with a sorcerer spell of 1st-level or higher, you gain temporary hit points equal to half the necrotic damage dealt. These temporary hit points can also be used in place of your hit points for your Blood Magic Spellcasting.
Verdant Bloodline
Verdant Bloodline (Level 3)
Deeply Rooted (Level 6)
Starting at 6th level, as a bonus action, you can sprout mystical roots from your legs, rooting yourself into the ground and drawing on a deep well of natural magic beneath the soil. Your walking speed is reduced to 0, and you cannot be physically moved agaisnt your will. The ground in a 15 foot radius around you becomes difficult terrain.
While in this state, you gain resistance to all damagetypes except fire damage; you have advantage on Constitution saving throws, and disadvantage on Dexterity saving throws.
In addition, when you restore hit points to a creature while rooted, you may choose to also grant that creature temporary hit points equal to your Charisma modifier.
You can remain rooted for a number of minutes equal to your Charisma modifier, or until you uproot yourself as an action. Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 3 sorcery points to use it again.
Rooted Regeneration (Level 14)
Starting at 14th level, if you are rooted in direct sunlight or under the light of a daylight spell, you gain temporary hit points at the start of each turn equal to half your sorcerer level, rounded up.
From the Smallest Seed (Level 18)
Starting at 18th level, if you are killed and your body is not completely destroyed, your remains shrink and reform into a seed the size of an acorn. If this seed is planted in healthy soil and watered, it will quickly sprout into a seedling. If the seedling is exposed to direct sunlight or the light of a daylight spell for at least one hour, it will rapidly grow during that time into a flourishing tree whose trunk contains your stably unconscious, reborn body. All injuries, scars, lost limbs, etc. will be completely healed, even old ones. Once you have used this feature, you cannot use it again until you have completed a long rest.
Voidwielder
Voidwielder (Level 3)
Negate Spell (Level 6)
Your connection to the Void allows you to undo arcane magic. Beginning at 6th level, when you cast counterspell or dispel magic and you need to make a spellcasting ability check, you can spend 1 Sorcery Point treat a roll of 9 or lower as a 10.
Disciple of the Void (Level 14)
Starting at 14th level, when you use your Entropic Touch, you can send a total number of objects equal to your Charisma modifier (minimum of 1) into the Void at one time. Only one object can be maximum size; the rest must be Small. If you use this ability again, you must choose an object to reappear.
Ray of Annihilation (Level 18)
The overwhelming power you draw from the Void allows you to unmake creation itself. At 18th level, you learn disintegrate, but it doesn't count against your total number of Spells Known. Once per long rest, you can cast disintegrate, at its lowest level, without expending a spell slot.
Warrior's Soul
Warrior's Soul (Level 3)
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Magical Might (Level 14)
At 14th level, you learn Tenser's transformation as a sorcerer spell. This does not count against the number of sorcerer spells you know. You can cast this spell once without expending a spell slot, regaining use of this feature upon completing a long rest.
In addition, when you roll initiative and have no uses of your battle trance remaining, you can regain one use.
Fight as One (Level 18)
At 18th level, you can combine your consciousness and physical prowess with your spirit's. Whenever you make a weapon attack while in your battle trance, you can add a bonus to the attack and damage rolls equal to half your Constitution modifier, rounded down.
Wastelander
Wastelander (Level 3)
Advanced Transformation (Level 6)
At 6th level, your increase in power also increases the concentration of raw magical energy in your blood, further altering your body. The alteration you chose from your Alien Alteration feature evolves as described below. Alternatively, you can choose a second option from the Alien Alteration feature instead of evolving the alteration you chose.
Caustic Tentacle (Grasping Tentacle)
Your tentacle excretes acidic mucus. You can use a bonus action to suppress the mucus until the start of your next turn. While the tentacle excretes acidic mucus, it deals an extra 2d6 acid damage to any target it hits. A creature that is grappled by your tentacle at the start of your turn takes the extra acid damage when it takes the bludgeoning damage.
Cognitive Split (Binary Mind)
Your cranium expands even further as your brain swells in size. When you use your action to cast a spell, you can use a bonus action to make one melee or ranged weapon attack against a target in range.
Fell Sprinter (Digitigrade Legs)
Your legs elongate and your body sheds some of its weight to allow you to reach greater speeds. You can take the Dash or Disengage action as a bonus action on each of your turns. When you Dash, the extra movement you gain is double your speed instead of equal to your speed.
Third Arm (Prehensile Tail)
Your tail extends to a length of 15 feet and the end splits into five finger-like appendages. You can do anything with your tail you could do with a hand, such as wield a weapon. In addition, you can use your tail to drink a potion as a bonus action.
Absorb Arcana (Level 14)
Starting at 14th level, when you succeed on a saving throw against a spell that would deal damage to you, you can use your reaction and spend a number of sorcery points equal to the spell's level to reduce the damage to 0.
Spontaneous Transformation (Level 18)
At 18th level, your body becomes more mutable. You can use a bonus action to gain a second option from the Alien Alteration feature and its evolved form from the Advanced Transformation feature for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
Waterborn
Waterborn (Level 3)
Ocean Affinity (Level 6)
You gain a swimming speed equal to your walking speed, and you can breathe underwater.
In addition, while you are fully submerged in water, you gain temporary hit points equal to your sorcerer level. You can gain these temporary hit points only once per minute.
Arcane Flood (Level 14)
You can release your magic with the overwhelming power of surging waters. When you cast a sorcerer spell of 1st-level or higher, you can expend 5 sorcery points to open the floodgates to your full might for 1 minute. While the floodgates are open, your sorceror spells overcome any damage resistances and cancel any sources of advantage on saves against them. This effect ends early if you are incapacitated.
Whenever your floodgates close again, you suffer 1 level of exhaustion.
Fathomless Power (Level 18)
You can now draw up energy from the depths of wordly magic to sustain yourself. As an action, you can regain a number of sorcery points and hit points equal to 1d12 + your Charisma modifier.
Once you use this feature, you must complete a long rest before you can use it again.
Waveborn
Waveborn (Level 3)
Watery Resilience (Level 6)
Beginning at 6th level, you can temporarily take on a watery form to avoid harm. As a reaction when you are hit by an attack, you can grant yourself resistance to any bludgeoning, piercing, or slashing damage from the attack and move up to your full speed without provoking opportunity attacks.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all uses when you finish a long rest. If you have no uses left, you can spend a spell slot of 1st-level or higher to use it again.
Shifting Form (Level 14)
The elemental water within your soul allows you to move as a flowing liquid. At 14th level, you gain the following benefits:
You are resistant to damage from opportunity attacks.
You can move through the space of an enemy creature but you cannot willingly end your movement there.
You can squeeze through gaps as narrow as 1 inch.
When you are underwater or using your swimming speed, you can take the Dash action as a bonus action.
As a bonus action, your body can extrude (or retract) a thin watery tentacle up to 10 feet long. You can use it to perform simple tasks, but it cannot attack, activate items, manipulate complex tools, or carry more than 10 pounds.
Primordial Deluge (Level 18)
Your watery soul has become a great sea, making you more elemental then mortal. Starting at 18th level, you don't need to eat, drink, or sleep, and you are immune to cold damage.
Also, as long as you are not incapacitated, when you are hit by an attack that is a critical hit, you can absorb the blow like flowing water, turning a critical hit into a normal hit.
Wicked Witch Sorcerous Origin
Wicked Witch Sorcerous Origin (Level 3)
Clever Little Witch (Level 6)
At 6th level, you can turn your enemies' spells against them. When a creature targets you or an ally within 15 feet of you with a spell of 1st level or higher that targets only one creature and requires an attack roll or forces the target to make a saving throw, you can use your reaction immediately after the spell resolves and spend a number of sorcery points equal to the spell's level to cast it back at the caster, without expending material components. This spell uses your spell save DC and spell attack bonus, and if it is from your ancestor's specialty school, it costs half the number of sorcery points (rounded down).
Fly, My Pretty (Level 14)
At 14th level, when you finish a long rest, you can touch a Small or Medium object of your choice, such as a broom, bedroll, or bagpipes, and enchant it to fly.
The enchanted item functions as normal until you or another creature stands astride it and uses an action or bonus action to speak its command word (chosen by you upon enchanting the object). It then hovers and can be ridden in the air. Using another action or bonus action to speak the command word again causes the item to stop hovering.
While hovering, the item has a flying speed of 60 feet. It can carry a Small or Medium creature, along with everything the creature is wearing or carrying. While a creature is flying on the item, it can't be charmed or frightened.
If you enchant a new flying item, the previous one ceases to function.
Coven Calling (Level 18)
By 18th level, you seek vengeance on the spellweavers who would not accept you or your ancestors. When you use Clever Little Witch, you can cast any spell of 1st level or higher you saw the triggering creature cast in the last minute by spending sorcery points equal to the spell's level or, if it is from your ancestor's specialty school, half the number of sorcery points (rounded down).
Additionally, you can spend 2 sorcery points as an action to conjure two hag-like duplicates of yourself in your space. They function like the duplicates in the mirror image spell, but they can act on the same initiative count immediately after you. On its turn, a duplicate can only take one action to cast a spell you know of 1st, 2nd, or 3rd level with an instantaneous duration. You must spend sorcery points equal to the spell's level for the duplicate to cast it.
Wild Magic
Wild Magic (Level 3)
Bend Luck (Level 6)
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos (Level 14)
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment (Level 18)
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Wild Magic
Wild Magic (Level 3)
Bend Luck (Level 6)
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d8 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 you know whether the roll succeeds or fails.
At 14th level, the die for this feature increases to 1d12.
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 (your choice).
Spell Bombardment (Level 18)
As you master your sorcerous powers, 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, you may roll any number of those dice again and add that roll to the damage. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain expended uses when you finish a long rest. You can use this feature only once on each turn.
Wild Magic (Revised)
Wild Magic (Revised) (Level 3)
Bend Luck (Level 6)
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos (Level 14)
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment (Level 18)
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Wild Magic (Variant Magic)
Wilder Magic (Level 3)
Wild Magic (Level 3)
Bend Luck (Level 6)
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos (Level 14)
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment (Level 18)
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Wild Magic Sorcery
Wild Magic Sorcery (Level 3)
Unleash Chaotic Magic
Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.
Wild Magic Surge
Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.
If the magical effect is a spell, it is too wild to be affected by your Metamagic.
| 1d100 | Effect |
|---|---|
01–04 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
05–08 | A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature's stat block. |
09–12 | For the next minute, you regain 5 Hit Points at the start of each of your turns. |
13–16 | Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
17–20 | You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you're surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell. |
21–24 | For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action. |
25–28 | You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
29–32 | The next time you cast a spell that deals damage within the next minute, don't roll the spell's damage dice for the damage. Instead use the highest number possible for each damage die. |
33–36 | You have Resistance to all damage for the next minute. |
37–40 | You turn into a potted plant until the start of your next turn. While you're a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts. |
41–44 | For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns. |
45–48 | You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell. |
49–52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
53–56 | You can take one extra action on this turn. |
57–60 | You cast a random spell. If the spell normally requires Concentration, it doesn't require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, See Invisibility. |
61–64 | For the next minute, any flammable, nonmagical object you touch that isn't being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning. |
65–68 | If you die within the next hour, you immediately revive as if by the Reincarnate spell. |
69–72 | You have the Frightened condition until the end of your next turn. The DM determines the source of your fear. |
73–76 | You teleport up to 60 feet to an unoccupied space you can see. |
77–80 | A random creature within 60 feet of you has the Poisoned condition for 1d4 hours. |
81–84 | You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn. |
85–88 | Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt. |
89–92 | Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage. |
93–96 | You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute. |
97–00 | Roll 1d6 On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously. |
Tides of Chaos
You can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.
If you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.
Bend Luck (Level 6)
You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.
Controlled Chaos (Level 14)
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.
Tamed Surge (Level 18)
Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.
Once you use this feature, you can't do so again until you finish a Long Rest.
Wilder
Wilder (Level 3)
Overwhelming Surges (Level 6)
Beginning when you reach 6th level, you regain all of your expended uses of Wild Surges when you finish a short or long rest.
Additionally, you learn to push yourself beyond your limits. You can Wild Surge even after you have expended all uses, but every time your Wild Surge die roll fails, you must step down to the next smaller Wild Surge die size (reducing the maximum number you can roll by 2) until you have completed a long rest, to a minimum die of a d2. For example, if you are 6th level and have failed two or more Wild Surges after expending your uses, your Wild Surge die is a d2.
Volatile Mind (Level 6)
Starting at 6th level, chaotic psionic energies protect your mind from the telepathic probing of others. Unless you allow it, your thoughts can't be read by telepathy or other means and creatures can't telepathically communicate with you. If a creature attempts to read your thoughts, it must make a Wisdom save against your sorcerer spell save DC or take a number of points of psychic damage equal to your sorcerer level.
Inconstant Location (Level 14)
At 14th level, you gain the ability to step into the space between worlds, shifting instantaneously from one point to another. As a bonus action you can magically teleport up to 60 feet to an unoccupied space you can see.
Surging Euphoria (Level 18)
At 18th level, when you successfully use your Wild Surge, you can pull on the euphoria of success, gaining the following benefits for 1 minute:
You have a +2 bonus on your spell attack rolls, and your spell save DC increases by 2.
You gain temporary hit points equal to your sorcerer level, which disappear after a short or long rest.
If you successfully Wild Surge again during this time, you cast the spell as if the spell slot was 2 levels higher.
Once you have used this feature, you can't use it again until you finish a short or long rest.
Winterheart
Winterheart (Level 3)
Icicle Volley (Level 6)
When you use your action to attack with your Icicle Barrage feature, you can attack twice with it, instead of once.
Snow Waltz (Level 6)
You can move through difficult terrain created by ice or snow without expending extra movement. In addition, you can move across water surfaces as if they were solid ground, but you must end your turn on a solid surface or fall into the water.
Arctic Majesty (Level 14)
Your mastery over ice makes you almost untouchable. You gain immunity to cold damage.
Additionally, you constantly radiate a bitter cold aura. Any creature within 10 feet of you has its speed halved, and when a creature enters the aura on a turn or starts its turn there, it takes cold damage equal to your sorcerer level + your Charisma modifier. You can designate creatures to be immune to this aura (no action required).
Eternal Winter (Level 18)
Your power transforms the battlefield into an icy tundra. As an action, you can expand the aura created by your Arctic Majesty feature to a 60-foot radius around you, and the aura gains the following additional effects:
Bright light in the area is diminished to dim light, and dim light in the area is diminished to darkness.
A hostile creature takes an additional 4d8 cold damage when it enters the area on a turn or starts its turn there.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 3 sorcery points to use it again.
Wretched Bloodline
Wretched Bloodline (Level 3)
Share the Burden (Level 6)
At 6th level, you learn the bestow curse spell. This spell counts as a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. When you cast the spell, you can choose to cast it by spending 3 sorcery points instead of a spell slot. If you cast the spell using sorcery points, its range changes to 60 feet for that casting and your concentration can't be broken as a result of taking damage.
Terrifying Visage (Level 14)
Beginning at 14th level, you can use a bonus action to adopt the terrifying visage of the being who cursed your ancestor for 10 minutes. During this time, you can use an action on each of your turns to cause each creature who can see you within 30 feet make a Wisdom saving throw against your sorcerer spell save DC. On a failure, a creature is frightened of you until the end of your next turn.
In addition, while you have adopted the terrifying visage, you gain an additional benefit based on the creature type chosen with your Blood Ties feature.
Fey
You can use a bonus action to teleport up to 30 feet in any direction.
Fiend
You have resistance to cold and fire damage.
Undead
When you take damage that isn't radiant, you can use your reaction to reduce that damage by an amount equal to half your sorcerer level.
Once you use this feature, you can't use it again until you finish a long rest.
Vengeful Summons (Level 18)
Beginning at 18th level, your magic has become powerful enough that you can call and command a servant of those that cursed you. Choose one of the following creatures as a representative for your curse based on the choice you made with your Blood Ties feature: lamia or troll (fey only), barbed devil or incubus/succubus (fiend only), ghost or wraith (undead only).
You can use an action and spend 5 sorcery points to summon your chosen creature. The creature appears in an unoccupied space you can see within 60 feet, and disappears when it drops to 0 hit points, you use this feature to summon another creature, or after 10 minutes have passed.
Roll initiative for the creature, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach.
Wretched Bloodline Sorcery
Wretched Bloodline Sorcery (Level 3)
Wield Your Curse Like a Weapon
With every promise whispered to a fairy, every contract signed with a devil, and every pact made with the dead, there's a chance someone doesn't keep their end of the bargain. The vengeance of immortal beings lasts much longer than one lifetime, and the lingering magic of these curses can affect the mortal's descendants.
These inherited magical afflictions may manifest as a plague, deformity, or aversion to the sun. In such families, children may be born who learn to master the latent magic within their inherited curses, turning their banes into personal boons—these sorcerers are known collectively as the Wretched.
Bad Luck Charm
You have the ability to cast a sliver of your curse onto another temporarily. As a Bonus Action, choose a creature you can see within 30 feet of yourself. The chosen creature has Disadvantage on the next D20 Test it makes before the start of your next turn.
Once you use this feature, you can't do so again until you finish a Short or Long Rest unless you spend 1 Sorcery Point (no action required) to restore your use of it.
Blood Ties
Your senses easily attune to the supernatural forces that caused your inherited affliction. You always have the Detect Evil and Good spell prepared and can cast it without expending a spell slot.
In addition, choose one of the following types of creatures as the being that cursed your ancestor: Fey, Fiend, or Undead. On each of your turns while you maintain Concentration on Detect Evil and Good, including the turn when you cast it, creatures of the chosen type have Disadvantage on attack rolls against you, and you can't be possessed, Charmed, or Frightened by such creatures.
Once you cast the spell with this feature, you can't do so in this way again until you finish a Short or Long Rest.
Wretched Curse
You suffer from a curse inherited from an ancestor who failed to uphold their end of a bargain with an otherworldly power. Choose one of the following curses that was passed down to you.
Hulking
Your ancestor was cursed with a hulking frame. You have Disadvantage on Dexterity (Stealth) checks to escape notice by moving quietly. In addition, your Hit Point maximum increases by 1, and it increases by 1 whenever you gain another Sorcerer level. Finally, you count as one size larger when determining your carrying capacity.
Nocturnal
Your ancestor was cursed to shun the light of day. You have Disadvantage on Wisdom (Perception) checks that rely on sight while you are in sunlight. In addition, you can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.
Plaguebearer
Your ancestor was cursed with physical symptoms of a plague. You have Disadvantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself. In addition, you are Immune to the Poisoned condition and have Resistance to Necrotic damage.
Share the Burden (Level 6)
You always have the Bestow Curse spell prepared. You can cast the spell by spending 3 Sorcery Points instead of a spell slot. When you cast the spell in this way, the spell doesn't require Concentration, and its range changes to 60 feet for that casting.
Terrifying Visage (Level 14)
As a Bonus Action, you can adopt the terrifying visage of the being that cursed your ancestor for 10 minutes. During this time, you can take a Magic action to cause creatures of your choice you can see you within 30 feet of yourself to make a Wisdom saving throw. On a failed save, the target has the Frightened condition until the end of your next turn. In addition, while your Terrifying Visage feature is active, you gain the following benefit based on the creature type chosen with your Blood Ties feature.
Fey
As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see.
Fiend
You have Resistance to Cold and Fire damage.
Undead
When you take damage of any type other than Radiant, you can take a Reaction to reduce the damage by half your Sorcerer level.
Once you use Terrifying Visage, you can't use it again until you finish a Long Rest.
Vengeful Summons (Level 18)
Your magic has become powerful enough that you can call and command a servant of those who cursed you. Choose one of the following creatures based on the choice you made with your Blood Ties feature: Lamia or Troll (Fey only), Barbed Devil, Incubus, or Succubus (Fiend only), Ghost or Wraith (Undead only).
You can take a Magic action and spend 5 Sorcery Points to summon your chosen creature. The creature appears in an unoccupied space you can see within 60 feet. It disappears when it drops to 0 Hit Points, you use this feature to summon another creature, or after 10 minutes have passed.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.