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Hit Points

Hit Dice 1d6 per niveau

Vaardigheden

CON , CHA

Sorcerer

Niveau Proficiency Bonus Eigenschappen Sorcery Points
1 + 2 Spellcasting Sorcerous Origin 0
2 + 2 Spellcasting Sorcerous Origin 2
3 + 2 Spellcasting Sorcerous Origin 3
4 + 2 Spellcasting Sorcerous Origin 4
5 + 3 Spellcasting Sorcerous Origin 5
6 + 3 Spellcasting Sorcerous Origin 6
7 + 3 Spellcasting Sorcerous Origin 7
8 + 3 Spellcasting Sorcerous Origin 8
9 + 4 Spellcasting Sorcerous Origin 9
10 + 4 Spellcasting Sorcerous Origin 10
11 + 4 Spellcasting Sorcerous Origin 11
12 + 4 Spellcasting Sorcerous Origin 12
13 + 5 Spellcasting Sorcerous Origin 13
14 + 5 Spellcasting Sorcerous Origin 14
15 + 5 Spellcasting Sorcerous Origin 15
16 + 5 Spellcasting Sorcerous Origin 16
17 + 6 Spellcasting Sorcerous Origin 17
18 + 6 Spellcasting Sorcerous Origin 18
19 + 6 Spellcasting Sorcerous Origin 19
20 + 6 Spellcasting Sorcerous Origin 20
Niveau Proficiency Bonus Eigenschappen Cantrips Known Spells Known
1 + 2 Spellcasting Sorcerous Origin 4 2
2 + 2 Spellcasting Sorcerous Origin 4 3
3 + 2 Spellcasting Sorcerous Origin 4 4
4 + 2 Spellcasting Sorcerous Origin 5 5
5 + 3 Spellcasting Sorcerous Origin 5 6
6 + 3 Spellcasting Sorcerous Origin 5 7
7 + 3 Spellcasting Sorcerous Origin 5 8
8 + 3 Spellcasting Sorcerous Origin 5 9
9 + 4 Spellcasting Sorcerous Origin 5 10
10 + 4 Spellcasting Sorcerous Origin 6 11
11 + 4 Spellcasting Sorcerous Origin 6 12
12 + 4 Spellcasting Sorcerous Origin 6 12
13 + 5 Spellcasting Sorcerous Origin 6 13
14 + 5 Spellcasting Sorcerous Origin 6 13
15 + 5 Spellcasting Sorcerous Origin 6 14
16 + 5 Spellcasting Sorcerous Origin 6 14
17 + 6 Spellcasting Sorcerous Origin 6 15
18 + 6 Spellcasting Sorcerous Origin 6 15
19 + 6 Spellcasting Sorcerous Origin 6 15
20 + 6 Spellcasting Sorcerous Origin 6 15

Spell Slots per Spell Level

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

Klasse-eigenschappen

Niveau 1

Spellcasting
Sorcerous Origin

Niveau 10

Metamagic

Niveau 12

Ability Score Improvement

Niveau 14

Sorcerous Origin feature

Niveau 16

Ability Score Improvement

Niveau 17

Metamagic

Niveau 18

Sorcerous Origin feature

Niveau 19

Ability Score Improvement

Niveau 2

Font of Magic

Niveau 20

Sorcerous Restoration

Niveau 3

Metamagic
Metamagic Options

Niveau 4

Ability Score Improvement
Sorcerous Versatility

Niveau 5

Magical Guidance

Niveau 6

Sorcerous Origin feature

Niveau 8

Ability Score Improvement

Voortgang Bekende Spreuken

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekende Spreuken 2 3 4 5 6 7 8 9 10 11 12 12 13 13 14 14 15 15 15 15

Caster-voortgang

Caster-voortgang: full

Cantrip-voortgang

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Bekend 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6

Vaardigheden

Skills

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Klasse-eigenschappen

Spellcasting (Level 1)

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

Cantrips

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

Spell Slots

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

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

Spells Known of 1st Level and Higher

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

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

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

Spellcasting Ability

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

Spell

Spell

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin (Level 1)

Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.

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

Font of Magic (Level 2)

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

Sorcery Points

You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
Spell Slot LevelSorcery Point Cost

1st

2

2nd

3

3rd

5

4th

6

5th

7

Converting a Spell Slot to Sorcery Points

As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic (Level 3)

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

Cost: 1 Sorcery Point

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

Cost: 1 Sorcery Point

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

Cost: 1 Sorcery Point

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

Cost: 1 Sorcery Point

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

Cost: 3 Sorcery Points

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

Cost: 2 Sorcery Points

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

Cost: 1 Sorcery Point

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

Cost: 1–9 Sorcery Points

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Metamagic Options (Level 3)

3rd-level sorcerer optional feature

When you choose Metamagic options, you have access to the following additional options.

Seeking Spell

Cost: 2 Sorcery Points

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Transmuted Spell

Cost: 1 Sorcery Point

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Versatility (Level 4)

4th-level sorcerer optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance (Level 5)

5th-level sorcerer optional feature

You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Origin feature (Level 6)

At 6th level, you gain a feature granted by your Sorcerous Origin.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Metamagic (Level 10)

At 10th level, you learn an additional metamagic option.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Origin feature (Level 14)

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

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Metamagic (Level 17)

At 17th level, you learn an additional metamagic option.

Sorcerous Origin feature (Level 18)

At 18th level, you gain a feature granted by your Sorcerous Origin.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Restoration (Level 20)

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Multiklassen

Multiklasse-vereisten

{"cha":13}

Subklasses

Subklasse-eigenschappen

Aberrant Bloodline

Aberrant Bloodline (Level 1)

You are descendant from a foul creature, and its blood wreaks havoc in your family tree. Those in your House are rarely and seemingly at random born hideous, and with terrifying powers, and as such, generation after generation has committed infanticide on the abominations. You are one such monster, cursed at birth yet spared the knife by your mother, free to live out your miserable span of existence a freak divorced from society. Yet your power grows, as fearsome as your aspect and as dreadful as your glare.

Aberration Blood

Beginning when you select this origin at 1st level, your skin is thicker, scalier, or furrier than normal. When you aren't wearing armor, your armor class equals 13 + your Dexterity modifier.

Finally, you gain darkvision, the ability to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, your range increases by 30 feet.

Hideous Appearance

At 1st level, your appearance is hideous to behold. You may add double your proficiency bonus to Intimidation checks, but you have disadvantage on Persuasion checks. Unless you wear a large cloak to conceal these deformities, you are disturbing to behold.

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 1)

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Aberrant Origins
d6Origin

1

You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.

2

A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.

3

You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.

4

You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.

5

As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.

6

Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!

Psionic Spells

1st-level Aberrant Mind feature

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Telepathic Speech

1st-level Aberrant Mind feature

You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Psionic Sorcery (Level 6)

6th-level Aberrant Mind feature

When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.

If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses (Level 6)

6th-level Aberrant Mind feature

You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

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.

Abyssal Bloodline

Abyssal Bloodline (Level 1)

Demons are chaotic evil incarnate, coming in all manner of horrible shapes and sizes. The stink of the Abyss is on your bloodline, imbuing you with its terrible power - if you can control it.

Abyssal Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Abyssal Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or conjuration spell from the sorcerer, wizard or warlock spell list.

Demonic Manifestations

Starting at 1st level, as a bonus action, you can manifest the chaos of the Abyss through your body. You gain temporary hit points equal to your sorcerer level plus your Charisma modifier, and you roll a d12 to gain a random Demonic Manifestation, as seen on the Demonic Manifestations table. You may instead spend 2 sorcery points to choose from the list, which you can do after seeing the result of the roll.

You can gain two manifestations when you use this feature starting at 9th level, and three when you use it starting at 17th level. If you are choosing from the list instead of rolling, the cost for choosing manifestations beyond your first is 1 sorcery point, instead of 2.

If you already have active manifestations and use this feature, your previous manifestations are replaced.

You can use your Charisma modifier for attack and damage rolls with any natural weapons you may gain using this feature. If a manifestation forces a creature to make a saving throw or escape check, the DC is your spell save DC. Demonic Manifestations disappear after a number of minutes equal to your Charisma modifier.

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. As an action, you can expend 2 sorcery points to regain one use.

Demonic Manifestations
d12Manifestation

1

Claws. Each of your hands transforms into a claw, which you can use as a natural melee weapon if it's empty, dealing 1d6 slashing damage on a hit. If you make at least one attack with your claws when you use the Attack action, you can make one additional claw attack as part of the same action.

2

Fangs. Your teeth grow into vicious fangs, which are natural melee weapons that deal 1d10 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, that creature must succeeed on a Constitution saving throw or be poisoned until the end of your next turn.

3

Barbed Tail. You sprout a tail lined with wicked barbs, which is a natural melee weapon with a 10 foot reach. It deals 1d10 piercing or slashing damage on a hit (your choice).

4

Slime. You secrete a slippery, foul-smelling mucus all over your body. If you are unarmored, your AC increases by 2, and any creature that touches you for the duration takes 1d6 acid damage. You can deal this extra damage when you hit a creature with an unarmed strike, melee natural weapon attack or melee spell attack.

5

Acid Bile. You are able to projectile vomit acidic bile as an action. All creatures in a 15-foot cone or 5 by 30 foot line (your choice) must succeed on a Dexterity saving throw or take 2d6 acid damage, or half as much damage on a success. At 6th level, you can substitute this for one or both attacks when you use the Attack action.

6

Fetid Cloud. Noxious green gas extends from your body in a 10-foot radius. Any creature that starts its turn in this area, other than yourself, must succeed on a Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

7

Horns. You grow wicked horns from your head (if you already have horns, they become larger and sharper). These are natural melee weapons that deal 1d6 piercing damage. Once on your turn, if you move at least 20 feet toward a target and hit it with your horns on the same turn, it takes an additional 2d6 piercing or bludgeoning damage (your choice).

8

Tentacles. You sprout up to three writhing tentacles, which are natural melee weapons with a 10 foot reach. A creature hit by one of these tentacles takes 1d6 bludgeoning damage, and a Large or smaller creature must succeed on a Strength saving throw or be restrained until it can successfully escape using its action. You cannot attack with a tentacle while it is restraining a creature, but you can move a restrained creature 5 feet within your reach, in place of an attack.

9

Pincers. Your hands become monstrous pincers, which are natural melee weapons. A creature hit by a pincer takes 1d8 bludgeoning damage, and a Large or smaller creature is grappled until it can successfully escape using its action.

10

Hooves. Your feet become great cloven hooves, which are natural melee weapons. A creature hit by one of these weapons takes 1d8 bludgeoning damage and must succeed on a Strength saving throw or be pushed back 5 feet and knocked prone.

11

Spider Legs. Spidery legs sprout from your body, allowing you to climb difficult surfaces, including upside-down on ceilings, without having to make an ability check. You also gain a climbing speed equal to your walking speed.

12

Wings. You sprout bat-like wings, granting you a 30 foot flying speed.

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 1)

Sorcerers of the Alicorn Bloodline often are distant relatives of the divine rulers, called to magic by their very soul. They can be haughty if they are aware of their heritage, but most often they never know until wings sprout from their backs. Alicorn Bloodline sorcerers tend to be ponies, especially unicorns from Canterlot, though there have been rumors of other races bearing these traits. They've never been confirmed of course.

Celestial Chosen

At 1st level, you gain the thaumaturgy cantrip. Also, when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Armor Training

Casting divine magic is easier than doing arcane magic in armor. At first level you gain proficiency in light and medium armor.

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 1)

Your innate magic remained dormant until the first time you picked up the legendary weapon of your bloodline. Ancestral weapons derive their power from many sources. Some weapons are blessed by a god or powerful being. Others are forged with magic within them and bound to the family's blood. Some are even said to hold fragments of the previous wielders' souls within them. Ancestral weapons are sometimes sentient, or able to communicate with the wielder, but this is not always so. When an ancestral weapon is held by one with the blood of lineage, they are granted both martial prowess and the magical ability of their ancestors.

Bonus Proficiencies

At 1st level, you gain proficiency with light armor, shields, and one type of martial melee weapon of your choice.

Ancient's Aegis

Starting at 1st level, as a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis takes the form of a spectral shield-bearer that protects the target. The aegis can absorb a number of points of bludgeoning, piercing, or slashing damage equal to 4 + half your sorcerer level. This effect lasts for 1 minute, until the aegis is depleted, until you use it again, or until you are incapacitated.

Your Ancestral Weapon

At 1st level, you gain an ancestral weapon that endows you with magical power.

Your ancestral weapon is any martial melee weapon of your choice. You can use your ancestral weapon as a spellcasting focus for your sorcerer spells.

Additionally, if you are separated from your ancestral weapon, you can use your bonus action to magically bring it to your hand, regardless of its distance or location.

You can transform a magic melee weapon into your ancestral weapon by performing a special ritual over the course of 1 hour, which can be done during a short rest. After the ritual, the weapon assumes the form of your ancestral weapon. The magic weapon ceases being your ancestral weapon and reverts to its prior form if you die, or if you perform the 1-hour ritual on a different weapon.

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 1)

Your heritage ties to fallen empires and great rulers whose legacy has been reduced to dust. Much like grains of sand, the chance of you holding this powerful magic is one in a million, but you can call upon your lost empire to aid you in the present.

Ancient Origin Spells
Sorcerer LevelSpell

1st

sandstorm

3rd

blindness/deafness

5th

wall of sand

7th

sand rush

9th

danse macabre

11th

bones of the earth

Variant Feature: Origin Spells

You gain spells at the sorcerer levels noted in the Ancient Origin Spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know.

If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

Desert Born

Starting at 1st level, the desert's heat warms your skin. You have advantage on ability checks and saving throws to avoid exhaustion, and you're naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Ancient Legion

Starting at 1st level, you can call upon the ancient remnants of your empire, calling forth a servant to aid you in battle as an action on your turn. This servant has the statistics of a skeleton, but it can only make its shortsword attack, and its hit points are equal to your Charisma modifier + your sorcerer level.

On each of your turns, you can use a bonus action to mentally command any skeleton under your control if it is within 60 feet of you (if you control multiple skeletons, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeleton 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 skeleton only defends itself against hostile creatures. Once given an order, the skeleton continues to follow it until its task is complete.

This skeleton lasts for 1 minute, or until its reduced to 0 hit points, at which point it turns to sand.

Once you summon a skeleton with this feature, you can't do so again until you finish a short or long rest.

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 1)

Your innate magic comes from a true dragonmark unlike any other in recent history, surpassing even the promise of a Siberys-level dragonmark. Your mark is an Apex Dragonmark, one of only a handful of dragonmarks identified throughout history that matched it in power and potential.

Restriction. The apex version of a true dragonmark only ever appears among the descendants of true dragonmarked bloodlines. In order to qualify for this subclass, you need to be related by blood (even if distantly) to one of the appropriate Houses and be of the appropriate race or races as listed below. (For example, a half-elf born from a House Phiarlan elf and a human would not meet the prerequisites for the Apex Mark of Shadow, because although she has a blood relation to House Phiarlan, she is not of the appropriate race. Only elves may bear the Mark of Shadow.)

Note that you do not need to be of a dragonmarked variant race or subrace, merely related by blood to those who are.

Dragonmark Racial Prerequisites
RaceMarkHouse

Half-elf

Detection

Medani

Half-orc or human

Finding

Tharashk

Human

Handling

Vadalis

Halfling

Healing

Jorasco

Halfling

Hospitality

Ghallanda

Human

Making

Cannith

Human

Passage

Orien

Gnome

Scribing

Sivis

Human

Sentinel

Deneith

Elf

Shadow

Phiarlan or Thuranni

Half-elf

Storm

Lyrandar

Dwarf

Warding

Kundarak

Fledgling Dragonmark

Starting at 1st level, you manifest a fledgling dragonmark. This dragonmark is roughly the size of your palm, though it can appear anywhere on your body. Each true dragonmark has its own pattern, a blue-green shimmering symbol that appears anywhere on your body.

You gain access to the Spells of the Mark appropriate to your dragonmark (see dragonmarked variant races and subraces in Eberron: Rising from the Last War). You learn all 1st level spells noted on your Spells of the Mark table. Likewise, when you gain 2nd, 3rd, 4th, and 5th level spell slots, you learn spells of the corresponding spell levels on the table. You treat spells you learn this way as a sorcerer spell you know, but they do not count against your limit of known sorcerer spells.

Additionally, all of your sorcerer spells are cast as innate spells, requiring no somatic, verbal, or material components (except those with a listed cost). Instead, your dragonmark itself flares with brilliant light which is extremely noticeable (even through clothing or armor) whenever you cast a sorcerer spell. At 3rd level, when you gain access to the Metamagic class feature, you can select the Subtle Spell metamagic effect and use it to cast a spell without manifesting this eye-catching flare of power.

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.

Arcane Bloodline

Arcane Bloodline (Level 1)

You are saturated with arcane power, granting you an inherent talent for the manipulation of magic. You may be descended from powerful wizards, archmages whose arcane mastery was so great it became infused into their bloodline, or you may have somehow become entangled with the Weave. Regardless, you are the envy of wizards and sorcerers alike.

Arcanist Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Arcanist Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from one of two schools of your choice from the wizard spell list.

Arcane Reservoir

At 1st level, as an action, you can draw from the deep well of arcane energy within you, allowing you to recover expended spell slots. The spell slots can have a combined level that is equal to or less than one-third of your sorcerer level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 6th-level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

You must complete a long rest before you can use this feature again.

Arcane Surge

Starting at 1st level, you can flood arcane power into a single spell, taking it to its full potential. When you cast a sorcerer spell of 1st to 5th level that deals damage, you can deal maximum damage, instead of rolling, for all damage dealt by that spell on the turn you cast it.

After you use this feature, you can't cast spells other than cantrips until a number of turns have passed equal to half the level of the spell you maximized (rounded up). You cannot use this feature again until you complete a long rest.

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 1)

A mighty wizard converted you, or an ancestor of yours, into a living arcane weapon. They wanted a loyal soldier who could eliminate their enemies with simple, yet devastating bolts of force. However, they severely underestimated their creation's power and desire for autonomy.

Arsenal Spells

1st-level Arcane Ordnance feature

The magic infused inside of you was built for neutralizing mages and warriors alike. You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

Mystic Artillery

1st-level Arcane Ordnance feature

You are a wellspring of pure arcane power. You can cast magic missile as a cantrip. When cast in this way, it only creates one dart. The number of darts increases when you reach certain sorcerer levels, increasing to two at 5th level, three at 11th level, and four at 17th level.

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 1)

From your first attempt at casting a spell, you displayed an exceptional aptitude for magic. Since that time, the more you tried to learn magic through rote memorization and practiced study, the less your innate talent shone through. Sorcerers who are arcane prodigies eventually discover it's better to let their natural genius guide their magic than relying on an academic understanding. Arcane prodigies don't abandon the attempt to understand magic on a methodical level, but their prodigious talent for spellcasting relies on their unconscious grasp of the mystic laws that underpin all of existence.

Alternative Spellcasting Ability

When you choose this sorcerous origin at 1st level, you can choose to use Intelligence, instead of Charisma, as your sorcerer spellcasting ability. If you choose to use Intelligence, all sorcerer features and Metamagic options that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature.

Arcane Magic

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the wizard spell list.

Arcane Spells
Sorcerer LevelSpells

1st

find familiar

3rd

misty step

5th

counterspell

7th

arcane eye

9th

contact other plane

Rare Genius

At 1st level, you gain proficiency in the Arcana skill and Intelligence saving throws.

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 1)

Some sorcerers awaken to their power through an event that made pure arcane magic resonate with their very being. Such individuals might have accidentally tapped into a ley line, been experimentd upon in displays of forbidden practices, or been chosen by a deity of magic as champions.

Arcane Spells

1st-level Arcane Soul feature

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the wizard spell list.

Weaveborn

1st-level Arcane Soul feature

You gain proficiency in the Arcana skill, and you can use your Charisma, instead of Intelligence, for any ability checks you make with that skill.

In addition, you and any creature of your choice that touches you can use your own body as an arcane focus. When a spell is cast using your body as an arcane focus, the caster can ignore any material components of the spell that don't have a gold cost and aren't consumed by the spell. A creature of your choice touching you can also cast the arcane bolt cantrip using your Charisma as the spellcasting ability for the spell.

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 1)

Your innate magic comes from your superior bloodline. Your magic wells up from within you, as a paragon of your race. Whether you come from a long line of storied ancestors, or you are simply the product of a chance blending of the best Characteristics of your race, you were born exceptional, and your sorcerous power is a testament to your legacy.

School Mastery

At 1st level, you have a natural affinity for a particular school of magic, depending on your race, as shown on the table below. You can cast a particular spell from that school without needing material Components, and that bonus spell does not count against your number of sorcerer spells known. You regain the use of your bonus spell when you finish a long rest.

Aristocratic Bloodline Schools and Spells

Aristocratic Bloodline School
d8SchoolSpell

1

Abjuration

Alarm

2

Conjuration

Floating Disk

3

Divination

Identify

4

Enchantment

Hideous Laughter

5

Evocation

Burning Hands

6

Illusion

Illusory Script

7

Necromancy

False Life

8

Transmutation

Feather Fall

When your Spellcasting feature lets you learn a new Sorcerer cantrip or a new Sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list, as long as the spell is from your associated school.

Channel Energy

Also starting at 1st level, you can absorb a certain amount of hostile magical energy. You can use this feature as a reaction when you make a successful saving throw against a spell of a level that is no higher than your Sorcerer level. When you do so, you absorb the magical energy of the attack. Instead of being affected by the spell, you regain a number of expended spell slots equal to the level of the spell. If you have not used any spell slots for a given level of spell, this feature does not allow you to gain a slot that would exceed your normal maximum.

For example, if you are a 3rd-level Sorcerer and make a successful save against a 2nd-level spell, you can regain two 1st-level spell slots or one 2nd-level spell slot. If you don't have two available 1st-level spell slots, you must regain the 2nd-level slot. If you have one available 1st-level spell slot and no 2nd-level slots, you regain one 1st-level slot when you use this feature. You can regain a number of expended spell slots equal to twice your Sorcerer level. Once you regain all the expended slots provided by this feature, you must finish a short or long rest before you can use the feature again.

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 1)

Somewhere in your bloodline, one of your ancestors made a pact with a powerful spirit of flame and predation known as the Ashen Wolf. This elemental creature is neither fiend nor fey, but something primal and otherworldly. It is honored with ritualistic immolation and sacrifices of meat and metal. While the Wolf may have no hold over you, it may be interested in your affairs nevertheless, and your very existence could draw the ire of the Wolf's eternal foe: the frost-bound Wild Huntsman. With smoke and cinders pouring from your hands with each spell you cast and a layer of ash gradually creeping over your body, you are the incarnation of a smoldering ember thrown upon a dry forest.

Let your power burn forth like wildfire.

Origin Spells

When you choose this sorcerous origin, you gain access to the following spells, which do not count against your spells known but can only be cast once you reach the required sorcerer level.

Ashen Lineage Origin Spells
Sorcerer LevelSpell LevelSpells

1st

1st

Burning Hands

3rd

2nd

Heat Metal

5th

3rd

Fireball

7th

4th

Locate Creature

9th

5th

Commune with Nature

11th

6th

Circle of Death

Born of Ember

At 1st level, a thin layer of ash and charred wood begins to coat your skin as you fight, engulfing you, yet allowing you to blaze back to life with a vengeance. Whenever you are below your hit point maximum, charred claws and fangs erupt from your hands and mouth. While you have these claws, you can use your bonus action to make a melee spell attack that deals fire damage equal to 1d8 + your Charisma modifier. At 11th level, the damage increases to 2d8 + your Charisma modifier.

The first time after a long rest when you are below half your hit point maximum, the ash that coats your body infuses your soul, granting you gain resistance to fire damage. This lasts until you finish a long rest. At 14th level, you gain immunity instead of resistance.

Additionally, you can speak, read, and write Primordial, the language of elementals, and you learn the produce flame cantrip.

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 1)

As an Astral Born, you draw your magic from the Astral Plane itself, a realm of dreams and thought that borders many others throughout the universe. Perhaps you were conceived in that realm, or your family heirloom is a gem designed to aid astral projection, or you were raised in the vicinity of a planar portal. Regardless of the reason, you find yourself able to tap into the Astral Plane's physics-defying properties to achieve what others can only dream of.

Metaphysical Being

Starting at 1st level, your physical form has adapted to the dreamlike expanse of the Astral Plane, causing you to shed some of your mortal limitations. You no longer need to eat or drink to sustain yourself and you gain resistance to psychic damage.

Spatial Shift

Also at 1st level, you channel the strange physics of the Astral Plane to bend space when you use your magic. Once per turn when you hit a creature with a spell attack, you can move it up to 5 feet in any direction.

Once you reach 2nd level in this class, you can expend any number of your sorcery points when you use this feature to increase the distance you move the creature by 5 feet for each expended sorcery point.

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 1)

The innate magic that dwells within you is drawn from the behir. This endowment might be the re-emergence of strength granted to an ancestor or the manifestation of a behir's own power in mortal form.

Behir Ancestry

At 1st level can speak, read, and write Draconic, you gain darkvision out to a range of 90 feet, resistance to lightning damage and a climb speed equal to your walking speed.

Electric Shuffle

Additionally at 1st level, as a bonus action after you cast a spell of 1st level or higher that deals lightning damage you may move up to half your speed without provoking attacks of opportunity. A friendly creature of your choice within reach may spend their reaction to gain the same benefit.

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 1)

Whether through a connection with nature, primal ritual linking your soul to bestial powers, or through lycanthropic ancestry, your magic is in tune with the beasts of this world, be they marvellous or malign. Your body is a vessel for primal, animalistic forces that you may either seek to control, or allow to run rampant.

Bestial Magic

Your link to your bestial side allows you to learn spells from the Druid class. When your spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, know the spell Speak with Animals, and it doesn't count against your number of sorcerer spells known.

Harnessing the Beast

Starting at 1st level, your bestial nature rises to the surface, but it also threatens to take over. At the end of a long rest, choose one of the following features, which lasts until the end of your next long rest.

In addition, whenever you take more than 5 + your Sorcerer level's worth of damage, you must make a charisma saving throw or else on your next turn make a melee attack against a random creature within 5 ft., or if this is not possible, move as far as your movement speed allows either towards or directly away from the source of the damage at random, as you either try to flee from harm or retaliate savagely against it. You will not move into obvious danger, such as fire, but this movement does trigger opportunity attacks. The DC for this save is equal to the damage taken (maximum 20). Upon passing the save, you will be immune to this effect until the end of your next turn.

Animal Cunning

You can add your charisma modifier to history, arcana, and religion checks.

Thick Hide

When not wearing armour, your AC equals 10 + your Dexterity Modifier + your Constitution modifier.

Keen Senses

You gain proficiency in perception. If you already had proficiency in perception, your proficiency bonus is doubled, unless it was already doubled due to another feature such as expertise.

Swift Movement

Your walking speed increases by 10 ft.

Bestial Claws

Your unarmed attacks do 1d4 slashing damage.

Unnatural Movement

You gain a climbing speed equal to your walking speed.

Venomous

Once per round when you do damage with a spell or cantrip that targets a single creature, the target must succeed a Constitution saving throw against your spell save DC or be poisoned until the end of their next turn.

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 1)

Power drawn from the great Beastlands or another plane of great beasital power has been passed down your lineage since an ancestor made a deal with a great animal god, or perhaps spent an amount of time within the great library. Either way, a powerful bestial spirit resides within you. Occasionally appearing as cat-like eyes, higher reflexes, excessive hair growth, or sharpened nails and teeth, this spirit brings about a new commune with nature and the animals that reside within.

Bestial Spirit Magic

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

Animal Instinct

As your eyes sharpen and your mindset shifts you become innately more in tune with the world around you. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

In addition, choose one of the following skills: Perception, Stealth, or Survival. You gain proficiency with that skill and with Animal Handling. As a result of the primal magic in your veins, whenever you make a check using either of these two skills, you gain a bonus to the check equal to your Charisma modifier (minimum of 1).

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 1)

Your innate magic comes from the explosive power of raw alchemy and black powder. You parents may have been alchemists, whose long exposure to alchemical reagents mingled with a latent talent for magic in their bloodlines and caused you to be born with such abilities. Or you may have been experimented upon—with or without your permission—when you were younger and those alchemical experiments brought this unexpected magical power to the surface. Whatever the catalyst for your powers, they bring with them an affinity for black powder, allowing you magical prowess that exploits its power to your benefit.

Gun Mage

At 1st level, you gain proficiency with simple firearms and with the musket (see the Adventuring Gear chapter for details on these weapons), and you gain proficiency with alchemist's supplies or gunsmith's tools (your choice). In addition, you learn the mage hand cantrip if you don't already know it.

Gun Hand

Starting at 1st level, when you cast mage hand, you can perform the following additional tasks with it:

  • You can use your mage hand to draw or stow a pistol on your person or pick up a firearm within 5 feet of you that isn't being worn or carried. You can do this once on each of your turns for free, during either your move or your action.

  • You can use a bonus action to reload a pistol held by your mage hand. Your mage hand visibly becomes a pair of spectral hands to complete this action, the second hand vanishing once the pistol is loaded.

  • When a creature within 5 feet of you attacks you with a melee weapon, you can use a reaction to fire a pistol held by your mage hand at the attacker. Being within 5 feet of the target doesn't impose disadvantage on the attack roll.

You can create multiple mage hands with this feature when you reach higher levels. You gain a second mage hand at 5th level, and an additional mage hand at 9th, 13th, and 17th level. Unlike your primary mage hand, these additional mage hands can be used only for the tasks described under this feature and any other aspects of this class that reference this feature. Each extra mage hand remains within 5 feet of you and vanishes if it is unable to remain within 5 feet of you.

Fusillade

Also at 1st level, when you use the Attack action, you can make the attack with a weapon you are wielding or with a pistol held in one of your mage hands. When you attack with a pistol held in one of your mage hands, you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls.

In addition, when you reach 2nd level, you can use an action and spend 1 or more sorcery points to magically reload and fire a pistol held in one of your mage hands. The ammunition fired is magically created and dissipates after being fired, hit or miss. For each sorcery point you spend, you can magically reload and fire another pistol held in another of your mage hands as part of the same action. These attacks have a range of 30 feet. Attacks from your mage hand-held pistols can attack separate targets or the same target, dealing damage, including the possibility of a burst, as normal on a hit. Each mage hand's attack counts as a separate attack for the purposes of determining the number of bursts that can happen. Once you use this feature, you can't use it again until you finish a short or long rest.

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 1)

Somewhere in your lineage, an ancestor entered and made a pact with the Blackthorn Grove, replacing their heart with one crafted from the essence of the Grove itself. Working with plants has always come naturally to you, but one day your magical power awakened. In defense of your life or in pursuit of your heart's deepest desires, the strange arcana of the Blackthorn Grove sprouted within your veins, giving you power to use as you see fit.

Origin Spells

When you choose this sorcerous origin, you gain access to the following spells, which do not count against your spells known but can only be cast once you reach the required sorcerer level.

Blood of the Dark Forest

When you select this origin at 1st level, your spirit aligns to the power of the Grove, calling to the cycles of regrowth. You learn the druidcraft cantrip. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Sleeper in the Field

Also at 1st level, whenever you cast a spell using a spell slot of 1st level or higher, you can choose a creature that you can see within 30 feet of you. Roll 1d10 for each level of the spell slot you expended. If the total is equal to or greater than the creature's remaining hit point total, it falls asleep as though affected by the sleep spell.

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 1)

You were a mortal, once. Through the cruelty of a powerful lich, the capriciousness of an eldritch being, or the voluntary sacrifice of your body for a greater cause, you've become a sentient weapon infused with arcane power. Your body has been destroyed, but you shall live on, channeling magical power through your wielder to destroy your enemies. Should you fall into the wrong hands, your mental onslaught shall allow you to overcome your foes and turn them upon one another in a whirlwind of blood and death.

Origin Spells

When you choose this sorcerous origin, you gain access to the following spells, which do not count against your spells known but can only be cast using a sorcerer spell slot.

Bladebound Soul Origin Spells
Spell LevelSpells

1st

command

2nd

detect thoughts

3rd

fox's fangs

4th

windblade

5th

fell onslaught

6th

blood cartography

Living Weapon

At 1st level, your soul has been trapped within a simple or martial weapon of your choosing. You retain any bonuses or features of your race, and are still considered to be of that race and type. You gain immunity to poison and disease, you do not require food, air, or water, and you no longer age. You have the same AC as your wielder, and you can use the higher of your Dexterity modifiers to calculate their AC. Whenever your wielder takes damage but you do not, both you and your wielder take half the amount of damage instead. You can regain hit points as though you were a living creature. Your walking movement speed is 0, and can't be increased.

You count as a magical weapon for the purposes of overcoming damage resistances and immunities, and grant proficiency in simple and martial weapons to your wielder. You are not considered a magical weapon for the purposes of spells like elemental weapon. Additionally, your spells' somatic components are replaced with "visual" components, where you visibly flare with magical power. You count as an arcane focus. Your bearer must have at least one hand touching you to enable you to cast a spell with a range other than "Self" or "Touch". The one exception to this rule is mage hand, which you learn when you choose this origin.

If your wielder acts against your wishes, you can choose to attempt to force them to obey you. Your wielder must make a Wisdom saving throw against your sorcerer spell save DC. If they fail, they perform the action as you desire during their next turn. If they succeed, they are immune to this effect for one minute or until they take damage.

You can communicate telepathically with your bearer, and with any creature that speaks a language within 60 feet of you. This telepathy is two-way, but otherwise you cannot speak.

Whenever your bearer makes a skill or ability check, you can choose to make the check in their stead.

If you exit this form, as though by the spell polymorph or the Wild Shape feature, you lose these restrictions and benefits until you return to normal.

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 1)

Your innate magic stems from the corrupting power of a Gulthias tree. Most with this origin can trace their magic back to a near-death experience caused by a blighted creature, or through extended exposure to blighted land and plant life. Attempting to consume blighted plants over a period of a few weeks or months can often lead to this magic becoming imbued into a creature's system, assuming it doesn't kill them first. Whatever the cause, blight magic allows you to animate blighted creatures to do your bidding, as if you were a living Gulthias tree.

Blighted Construct

Starting when you choose this origin at 1st level, you gain the ability to animate a plant to do your bidding. As an action, you can touch a pile of twigs and infuse it with blighted magic, awakening it as a twig blight. This blight cannot attack, but it can take other actions as normal.

While the blight is within 150 feet of you, you can mentally command it to move (no action required). Additionally, as an action, you can see and hear through the blight until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

You may only have one twig blight animated with this feature at a time.

Rotting Touch

Also at 1st level, your touch can rot objects and plants. As an action, you can touch a Small or smaller plant or object made from plant material. The target slowly rots over the next minute as if a year had passed. This feature can only be used once on any one plant or object.

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 1)

Your innate magic comes from your very own blood, which is infused with arcane energy. You might be distantly related to a powerful mage, perhaps you were the result of some esoteric experimentation, or you simply discovered the resonance within you by accident.

Regardless of how you came to be you have realised your very own life essence can be a catalyst for casting, which has granted you an increased well of magic to draw from, but all power demands sacrifice...

Blood Magic

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a necromancy spell from the sorcerer, warlock, or wizard spell list.

¹Available in Advanced Arcaneries Vol.1 found in the Homebrew section on the Spells page!

Sanguine Sorcery

Starting at 1st level you can use your own vitality to fuel your spells; you are able to cast a Sorcerer spell you know of 1st level or higher at its lowest level without expending a spell slot by reducing your current and maximum hit points by a number of d6 equal to the level of the spell.

The reduction to your hit point maximum lasts until you finish a long rest. You die if this reduces your hit point maximum to 0.

If you use this feature to cast a spell of 7th level or higher you must finish a long rest before you can do so again.

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 1)

All Blood Magi have one thing in common. You died. It might have been at birth, and no one bothered to tell you. Or perhaps you died later in life, then were subsequently called back from the misty embrace of Dolurrh. Whatever the cause, you were dead, briefly—and it will not happen again. You seek to first master the power of your own blood so you will never be defenseless, then as you increase in power, you hear the siren call of the blood of others.

Due to the cost of this power, it's rare to encounter another Blood Magus in the world, as most practitioners of this art are scattered. The most common place to find a Blood Magus is in Karrnath and anywhere the Blood of Vol faith is strong, as adherents of this faith understand the intricate link of blood and power. The Bloodsail Principality in Lhazaar holds Blood Magi both living and undead; as vampires possess the most neceesary of components—blood—they too can learn this art. Rumors also tell of Blood Magi hiding deep in the Shadow Marches and the Demon Wastes.

Deathgrip on Life

Your unexpected return to life gives new understanding of blood's power. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You also stabilize whenever you are dying at the start of your turn.

Additionally, you are never left without your source of power. As a bonus action, you can allow your blood to seep out of your hands, dealing 1 point of damage to yourself. For the next minute, your blood itself can act as a spellcasting focus for your sorcerer spells.

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.

Bloodseeking Spell

At 1st level, your blood powers spells more potent than those of other spellcasters. When you cast a spell of 1st or 2nd level, you can choose to deal 1d6 points of damage to yourself to either gain advantage on all attack rolls of that spell or impose disadvantage on saving throws for on all targets of the spell. 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.

When you reach certain levels in this class, you can increase the damage that you deal to yourself in order to intensify higher level spells. If you take 2d6 points of damage, you can affect spells of 3rd, 4th, or 5th level. If you take 3d6 points of damage, you can affect spells of 6th or 7th level. If you take 4d6 points of damage, you can affect spells of 8th or 9th level.

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

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Blue Mage (Level 1)

To ensure victory over even the most savage foes, these implacable men and women have spent long years researching a monastic tradition with unlimited potential—the art of blue magic. Clothed in distinctive blue-and-black jubbahs and wielding curved blades, the Blue Mages are feared for their ability to harness a creature's strength and add it to their own. Blue magic is an art that allows a person to mimic the awesome powers of monsters and far exceed the normal boundaries of mortals.

However, a blue mage uses the techniques of beasts in the form of a person, placing enormous strain on his or her physical self. And while the magical process of absorbing a monster's essence into oneself has reduced the occurrence of physical incidents, there is an increased danger of a blue mage succumbing mentally and spiritually to the beast within...

Few blue mages in history have ever reached the end of his or her natural lifespan, and this speaks eloquently of the pain they endure despite improvements to their art. There is even talk of a blue mage who absorbed the essence of an undead creature and can no longer be released from his mortal coil.

Only those with the strength of spirit to resist the savage call of the beast within—and those willing to sacrifice a future to carry out their duty—have the necessary qualities to walk the path of the blue mage.

Azure Lore

Starting when you choose this Origin at 1st level, your unique physiology allows you to absorb and permanently learn to use spells and monster abilities. When you are the target of a spell or a monster's non-weapon ability, you may use your reaction to attempt to learn that ability.

Make a Concentration check. If the ability causes damage, the DC equals 10 or half the damage you take, whichever number is higher. If the ability does not cause damage, the DC equals 8 + the creature's proficiency bonus.

On a success, you may add the ability to your list of Azure Lore. You may only know a number of Lore abilities equal to half your Sorcerer Level (rounded down) + Proficiency Bonus. If learning new Lore would cause you to exceed this maximum, you may choose a Lore ability you know and replace it with the new one.

You may not learn an ability from a monster whose Challenge Rating exceeds your level in the Sorcerer class. You cannot learn lair or legendary abilities.

After using this ability, you cannot use it again until you finish a short or long rest.

Casting Lore

You may cast any ability from your list of Azure Lore as if it were a Sorcerer Spell.

Non-spell abilities on your list of Azure Lore must be cast by expending a spell slot of an appropriate level, determined by the Challenge Rating of the creature you learned it from, as noted in the table below. This table should be used as a guideline; the DM may choose to raise or lower the required spell slot level at his or her discretion based on the relative power of the learned ability.

Spell Slot Level by Challenge Rating:
ChallengeSlot Level

<1

0th

1 - 3

1st

4 - 5

2nd

6 - 7

3rd

8 - 9

4th

10 - 11

5th

12 - 13

6th

14 - 15

7th

16 - 17

8th

18 >

9th

You do not need to provide any material components for spells or abilities cast in this way, unless they are costly.

Abilities learned this way may be affected as normal by Metamagic once you've gained that feature at 3rd level.

Azure Affinity

When you choose this Origin at 1st level, you gain proficiency with longswords, scimitars, and light armor. Your proficiency bonus is doubled for any ability check you make to identify monsters and their special powers or vulnerabilities. If you lack proficiency in the required skill, you are treated as having it only for the purposes of these monster knowledge checks. (Proficiency bonus would not be doubled in this case).

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 1)

Those who contain the spark of Blue Magic may live their entire lives without realizing it. Until they are struck by the force of a spell and feel the spell imprinting upon them, they live as mundane, ordinary lives as others. From that moment on, the Blue Mage absorbs the energy of any spell cast upon them, learning the spell and fueling their power.

Your Blue Magic

Beginning at 1st level, the only way you can learn new spells is to experience them. Unlike other sorcerers, you do not learn new spells as you grow in level (though your 1st level spells and cantrips are learned from the sorcerer spell list, as a normal sorcerer). When a spell, spell-like ability, or cantrip is cast on you, and you experience any effect of the spell, you may learn that spell as a reaction. You do not learn a spell if you are required to make a saving throw, you succeed, and the spell has no effect on you.

The Cantrips Known and the Spells Known columns of the Sorcerer table shows how the maximum number of cantrips and spells you may learn through Blue Magic. The spells learned need not be from the Sorcerer spell list. You may forget a spell or cantrip by concentrating on it for 1 round.

Indigo Infusion

A 1st level you have the ability to change any equipment in your possession to the match your color affinity. This takes 1 minute of undisturbed concentration to complete. This change is not permanent; when the item in question leaves your person or when you choose to dismiss the infusion, it returns to its normal color in 1d4 rounds. This has no other effect than altering the item's appearance.

The title "Blue Mage" only refers to the most common spellcaster of this type; casters with other color affinities exist and, though uncommon, are not rare. You select your color affinity at 1st level, which may not be changed thereafter.

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 1)

Your innate magic comes from the power of divine or magical entities of winter, beings born to the ice and cold.

Sorcerous Origin

You might trace your descent down a line of ancestry from a mighty Sorcerer that bargained with the God of the North Wind for power, or that formed a pact with powerful creatures of ice and snow. Or perhaps you are the first of the bloodline, the product of a union between a parent of your own kind and some wintry being. You might even be the originator of it—the first one to traffic with a powerful boreal being in order to Master the icy might of Winter Magic.

Numbing Cold

Starting when you choose this Origin at 1st level, your affinity for winter means that your enemies suffer more than normal from the cold spells you cast. A creature that takes cold damage from one of your spells takes extra damage equal to your Charisma modifier.

Winter'S Child

Your affinity with winter allows you to venture forth in the cold without harm. You never suffer the effects of Extreme Cold, even if you are not dressed for the weather. Additionally, you can move over snow and ice without taking penalties for Difficult Terrain.

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 1)

As a Cataclysm Mage, your innate power is born of the mysteries that ended four ages of the world. This rare power might blossom following intense meditation, or its manifestation may be written into the Draconic Prophecy itself. Your destiny drives your obsession with the past and haunts you with visions of the great cataclysms yet to come. While this origin might come to a devoted researcher of ancient history or a descendant of those affected by the great cataclysms of the past, a Cataclysm Mage can spring from anywhere, a sign of the Prophecy unfolding.

Cataclysm of Flesh

At 1st level, you draw power from the destruction of the Dhakaani Empire at the hands of the aberrant horrors of Xoriat, the Realm of Madness. Your spells tear tiny holes in the fabric of reality, through which the magics of that far realm work to corrupt Eberron.

When you cast a spell of 1st level or higher, you can use a bonus action to corrupt creatures of your choice within 5 feet of one target of that spell. Each creature you choose has its speed halved until the end of its next turn, and must succeed on a Constitution saving throw against your sorcerer spell save DC or take necrotic damage equal to your sorcerer level.

Once you use this feature, you can't use it again until you finish a short or long rest.

Secrets of the Fallen

Your awakening to the cataclysms that have shaped the world grants you an innate understanding of the descendants of longlost civilizations. Through these aspects of the Prophecy, you gain instant knowledge of histories it takes scholars years to uncover.

Starting at 1st level, you gain proficiency in the History skill. Additionally, after you reach certain levels in this class, you learn to speak, read, and write a language, you gain advantage on Wisdom (Insight) checks against one creature type, and you gain advantage on Intelligence (History) checks relating to one topic, as shown in the Cataclysm Secrets table.

Cataclysm Secrets
LevelLanguageInsight against...History relating to...

1st

Goblin

goblinoids

the ancient goblinoid Dhakaani Empire

6th

Giant

giants

the ancient giant civilizations of Xen'drik

14th

Abyssal & Infernal

fiends

the age of Demons

18th

Draconic

dragons

the Age of Dragons

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 Spells
DragonmarkCataclysm Spell

Detection

clairvoyance

Finding

locate creature

Handling

dominate beast

Healing

beacon of hope

Hospitality

Leomund's tiny hut

Making

fabricate

Passage

dimension door

Scribing

sending

Sentinel

protection from energy

Shadow

nondetection

Storm

control water

Warding

glyph of warding

Child of the Sun Bloodline

Child of the Sun Bloodline (Level 1)

There is simplicity in the summer sun, whose light is impossible to overcome. For in what realm could one be bold enough to attempt to tame the sun's great power? Shield yourself from it, and its intensity seems to magnify between your fingers. Hide yourself away, and you only let something else scorch in your place. Attempt to flee from it, and you run forever without once separating yourself from its reach. And in that ever-blazing light a Child of the Sun gains their dazzling power.

Perhaps your lineage can be traced to outsiders with an affinity for the summer sun, or perhaps you have an ancestor who infused a pure droplet of the season's power into their blood. Regardless of how it came to be, the summer's power has never once diluted, and now rises through you into this world with silent and commanding brilliance.

Glimpse of the Sun

Starting at 1st level, the first powers of the sun awaken in you. You learn the light cantrip, but it doesn't count against your number of sorcerer cantrips you know. When you cast this cantrip, you can designate which creatures within 20 feet of you can perceive the light. All others cannot see the light created by the cantrip.

When you reach 3rd level, when you have an ongoing light cantrip, you can spend a sorcery point as an action and choose a creature within 20 feet of the light source who can't already see it. The light from your cantrip suddenly flares with dazzling brightness, and the creature must succeed on a Dexterity saving throw against your spell save DC or be blinded until the end of your next turn.

Summer's Defiant Blood

Your blood hums with volatile power, and your racing heartbeat reverberates with arcane energy, making it the perfect conduit for your spells. Whenever a creature makes an attack roll against you or forces you to make a saving throw, you can add your Charisma modifier to the damage roll of the next spell you cast before the end of your next turn. You can only benefit from this feature one per round.

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 Soul

Clockwork Soul (Level 1)

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Clockwork Magic

1st-level Clockwork Soul feature

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Manifestations of Order
d6Manifestation

1

Spectral cogwheels hover behind you.

2

The hands of a clock spin in your eyes.

3

Your skin glows with a brassy sheen.

4

Floating equations and geometric objects overlay your body.

5

Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.

6

The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.

Restore Balance

1st-level Clockwork Soul feature

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Bastion of Law (Level 6)

6th-level Clockwork Soul feature

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order (Level 14)

14th-level Clockwork Soul feature

You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade (Level 18)

18th-level Clockwork Soul feature

You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.

  • Any damaged objects entirely in the cube are repaired instantly.

  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Cold-Blooded

Cold-Blooded (Level 1)

The serpentfolk slithered across the surface of the world in the primordial times before the warm-blooded races became dominant. They worked their will upon the land and ocean and created works to show their mastery of the magical arts. Their artistry did not end with the landscape. They also experimented on any warm-blooded creatures they captured until they had warped and molded the creatures into new and deadly forms.

One or more of your ancestors was experimented on or an associate of the world's earliest serpentfolk. Your ancestor's natural affinity for magic was nurtured, expanded, and warped by the experimentation of their ophidian masters in order to transform them into something closer to the serpentine ideal. Those alterations made so long ago have waxed in you, allowing you to influence intelligent creatures more easily. Now you must decide if you will follow the serpent's path of dominance and subjugation or if you will fight against their influence and use your power for a greater purpose.

Ophidian Metabolism

At 1st level, your affinity with serpents grants you a measure of their hardiness. You can go without food for a number of days equal to 3 + your Constitution modifier (minimum 1) + your proficiency bonus before you suffer the effects of starvation. You also have advantage on saving throws against poison and disease.

Patterned Scales

Also at 1st level, when you use magic to trick or deceive, the residual energy of your spell subtly alters how others perceive you. When you cast an illusion spell using a spell slot of 1st level or higher, you have advantage on Charisma (Deception) and Charisma (Persuasion) checks for the duration of the spell and for 10 minutes after the spell's duration ends.

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 1)

Your innate magic is that of the far reaches of the Astral Plane and the Far Realm beyond it, that of the stars, the sun, the moon, and the old things that glide through the dark. Your magical gifts shift through cycles of burning radiance and freezing shadows just as the cosmos itself does. Perhaps you were born under an auspicious star or eldritch constellation. You might be the descendant of a powerful warlock who drew magic from a distant star, or you might have been exposed to the strange magic of the cosmos directly as an adult.

Cosmic Magic

At 1st level, you learn the light cantrip. You also learn additional spells when you reach certain levels in this class, as shown on the Cosmic Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells or cantrips you know. These spells can't be replaced when you gain a level in this class.

Cosmic Spells
Sorcerer LevelSpell

1st

guiding bolt

3rd

moonbeam

5th

daylight

7th

holy glare

9th

dawn

Astral Phases

Also at 1st level, you embody the cosmic power of the sun and moon, but only one of them at a time. Choose either the lunar or solar phase. You begin in this phase, and you are always in one phase or the other. After you cast a spell that deals radiant damage, you automatically switch phases at the start of your next turn.

You can choose to switch phases when you finish a short or long rest and after you cast a sorcerer spell of 1st-level or higher that doesn't deal radiant damage. You can also use a bonus action on your turn and spend 1 sorcery point to switch phases. You can't switch phases more than once per turn.

The two phases grant you different benefits.

Lunar

When you enter the lunar phase, you can choose to emit a cloud of icy dust extending 10 feet out from you that stays centered on you. The area is lightly obscured, and lasts until you enter the solar phase or use a bonus action on your turn to end the effect.

After you cast a sorcerer spell of 1st-level or higher that deals cold or radiant damage while you're in the lunar phase, you gain an orbiting lunar ward that lasts for 1 minute or until you enter the solar phase. If you are attacked while it lasts, you roll 1d4 and apply the result as a penalty to the attack roll, and the ward disappears. You can't have more than one lunar ward at once.

Solar

When you enter the solar phase, you can shed bright light in a 15-foot radius and dim light for 15 feet beyond that until you enter the lunar phase or use a bonus action on your turn to end the light.

After you cast a sorcerer spell of 1st-level or higher that deals fire or radiant damage while you're in the solar phase, you can emit a solar flare, dealing 2 fire damage to one creature that you can see within 15 feet of you. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

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 1)

You have a natural connection to dunamis, the arcane power that governs space, time and probability. You may be the result of highly experimental dunamancy, or your bloodline may include the influence of mysterious cosmic beings

Cosmic Magic

Starting at 1st level, your connection to dunamis allows you to learn spells normally associated with the chronurgist and graviturgist wizard traditions. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the sorcerer spell list or the dunamancy spell list, as seen in Explorer's Guide to Wildemount. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell may be from the sorcerer or dunamancy spell list.

Probability Manipulation

Starting at 1st level, you can shift the probability of events in your favor. When you or a creature you can see within 60 feet of you rolls a d20, you can use your reaction to grant advantage or disadvantage (your choice) to the roll, before you see the result.

Once you use this feature, you can't use it again until you finish a short or long rest.

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.

Crimson Dynasty

Crimson Dynasty (Level 1)

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 Dynasty 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 Dynasty to manipulate vitality and life essence. The Crimson Origins table offers suggestions of where your power comes from.

Crimson Origins
1d6Origin

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 Dynasty 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

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or a transmutation spell from the sorcerer, warlock, or wizard spell list.

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.

Cursed Existence

Cursed Existence (Level 1)

You or an ancestor were afflicted with a hereditary malediction, a horrible curse designed to cause misery. It may have been a punishment by a god for hubris, the work of a vengeful hag coven, or perhaps the result of a magical accident you happened to be caught in the middle of. No matter how the curse came to afflict you or your family line, you have discovered a method of accessing its powers, using it as a font of magical power.

Some who become sorcerers through harnessing the power of their curse have discovered how to entirely suppress their curse's magicks until such time as they want to afflict others with its properties, while others always suffer a modicum of its effects. The most common types of curses are transfigurements, the loss of physical health, and the sapping of fortune.

Most people dread the cursed, fearing that the curse will pass to them through association with the afflicted. As a cursed sorcerer, it is your choice whether those fears are confirmed

Curse Magic

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

When you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the accursed spell list, found in Chapter 3: Classes of the DMsGuild.

Curse Spells
Sorcerer LevelSpells

1st

evil eye

3rd

blindness/deafness

5th

bestow curse

7th

polymorph

9th

bestow malediction

Vile Affliction

At 1st level, you are afflicted with a grievous curse, but you have learned to suffer the curse's effects only when you want to make use of its power. Choose the nature of your curse from the following options.

Mutation

You were once horrifically imbued with monstrous properties, which may have caused a complete transformation or may have only manifested under certain conditions, such as being exposed to the light of a full moon. As an action, you can use the magic of your curse to transform yourself, gaining the following changes:

  • You gain a +1 bonus to each ability check, attack roll, and saving throw you make that uses Strength, Dexterity, or Constitution.

  • You suffer a -1 penalty to each ability check, attack roll, and saving throw you make that uses Intelligence, Wisdom, or Charisma.

  • You have disadvantage on Constitution saving throws you make to maintain Concentration.

  • After at least 1 minute has passed, you can end the transformation on yourself as an action.

When you reach certain levels in this class, both the transformation's bonus and penalty increase: 9th level (+2/-2) and 17th level (+3/-3).

Sickly

Your body was robbed of strength and vitality, causing you to almost constantly be sick and weak. Once during each of your turns when a spell you cast damages a creature that isn't an undead or construct, you can cause the creature's hit point maximum to be reduced by an amount equal to half the damage it took from the spell. It suffers the reduction until it finishes a long rest'24. When you do, you have disadvantage on Constitution saving throws and can't regain hit points until the end of your next turn.

Unlucky

You once suffered misfortune in all aspects of life, in which anything that could go wrong seemed to always do so. When a creature you can see within 60 feet of you makes an ability check or attack roll, you can use your reaction to roll a d6 and subtract it from the creature's result. When you do, subtract 1d6 from the next ability check, attack roll, or saving throw you make within the next minute. You can't use this ability again until a minute has passed or you subtract the die from one of your own rolls.

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.

Mutation Advanced

You learn the alter self spell. It doesn't count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot.

Sickly Advanced

You learn the ray of enfeeblement spell. It doesn't count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use your Vile Affliction, you can choose for the creature's hit point maximum to be reduced by an amount equal to the damage it took from the spell, instead of by half the damage.

Unlucky Advanced

You learn the bane spell. It doesn't count against your number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use the reaction granted by your Vile Affliction, you can choose to roll a d10, instead of a d6. If you do, you subtract 1d10 from your next ability check, attack roll, or saving throw within the next minute, instead of 1d6

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 1)

Your innate magic comes from a past encounter with death. Most often, this origin is traced back to surviving an attack from an undead, such as a vampire's bite, a ghost's possession, or a specter's life drain. Or, it could have originated from an imperfect revival or near-death experience. Regardless of the way you attained this dark magic, it now dictates your life and greatly augments your power.

Ghostly Body

Starting when you choose this origin at 1st level, your body becomes imbued with dark power. Your hit point maximum is increased by 1, and increases by 1 again whenever you gain a level in this class.

Additionally, this power allows your body to slowly fade into invisibility. If you remain still for 1 minute while in dim light or darkness, you become invisible until you move, enter bright light, or use an action, bonus action, or reaction.

When you reach 3rd level in this class, you can use your bonus action and spend 1 sorcery point to activate this feature without waiting a minute, causing you to immediately become invisible.

Memories of the Fallen

Also at 1st level, you gain the ability to access the memories of the deceased. By performing a 1 minute ritual on a corpse, you can gain insight into how that creature died. If you already witnessed that creature's death, you instead gain another random memory from that creature, as determined by your DM. This feature can only be used once per corpse.

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

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 1)

Delerium is naturally drawn to magic and can twist and augment its presence in unnatural and unpredictable ways. Some who ventured into the ruins of Drakkenheim are twisted by the eldritch powers and emerge infused with contaminated energies. They become a living vessel for the Arcane Anomalies and twisting realities found within the ruins.

Delerium Spells

Imbued with the eldritch power of delerium, your magic is fundamentally contaminated. You learn additional spells when you reach certain levels in this class, as shown on the Delerium Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a contaminated spell.

Mutant Manifestation

When you finish a long rest, you can choose to roll twice on the Mutations table (see page 231), and must select one of the results. You gain that mutation, which remains until you finish a long rest, even if you don't currently have any contamination levels.

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 1)

Your magic springs from the divine blood that flows through your veins. The gods have often been known to consort with mortals, and such unions sometimes produce half-divine offspring. These individuals are called demigods, and many of them are born with a powerful aptitude for magic.

Demigods exhibit powers that are related to the domain of their godly ancestor, but their magic is not constrained by this association. Rather, they may channel the power in their blood to improve the efficacy of any spell, regardless of its type. Additionally, the divine power that courses through their blood makes demigods impressive specimens of both physical fitness and beauty.

Godly Ancestor

Starting at 1st level, choose the divine domain of your godly ancestor from the following list. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest. Additionally, whenever you make a Charisma check when interacting with gods or celestials, your proficiency bonus is doubled if it applies to the check.

Inherited Strength

Starting at 1st level, your godly lineage bestows you with extraordinary strength for someone without martial training. You are proficient in Strength saving throws. Additionally, you may choose to add your Charisma modifier to melee attack and damage rolls instead of your Strength.

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 1)

Your magic springs from the divine blood that flows through your veins. The gods have often been known to consort with mortals, and such unions sometimes produce half-divine offspring. These individuals are called demigods, and many of them are born with a powerful aptitude for magic.

Demigods exhibit powers that are related to the domain of their godly ancestor, but their magic is not constrained by this association. Rather, they may channel the power in their blood to improve the efficacy of any spell, regardless of its type. Additionally, the divine power that courses through their blood makes demigods impressive specimens of both physical fitness and beauty.

Godly Ancestor

Starting at 1st level, choose the divine domain of your godly ancestor from the following list. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest. Additionally, whenever you make a Charisma check when interacting with gods or celestials, your proficiency bonus is doubled if it applies to the check.

Inherited Strength

Starting at 1st level, your godly lineage bestows you with extraordinary strength for someone without martial training. You are proficient in Strength saving throws. Additionally, you may choose to add your Charisma modifier to melee attack and damage rolls instead of your Strength.

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 1)

Your innate magic comes from your ancestral ties to the gods themselves. Often, such sorcerers do not know the details of their descent, save that ancient power flows through their veins from a time when gods and mortals once freely mingled. Some lineages pass down myths or legends about their origin, while others claim direct descent from the coupling of a mortal and deity.

Favor of the Gods

Beginning at 1st level, you can use Charisma instead of another attribute for an ability check. You can use this a number of times equal to your Charisma modifier (minimum 1). You regain any expended uses when you finish a long rest.

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)

Starting at 14th level, you gain the ability to conceal your brilliant presence from mortal eyes. As an action, you may become invisible. Anything you are wearing or carrying is invisible as long as it is worn or carried. This effect ends if you Attack or cast a spell.

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 1)

Your power comes from the relentless and punishing magic that lies at the heart of the world's most unforgiving deserts. Most sorcerers with this power were born to nomads or traveling pilgrims in the H'rethi desert, but perhaps yours came to you in the chaos of a raging sandstorm or the springs of a magical oasis. Regardless of its origin, this blistering magic spirals around inside of you in an ever-present storm that can reduce even the sturdiest enemies to rubble.

Dunetreader

Starting when you choose this origin at 1st level, you ignore difficult terrain created by sand, and you can tolerate temperatures as high as 150 degrees Fahrenheit without any additional protection.

Sandstorm

Starting at 1st level, you can cause the magical sandstorm within you to manifest as a nearby twister. When you cast a spell of 1st level or higher on your turn, you can use a bonus action to create this storm in a 5-foot cube in a space you can see within 30 feet of you. A Large or smaller creature in the area must succeed on a Strength saving throw against your sorcerer spell save DC. A creature that fails the saving throw is pushed up to 10 feet in a direction of your choice if it's Medium or smaller, or 5 feet if it's Large.

When you reach 6th level in this class, a creature that fails this saving throw also takes either 1d8 bludgeoning damage or 1d8 fire damage (your choice). The damage increases when you reach certain levels in this class, increasing to 2d8 at 14th level, and 3d8 at 18th level.

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 1)

Your innate magic comes from a powerful forgotten ancestor—somewhere in your pedigree lies the offspring of a humanoid and a vampire, whose power lay dormant for generations. You could also be the child of a vampire's victim attacked while you were in the womb, or even received a transfusion of blood from a vampiric scion.

Regardless of the source of your power, you are a pallid, uncanny creature with supernatural charisma. Your presence turns heads and your words are compelling beyond reason...so others excuse your strange and morbid quirks.

Vampire Magic (Level 1)

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

Resilient Morbidity (Level 1)

Starting at 1st level, your diluted undead blood awakens. You gain a vampire's lesser powers—and none of the weaknesses of a true master of the night. You can hold your breath indefinitely, you don't require food or water, and you age at one-tenth the normal rate for your race.

If you take a long rest atop or within a container filled with dirt from the grave of one of your direct ancestors, you regain additional expended hit dice equal to your Constitution modifier (a minimum of 1).

In addition, you can use your reaction when you take damage to transform into a cloud of reddish gas. This transformation lasts until the end of your next turn, or until you enter natural sunlight. You cannot use this feature while in natural sunlight.

You cannot make weapon attacks in this form, though you can still cast spells. Attack rolls have disadvantage against you, and you have a flying speed of 30 feet.

Once you become a cloud of vampiric mist, you can't do so again until you complete a short or long rest.

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 1)

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

Royal Spells

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

When you gain a sorcerer level, you can replace one spell from this feature with a conjuration or enchantment spell of the same level from the cleric, sorcerer, or wizard spell list.

Divine Mark

At 1st level, a Divine Mark appears somewhere on your body signifying the type of ruler you are to become. Select one of the Divine Marks below. Once chosen, your Mark cannot be changed short of the wish spell or direct divine intervention.

  • Mark of Elegance

    Your rule will be marked by diplomacy. You gain proficiency in Persuasion, and you can add double your proficiency bonus to all Charisma (Persuasion) checks.

  • Mark of Guile

    Your rule will be marked by cunning. You gain proficiency in Deception, and you add double your proficiency bonus to all Charisma (Deception) checks.

  • Mark of Might

    Your rule will be marked by strength. You gain proficiency in Intimidation, and you add double your proficiency bonus to all Charisma (Intimidation) checks.

Words of Authority

Your voice has been imbued with divine authority, and it is difficult for the weak willed to resist your commands. Also beginning at 1st level, when you target a creature within 5 feet that can hear you with an enchantment spell, you can impose disadvantage on the creature's saving throw.

Once you use this feature to impose disadvantage, you must finish a short or long rest before you can use it again. Upon reaching 2nd level, if you have no uses of this feature remaining, you can expend 2 Sorcery Points to use it again.

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 1)

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.

Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Empowered Healing (Level 6)

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Otherworldly Wings (Level 14)

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery (Level 18)

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can't use it again until you finish a long rest.

Divine Soul (Revised)

Divine Soul (Revised) (Level 1)

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.

Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power, based on one of the nine alignments. You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table; one for all alignments, and one from one of the alignments you chose (for instance, if your power is Lawful Good, you may choose from the Law or Good spell for that level, but not both). Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the cleric spell list.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Empowered Healing (Level 6)

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Otherworldly Wings (Level 14)

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery (Level 18)

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can't use it again until you finish a long rest.

Divine Soul (Variant Magic)

Variant Divine Magic (Level 1)

You learn additional spells when you reach certain levels in this class. Select two affinities from the following list: Good, Evil, Law, Chaos, Neutrality. Your chosen affinities can be different from your alignment, but you may not choose opposite ends of the same axis. You learn the spells from the tables below corresponding to your chosen affinities. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the cleric spell list.

Good Affinity Spells
Sorcerer LevelSpells

1st

cure wounds

3rd

prayer of healing

5th

revivify

7th

death ward

9th

greater restoration

Evil Affinity Spells
Sorcerer LevelSpells

1st

inflict wounds

3rd

ray of enfeeblement

5th

animate dead

7th

blight

9th

danse macabre

Law Affinity Spells
Sorcerer LevelSpells

1st

bless

3rd

calm emotions

5th

remove curse

7th

banishment

9th

planar binding

Chaos Affinity Spells
Sorcerer LevelSpells

1st

bane

3rd

crown of madness

5th

curse

7th

freedom of movement

9th

destructive wave

Neutrality Affinity Spells
Sorcerer LevelSpells

1st

protection from evil and good

3rd

zone of truth

5th

spirit guardians

7th

divination

9th

dispel evil and good

Note: some may feel two spells per level is too much for a sorcerer that gets to choose spells from another spell list. In that case, only select one affinity.

Divine Soul (Level 1)

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.

Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Empowered Healing (Level 6)

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Otherworldly Wings (Level 14)

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery (Level 18)

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can't use it again until you finish a long rest.

Draconic Bloodline

Draconic Bloodline (Level 1)

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
DragonDamage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

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

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity (Level 6)

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings (Level 14)

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence (Level 18)

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Draconic Bloodline (Fang)

Draconic Bloodline (Fang) (Level 1)

At 1st level, a sorcerer gains the Sorcerous Origin feature.The following option is available to a sorcerer, in addition to those offered in the Player's Handbook, and Xanthar's Guide to Everything.

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

IMPORTANT NOTE

This work has been improved and integrated into the "Legacy of Dragons" collection it is advisable to look at that collection instead of this one.

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 1)

At 1st level, a sorcerer gains the Sorcerous Origin feature.The following option is available to a sorcerer, in addition to those offered in the Player's Handbook, and Xanthar's Guide to Everything.

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

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 1)

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

When you gain spells at the levels noted in the Draconic Magic table, you gain one spell associated with your Draconic Ancestor, and one spell for all ancestries.

Whenever you gain a sorcerer level, you can replace one spell from this feature with an enchantment, evocation or illusion spell of the same level from the sorcerer, warlock or wizard spell lists.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
DragonDamage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

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

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity (Level 6)

Starting at 6th level, 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 1)

You learn additional spells when you reach certain levels in this class. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. You learn the spells from the Draconic Spells table below, as well as those on the table of your draconic ancestry.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the sorcerer or wizard spell list.

Draconic Spells
Sorcerer LevelSpells

1st

command

3rd

dragon's breath

5th

fear

7th

elemental bane

9th

dominate person

Black Dragon Spells
Sorcerer LevelSpells

1st

cause fear

3rd

melf's acid arrow

5th

water breathing

7th

vitriolic sphere

9th

insect plague

Blue Dragon Spells
Sorcerer LevelSpells

1st

witch bolt

3rd

dust devil

5th

lightning bolt

7th

storm sphere

9th

wall of stone

Brass Dragon Spells
Sorcerer LevelSpells

1st

sleep

3rd

suggestion

5th

wind wall

7th

charm monster

9th

rary's telepathic bond

Bronze Dragon Spells
Sorcerer LevelSpells

1st

thunderwave

3rd

gust of wind

5th

tidal wave

7th

watery sphere

9th

control winds

Copper Dragon Spells
Sorcerer LevelSpells

1st

tasha's hideous laughter

3rd

spike growth

5th

slow

7th

confusion

9th

geas

Gold Dragon Spells
Sorcerer LevelSpells

1st

shield

3rd

scorching ray

5th

counterspell

7th

polymorph

9th

dream

Green Dragon Spells
Sorcerer LevelSpells

1st

ray of sickness

3rd

invisibility

5th

stinking cloud

7th

hallucinatory terrain

9th

cloudkill

Red Dragon Spells
Sorcerer LevelSpells

1st

burning hands

3rd

aganazzar's scorcher

5th

fireball

7th

wall of fire

9th

immolation

Silver Dragon Spells
Sorcerer LevelSpells

1st

identify

3rd

hold person

5th

leomund's tiny hut

7th

ice storm

9th

legend lore

White Dragon Spells
Sorcerer LevelSpells

1st

ice knife

3rd

snilloc's snowball swarm

5th

sleet storm

7th

fire shield (chill shield only)

9th

cone of cold

Note: spells for each dragon color were curated in part from the innate spellcasting variant feature of some dragons.

Draconic Bloodline (Level 1)

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
DragonDamage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

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

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity (Level 6)

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings (Level 14)

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence (Level 18)

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Draconic Bloodline, Revised

Draconic Bloodline, Revised (Level 1)

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features of this subclass.

Dragon Ancestor
DragonDamage Type

Black, Copper

Acid

Silver, White

Cold

Brass, Gold, Red

Fire

Blue, Bronze

Lightning

Green

Poison

You know the primal savagery cantrip, and when you cast it its damage type changes to the one associated with your dragon ancestor.

When you learn the burning hands, dragon's breath, fireball, and delayed blast fireball spells you can choose to change their damage type to the one associated with your dragon ancestor. If changed, they won't ignite objects.

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

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When not wearing armor and not wielding a shield, your AC becomes 13 + your Dexterity modifier.

Elemental Affinity (Level 6)

Starting at 6th level, when you cast a spell that deals damage of the type associated with your 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.

Earth Sorcery

Earth Sorcery (Level 1)

Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.

Earth Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Earth Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer, wizard or druid spell lists.

In addition, you learn the rock blast cantrip. This is a sorcerer cantrip for you, but does not count against your sorcerer cantrips known.

Earth Speaker

Your connection to the Plane of Earth gives you the innate ability to speak, read and write Primordial, with a particular affinity for the Terran dialect.

Stone's Durability

At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

As a bonus action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor.

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 1)

You claim ancestry with a dao or other powerful being of Elemental Earth. Your birth might have been marked by tremors or even a Terran

Earth Magic

The following spells may be learned by you when you learn new sorcerer spells starting at the indicated sorcerer level. These spells count as sorcerer spells for you.

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 1)

Your innate magic arises from elemental power suffused into your being. You might have an elemental creature, such as genie, in your ancestry. Perhaps you lived most of your life near a portal to one of the Elemental Planes, and the ambient magic of the plane saturated everything you ate and drank. Perhaps a magical conjuring went awry, and the essence of an elemental merged with your own. Whatever the ultimate source, you are a walking conduit to an elemental plane.

Elemental Heritage

At 1st level, choose one element from the Elemental Heritage table. You can speak, read, and write the language associated with your heritage, and its damage type is used by features you gain later.

Elemental Heritage
ElementLanguageDamage Type

Air

Auran

Lightning or Thunder (choose one)

Earth

Terran

Buldgeoning

Fire

Ignan

Fire

Water

Aquan

Cold

Manifest Aura

Starting when you choose this Origin at 1st level, you are able to channel your elemental power into a swirling aura. As a bonus action, you can surround yourself in a magical aura of elemental material or energy appropriate to your heritage element for 1 minute. While the aura persists, you gain the following benefits:

  • When you are attacked, you can use your reaction to impose disadvantage on the attack roll.

  • When you cast a spell of 1st level or higher, the aura around you intensifies until the start of your next turn. During this time, any creature that ends its turn within 5 feet of you or that enters that area takes 1d6 damage of the type associated with your heritage element. This damage increases to 2d6 when you reach 7th level.

You can use this feature twice. You regain all expended uses when you finish a long rest.

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 1)

You manifest magic of the four elements: water, earth, fire, and air. Your magic could be the result of at least one genie in your ancestry, emerging as magical power instead of (or in addition to) making you a genasi. It could be the result of a journey through the Elemental Planes that infused you with magic. Or perhaps you even absorbed an elemental's power in an eldritch ritual.

You might wield the power of only one of the four elements, or you might pursue all four nearly equally. Every elemental sorcerer begins with a natural talent for one element. Some choose to focus on that element exclusively, while others spend their careers gradually learning how to use all four elements.

Elemental Specialty

Beginning at 1st level, you select one element to specialize in out of the four options: Air, Earth, Fire, or Water. This is your primary specialization, and you gain the benefits listed below for your selection.

Air

You can hold your breath indefinitely while you're not incapacitated, and when you speak, you can choose to speak up to twice as loudly as normal.

Earth

You add your Charisma modifier (minimum+ 1) to any saving throws you make against disease, petrification, or nonmagical exhaustion.

Fire

You don't suffer the effects of extreme heat or cold, as described in the Dungeon Master's Guide. Also, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and ignite it.

Water

You can breathe underwater, and you gain a swimming speed equal to your walking speed while you are concentrating on it as if it were a spell.

You also learn additional spells when you reach certain levels in this class, as shown on the table for your chosen element. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you can know. These spells can't be replaced when you gain a level in this class.

Air Magic Spells
Sorcerer LevelSpell

1st

thunderwave

3rd

gust of wind

5th

fly

7th

cyclone

9th

control winds

Earth Magic Spells
Sorcerer LevelSpell

1st

shield of faith

3rd

terra spike

5th

petrify

7th

stone shape

9th

wall of stone

Fire Magic Spells
Sorcerer LevelSpell

1st

hellish rebuke

3rd

heat metal

5th

fireball

7th

wall of fire

9th

immolation

Water Magic Spells
Sorcerer LevelSpell

1st

create or destroy water

3rd

drown

5th

tidal wave

7th

control water

9th

maelstrom

Armored by the Elements

Also at 1st level, you gain benefits based on your choice for your Elemental Specialty feature.

Air or Fire

At the start of each of your turns, you can choose to deal damage equal to 2 + half your sorcerer level to each creature that is grappling you. Any creature that critically hits you with a melee attack while within 5 feet of you also takes this damage. If you chose Air, this damage is thunder damage; if you chose Fire, it is fire damage.

Earth or Water

Your AC equals 13 + your Dexterity modifier while you aren't wearing armor. If you chose Earth, your body is protected by stone, tough skin, thick fur, soft metal, clay, sand, dirt, crystal, or some other form of earth; if you chose Water, it is protected by mist, coral, ice, sea shells, fish scales, tough skin, a layer of blubber, swirling water, or some other form of water (you choose the form of protection when you gain this feature).

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.

Aeromancy

The spell must be an aeromancy spell.

Elemancy

The spell must be an elemancy spell, or else the spell must be either an aeromancy, geomancy, hydromancy, or pyromancy spell, it can't be of any of the same specializations as the last spell you cast, and you must be affected by a special magical rhythm. You enter this rhythm after you cast an aeromancy, geomancy, hydromancy, or pyromancy spell, and it lasts until the end of your next turn or until you roll initiative.

Geomancy

The spell must be a geomancy spell.

Hydromancy

The spell must be a hydromancy spell.

Pyromancy

The spell must be a pyromancy spell.

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 1)

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

Emberheart Spells

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

Whenever you gain a sorcerer level, you can replace one spell from this feature with another spell of your choice of the same level, that deals only fire damage, from any spell list.

Heart of Flame

The primordial flame empowers your spirit. Beginning at 1st level, you are resistant to fire damage and you have advantage on saving throws to resist being charmed or frightened.

You can also speak, read, and write Ignan, the language of the Elemental Plane of Fire. By understanding Ignan you can communicate with any creature that speaks Primordial, or one of its four dialects; Aquan, Auran, Ignan, and Terran.

Elemental Sorcerers

Switch the damage type of the Emberheart Spells and subclass features her from Fire to Acid, Cold, Lighting, or Poison to make any Elemental Origin!

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 1)

Whenever you are filled with heartbreak, terror, or the depths of sorrow, waves of arcane energy spill forth from you. You might have found the spark of magic when great tragedy struck or while you shook with rage, or it may have always lingered in the back of your soul, only erupting forth when you lost control. However it originated, controlling your emotions and knowing yourself is key to manipulating your deep well of arcane energy. To lose focus, to be governed by your emotions, allows all your magic to flow through you in spectacular and uncontrollable fashion. But to have control of yourself, and true understanding of your soul, grants you a breadth of magic few can hope to equal.

Emotional Magic

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Emotional Spells table. The list of spells you know from this table changes with your predominant emotional state. These emotions should be informed by your character's history as much as the current situation; however, the GM decides whether or not a situation is appropriate to inspire a specific emotional state. For example, a pitched life-or-death battle is unlikely to inspire love. If your emotions would be uncertain, choose this state randomly.

Each spell counts as a sorcerer spell for you but doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.

Empathy

Also at 1st level, you can use your action to probe the surface level of a creature's emotions. You must be able to see the creature, it must be within 30 feet of you, and it must have an Intelligence of 3 or higher. You learn the creature's emotional state and, at the GM's discretion, one of the creature's Bonds.

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 1)

You carry the forces of entropy in your bloodline, fueled by the elemental rule of chaos, and are driven to turn all things into their natural and eventual state of nothingness. Most sorcerers who are touched by chaos in this manner embrace the gifts of their blood and find use of their abilities in everyday life, while some strive through fanatical devotion to turn all things to dust, acting as agents of destruction. In either case, the magic that infuses their blood lends itself to combat, and many entropists are experts at breaking down the fortifications of their opponents and denying them healing.

Touch of Entropy

Starting at 1st level, your touch destroys non-organic matter. If the nonmagical object isn't being worn or carried, you can choose to cause your touch to destroy a Tiny object at 1st level, a Small object at 5th level, a Medium object at 9th level, a Large object at 13th level, and a Huge object at 17th level. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw against your spell save DC to avoid your touch. If the object touched is a non-magical weapon being carried, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. If the object touched is either a nonmagical armor or a nonmagical shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Aura of Entropy

Starting at 1st level, you emanate an aura of entropy that interferes with the natural order of reality. The radius of your aura is 5 feet at 1st level, but increases to 10 feet at 6th level, 15 feet at 11th level, and 20 feet at 16th level. Within your aura, objects cannot be repaired (ex.: by mending spell). Additionally, all healing effects are hampered by your aura and require a DC 10 Constitution saving throw to function.

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.

Faeblood

Faeblood (Level 1)

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

Faeblood Spells

Your link to the Feywild grants you an affinity with charms. When you learn a sorcerer spell, you can also choose from the bard spell list, and it becomes a sorcerer spell for you.

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

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

Heartsight

At 1st level, your Fey magic grants you heightened empathic abilities. You gain proficiency in Insight, and you add double your proficiency bonus to any Insight checks you make.

As an action, you can touch a creature to read their heart. Make a Charisma (Insight) check, contested by the creature's Charisma (Deception) check. If you succeed, you learn its alignment. Celestials, fiends, and undead automatically fail. Creatures are unaware you attempted to read their heart.

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.

SeasonDamage TypeRoll 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 1)

Combat Divination At Your Table

In practical terms, the only way to implement divination in combat is for the GM to tell players what their foes intend to do. By relying heavily on characters' use of reactions—a limited resource with many important uses—players can experience a (very limited) sense of precognition when they interrupt a foe's turn to alter the outcome of the foe's action or boost their defense against it.

Instead of thinking about this as characters reacting to things that are already happening, think of it as characters acting a split second before the foe, thanks to their magical training.

When implementing these new spells and class features, remember that reactions are used only on someone else's turn, never on the reacting character's turn; bonus actions are used only on the acting character's turn, never on someone else's turn; and that a character can take only one bonus action per turn and only one reaction per round unless a spell or ability specifically allows more. If a spell is cast as a bonus action, that character can also use their action to cast a cantrip but not to cast another spell of level 1 or higher.

Your magic comes from a god of prophecy and prognostication who imbued a sliver of its power in your ancestry. Farseers can trace their power through the generations to a single, powerful ancestor whose divine gift gave them access to the webs of fate. Others are plagued by visions and omens with no knowledge of their august lineage. These unfortunate men and women may be driven to madness and ostracized by their uncontrolled, forbidden knowledge. Regardless, the touch of the divine has forever changed you and the skeins of fate unravel in your view.

Except as noted below, farseers function as sorcerers and use the sorcerer spell list.

Blood of the Seer

When you choose this origin at 1st level, the blood of your ancestors signals your destiny. You become proficient in the skills Insight and History. Your preternatural sense of what is to come also allows you to sense imminent danger, so you make initiative checks with advantage.

Quickening

Starting at 1st level, you can take the Dodge action as a bonus action on your turn. You can do this a number of times equal to your Constitution modifier (minimum of 1). You regain expended uses after finishing a long or short rest.

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 1)

Your magic comes from a god of prophecy and prognostication who imbued a sliver of their power in your ancestry. Farseers can trace their power through the generations to a single, powerful ancestor whose divine gift gave them access to the webs of fate. Some are plagued by visions and omens, having no knowledge of their august lineage. These unfortunate individuals might be driven to Madness and ostracized because of their uncontrolled, Forbidden Knowledge. Regardless, the touch of the divine has forever changed you, and the skeins of fate unravel in your view.

Blood of the Seer

When you choose this Origin at 1st level, the blood of your ancestors signals your destiny. You gain proficiency in Insight and History. Your preternatural sense of what is to come also allows you to sense imminent danger, so you make initiative rolls with advantage.

Quickening

Starting at 1st level, you can take the Dodge action as a bonus action on Your Turn. You use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

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 1)

Your innate magic comes from fey magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their ancestry back to a lord or lady of the Plane of Faerie. Other fey sorcerers are descendants of warlocks who of made a pact with an archfey. The rarest of these sorcerers are those who travel to the Feywild and manage to absorb some of the plane's natural magic by happenstance.

Wild Knowledge

Starting at 1st level, you can speak, understand, and write Sylvan and gain proficiency in the Nature skill.

Magic of the Fey

Your link to nature allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all restrictions for selecting the spell, and it becomes a sorcerer spell for you.

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 1)

Your magic comes directly from the plane of fey. Sometimes called mesmers, many with this power pride themselves as masterful bewitchers and illusionists. Your magic probably stems from a powerful fey ancestry or forgotten lineage, but its also possible that it came to you by the will of an archfey or the fey plane itself. Many elves who come into this power become archfeys themselves over time.

Fey Soul Magic

Starting at 1st level, you can speak, read, and write Elvish or Sylvan (your choice). You also learn additional spells when you reach certain levels in this class, as shown on the Fey Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it does not count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or illusion spell from the sorcerer, warlock, or wizard spell list.

Fey Soul Spells
Sorcerer LevelSpells

1st

faerie fire, find familiar (fey creature type only)

3rd

Nystul's magic aura, mirror image

5th

counterspell, spirit guardians (fey spirits only)

7th

compulsion, hallucinatory terrain

9th

mislead, modify memory

Charming Touch

At 1st level, you can bend the minds of creatures to your will with a simple touch. You gain two of the following Charming Touch options of your choice. You gain another one at 6th, 14th, and 18th level.

You can use an action to touch a creature and choose one of the Charming Touch options you know, using your sorcerer spell save DC. You magically know if a creature failed its saving throw against an effect. Any creature that can not be charmed succeeds on the saving throw for this feature automatically.

You can use this feature twice at 1st level. You gain additional uses of it when you reach certain levels in this class: 6th level (three uses) and 14th level (four uses). You regain all expended uses of it when you finish a short or long rest. In addition, if you have a familiar (such as by the find familiar spell), you can have it deliver the effect of this feature as if it were you, provided that its touching the target.

The Charming Touch options are presented in alphabetical order.

Captivate

The target must make a Wisdom saving throw. On a failed save, it can only focus on you, ignoring any sights, sounds, or other events in the area to do so. The effect lasts for 1 minute, until you or your companions do anything harmful to it, or until you are more than 10 feet away from it. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

Charm

The target must make a Wisdom saving throw. On a failed save, its charmed by you for 1 minute or until you or your companions do anything harmful to it.

Cloak

The target must make a Wisdom saving throw. On a failed save, it can not perceive you until the end of your next turn. For the duration, it rationalizes anything it witnesses in such a way as to not involve you.

Commune

For the next 1 minute, you and the target can communicate as if you shared a common language. The target must be a creature that can speak at least 1 language.

Compel

As part of touching the target, you must also give a one-word command. The target then makes a Wisdom saving throw. On a failed save, its compelled to follow the command on its next turn, as if by the command spell. When the effect ends, it rationalizes any action it took, provided that it was reasonable. If its obviously not, the creature knows that it was charmed and reacts accordingly.

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 1)

Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the Feywild into your family's bloodline. Fey sorcerers are often stunningly, ethereally beautiful, though those descended from hags may find this to be very much not the case. Either way, you are likely ruled by powerful emotions, prone to bouts of ecstatic joy or destructive rage.

Fey Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Fey Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or illusion spell from the sorcerer, bard or warlock spell lists.

In addition, you learn the vicious mockery cantrip. This is a sorcerer cantrip for you, but does not count against your sorcerer cantrips known.

Fey Glamour

Starting at 1st level, you can innately cloak yourself in beautiful or terrifying illusions. You can cast disguise self at will, without expending a spell slot; this spell counts as a sorcerer spell for you, but doesn't count against the number of sorcerer spells you know.

Woodland Stride

You can instinctively flit among trees and shrubs without being seen or heard. Starting at 1st level, you can move through plant-based difficult terrain as though it were normal terrain, and you have advantage on Dexterity (Stealth) checks if you are at least lightly obscured by foliage.

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 1)

One afternoon, when I was four years old, my father came home, and he found me in the living room in front of a roaring fire, which made him very angry. Because we didn't have a fireplace.

— Victor Borge

Your innate magic manifests in fire. You might have been born at the base of a mighty volcano. Or perhaps one of your ancestors had a proclivity for magical arson. Regardless of your origin, your magic burns hotter than any mere furnace, making you a force to be reckoned with on the battlefield.

The fire of your heart cannot be quenched, which manifests in mysterious ways. At your option, you can pick from or roll on the Fireborn Quirks table to create a quirk for your character.

Fireborn Quirks
RollQuirk

1

You are deathly afraid of large bodies of water.

2

Your eyes flicker like embers when you are excited.

3

The air around you is always several degrees warmer than the surroundings.

4

You like your food burnt to a crisp.

5

You often cough up smoke and ash, and you sometimes vomit slag.

6

You have a tendency to spontaneously ignite small objects during moments of strong emotion.

Fire Spells

You learn additional spells when you reach certain levels in this class, as shown on the Fire Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Additionally, if a spell deals fire damage but is not otherwise on the sorcerer spell list, it is on the sorcerer spell list for you.

Heart of Fire

Your heart and soul burn with primordial flame. You gain resistance to fire damage.

In addition, you can start fires with a touch. You can magically ignite a flammable object you touch with your hand, such as a candle, lamp, or torch (no action required).

Flame Speaker

The arcane magic you command is infused with elemental fire. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

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 1)

Elemental fire magic burns within you, born of an innate connection to the Elemental Plane of Fire, perhaps through descent from an efreet genie or an azer, or the blessing of a phoenix's immortal flame.

Flame Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Flame Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer, wizard or warlock spell list.

In addition, you learn the produce flame cantrip. This is a sorcerer cantrip for you, but does not count against your sorcerer cantrips known.

Flame Speaker

Your connection to the Plane of Fire gives you the innate ability to speak, read and write Primordial, with a particular affinity for the Ignan dialect.

Mantle of Flame

As a bonus action, you can magically wreathe yourself in swirling fire, your eyes glowing like hot coals. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.

  • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.

  • Once per turn, when you deal fire damage with a spell you cast, you can add your Charisma modifier to the damage roll.

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.

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 1)

Your magic stems from the primordial energy of elemental fire. Many sorcerers with this power can trace their ancestry to the creatures of the Plane of Elemental fire, particularly the Efreeti. This origin is not always ancestral, however. Your powers might have manifested after a near-death experience with a creature of fire, like the legendary phoenix, or simply through constant exposure to fire. In rare cases, those that live near volcanoes can spontaneously gain these powers, especially if they've lived near one since childhood. Regardless of how this magic manifested, it causes flames to permeate your soul and define your magic.

Fire Within

Your inner flame grants you aptitude in all forms of pyromancy. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from any spell list if the chosen spell can deal fire damage. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Spells that don't deal fire damage must still be chosen from the sorcerer spell list, as normal.

Variant: Flametouched Spell List

In Tasha's Cauldron of Everything, sorcerer subclasses were given additional spells known. If you like that design decision, replace the Fire Within feature with the following:

Fire Within

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be able to deal fire damage, and can be from any class spell list.

Pyromancy Spells

Cinder Mage

Starting at 1st level, you can cause your magic to leave behind magical cinders in its wake. After you cast a spell of 1st level or higher, you can conjure a cloud of cinders that fills a 10-foot radius area centered either on you or on a target of the spell. The cloud remains in the place it was conjured, and lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The area of the cloud is lightly obscured, and is difficult terrain for hostile creatures. Also, you gain the following benefits while you are within a cloud conjured by this feature:

  • As a bonus action, you can teleport up to 15 feet to another point you can see within a cloud. You can't use this action if your speed is 0, and you can't cast a spell during the same turn unless that spell is a cantrip with a casting time of 1 action.

  • Opportunity attacks made by other creatures within the cloud have disadvantage against you.

  • You can attempt to hide even when you are only lightly obscured by the cloud.

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 1)

A few special mortals may claim to possess a forest soul. Perhaps in the distant past the blood of your ancestors mingled with peoples of the forest. Many with fey ancestry can lay claim to a lineage that includes enchanted creatures of the sylvan realms. Whatever the source, you are one with the trees.

You are comforted being around vibrant woodlands where healthy trees still spread their branches across the land. Conversely, your soul aches whenever living trees are cut down and when darkness, sickness, or rot infests the woods that you love.

Normally those with a strong connection to the land might seek the teachings of druidic circles, but you were not one of these. Instead, the natural powers of the woodlands feed you with arcane power and magical talent that few comprehend.

Nature Magic (Level 1)

Your link to the forest and its natural spirits allow you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, you learn the entangle spell. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Starting at 2nd level, you may use a bonus action to create a spell slot using half the number of sorcery points normally required, to cast a spell you know from the druid spell list. This spell must be cast during that same turn as your bonus action. This spell slot is lost if you do not cast the spell by the end of your turn.

Once you use this feature, you cannot use it again until you finish a short or a long rest.

Fey Friend (Level 1)

Fey creatures of the forest appreciate your attunement with nature and are hesitant to anger you. You gain advantage on any Charisma checks you make when interacting with non-evil fey creatures. Additionally, you can speak, read, and write Sylvan.

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 1)

Your magic is created by pieces of the Everheart, the center and driving force behind the expanding Everglacier wastelands. This power within you might be passed down through ancestors who protected the glacier's magical core, or it might have been forced upon you through a chance encounter with the enchanted ice itself. Regardless of the source of your power, you are a creature of cold incarnate.

Frozen Body

Starting at 1st level, your skin takes on a faintly ice-like, crystalline glow. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

In addition, you're most comfortable in the ice and snow. You ignore difficult terrain created by ice or snow, and when you walk on ice, you only spend 1 foot of movement for every 2 feet you move.

Create Ice

At 1st level, you can use a bonus action to turn up to 5 contiguous 5-foot spaces on the ground into icy terrain, originating from the ground at your feet. The ice is difficult terrain and lasts until the end of your next turn.

You can spend up to 2 sorcery points when creating this terrain to increase the number of spaces you can target with this feature by 5 for each sorcery point spent.

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 1)

You may be descended from beings from the Frostfell, Para-Elemental Plane of Ice, or be one of the chosen of Auril, the Frostmaiden. Either way, the elemental power of ice burns like cold fire in your soul.

Frost Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Frost Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer or druid spell lists.

In addition, you learn the ray of frost cantrip. This is a sorcerer cantrip for you, but does not count against your sorcerer cantrips known.

Frost Speaker

Your connection to the Frostfell, where the Planes of Air and Water meet, gives you the innate ability to speak, read and write Primordial, with a particular affinity for the Auran and Aquan dialects.

Aura of Frost

Starting at 1st level, you can use your bonus action to wreathe yourself in wisps of frigid magic. For 1 minute, you gain the following benefits:

  • The air in a 5-foot radius around you turns to freezing mist. Anything in this radius is lightly obscured, and creatures other than yourself that end their turn there take cold damage equal to your Charisma modifier.

  • Once per turn, when you deal cold damage to a creature, you can choose to halve that creature's speed until the start of your next turn. If the spell already reduced the creature's speed, you apply this effect after the speed-reducing effect of the spell.

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.

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 1)

The stuff of the quasi-elemental plane of ice bleeds into the coldest places of the world. Sometimes called the Frostfell, these places alter mortals in unexpected ways, adapting them to the frigid environment and gifting them with power over ice and cold. Some powerful beings like Auril the Frostmaiden, Iborighu the Frozen King, or even the demon prince Kostchtchie guide their faithful to places where their blood will be changed as gifts to their followers.

Frost Magic

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

Armor of Hoarfrost

Your heritage has begun to show as your hair and skin turn white and are cold to the touch. Starting at 1st-level, a thin sheen of ice covers your skin such that when you aren't wearing armor, your AC equals 10 + your proficiency bonus + your Dexterity modifier.

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 1)

Goose-Blooded sorcerers have ancestral ties to the great ancient goose spirits of old. Infused with goosely magic, these mysterious individuals are often born with many bird-like features, from wide eyes and feathered heads to webbed feet or lightened bones. Regardless what sort of mutations manifest, every goose-blooded has a deep hatred for most other beings, and a penchant for mischief. However, they are fiercely protective of their close friends, whom they see as their flock.

Goose-Blooded Quirks

When you choose this class at 1st level, you exhibit a quirk due to your fowlish heritage. Roll on or choose from the table below to determine what notable quirk your origin has bestowed upon you.

Goose-Blooded Quirks Table

Goose-Blooded Magic

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or transmutation spell from the sorcerer, warlock, or wizard spell list, or any goose spell listed in the Honkonomicon or Circle of the Honk supplements.

Goose-Blooded Spells

Honking Rebuke

You can spend your reaction to unleash a magical honk of defiance when you or a friendly creature you can see within 10 feet of you would be targeted by an attack roll or spell. If that spell's effects would call for a saving throw, you grant the target advantage on the save. Alternatively, you cause the attack roll to be made with disadvantage.

At 18th level, the range of this ability increases to 30 feet.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

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 1)

Some are born with innate power of forces of gravity. This could be due to the location of birth, being in contact with powerful gravitational waves, or other powerful force of nature. Whatever the case, sorcerers of this origin inherently command the force of gravity and bend it to their will.

Innate Spells

Starting when you choose this origin at 1st level, you have a knack for gravitational magic. Spells that appear on the gravitational spell list that don't appear on the sorcerer spell list are added to the sorcerer spell list for you.

In addition, you learn one 1st level spell of your choice that appears on the gravitational spell list. This spell doesn't count against your number of spells known. You learn an additional spell of 1st level or higher of your choice that appears on the gravitational spell list at 3rd level, and again at 5th, 7th and 9th level. These spells don't count against your number of spells known.

Raise/Lower

Also starting at 1st level, you can instinctively alter gravity around yourself. As a bonus action on your turn, you can lower or raise your gravity, gaining one the following benefits.

Lower

You gain a flying speed equal to half your walking speed until the end of your turn. If you already have a flying speed, you instead gain a bonus to your flying speed equal to half your walking speed until the end of your turn.

Raise

The next time you make a Strength or Dexterity saving throw before the start of your next turn, you can roll 1d6 and add it to the result.

You can use this ability a number of times equal to 1 + your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

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 1)

Gravity soul sorcerers are those who might descend from creatures that reside in the outer cosmos or have been intrinsically altered in some way by forces beyond the world. These arcane casters develop an innate talent for quite literally bending the world around them to their whims.

Wielding powerful magic to influence gravity, these sorcerers excel in manipulating the battlefield. They control the positions of their enemies to make them vulnerable, while also protecting themselves and their allies from harm.

Considering Spells for This Subclass

A DM may decide to add thematic spells which are available to chronurgy and graviturgy wizards to the Sorcerer spell list for players to choose from. Explorer's Guide to Wildemount: pg. 186

Gravity Magic

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

Gravity Spells

You gain spells at the sorcerer levels listed.

Warp Space

Beginning at 1st level, you can briefly create intense gravity wells in the area around you. You can use a bonus action to target a point on the ground within 60 feet of you and force each creature within 30 feet of this point to make a Strength saving throw against your sorcerer spell save DC or be pulled up to 10 feet toward this point. Creatures with a size above Large have advantage on this saving throw. Upon reaching 2nd level in this class, you can spend 1 sorcery point when using this feature to also cause a creature that fails this saving throw to fall prone.

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.

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 1)

You carry an innate magic connected to the spirits of nature and flora, such as plants and fungi. There might be dryads among your ancestors, or your mother could have been infested with a magical fungus when you were in the womb. Maybe you were born in a druid's grove during a solstice, or perhaps you were touched by the magic of an archfey as a young child.

The primal power that flows within you will inevitably affect you and your surroundings. Many sorcerers of the green thumb find from childhood that they are different, and as they age, the oddities only grow.

At your option, you can pick from or roll on the Green Magic Quirks table to create a quirk for your character.

Green Magic Quirks
d6Quirk

1

Your eyes are an eerie emerald green, and your skin, which is faintly greenish, is covered with fuzz like that of a peach.

2

You smell like flowers in bloom and you attract the friendly attention of pollinators, like bees.

3

While standing, you always find yourself leaning in the direction of sunlight, if you can see any.

4

Plants within 10 feet of you will sometimes randomly bloom, even out of season.

5

You prefer to take your long rests while partially covered or buried in fresh soil if possible.

6

Flowers grow naturally from your hair as if they had been woven there, and mushrooms can be found sprouting from your body in places.

One or both of your thumbs are actually green.

When you leave tracks over soil, seeds from random plants are sowed in your footprints. This does not make you any easier to track.

Plant Magic

Starting at 1st level, you add both the new razor leaf cantrip and the thorn whip cantrip to your sorcerer class spell list. You also learn additional spells when you reach certain levels in this class, as shown on the Plant Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells or cantrips you know. These spells can't be replaced when you gain a level in this class.

Blooming Vitality

Beginning at 1st level, you rest as deeply as a plant, and you bloom with verdant life. When you are struck, this extra vitality wilts, but it will bloom again in time.

Whenever you finish a long rest, you gain temporary hit points equal to half your sorcerer level (minimum 1).

Botanical Mastery

Also at 1st level, you know how to make the most of your connection to plants. When you cast the thorn whip or razor leaf cantrips, you roll the same number of damage dice as normal, but they are d10s instead of d6s.

When you cast the new leaf shield spell you are considered proficient with the shield you create while you are wielding it without using any hands.

Finally, you have advantage on ability checks made to cultivate or tend to plants or to socially interact with plant creatures.

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 1)

Born to a dryad parent, infused with the eldritch power of an enchanted forest you were raised in, or influenced by a primal enchantment in your mother's womb, the magic of the natural world runs through you. Unlike druids, you did not choose your connection to the natural world; the natural world chose its connection to you. Greenheart sorcerers often have dark brown and bright green features, and smell of the native flora of their homelands. Sorcerers of this origin are exceptionally resilient and observant of their surroundings.

Alternative Spellcasting Ability

When you choose this sorcerous origin at 1st level, you can choose to use Wisdom, instead of Charisma, as your sorcerer spellcasting ability. If you choose to use Wisdom, all sorcerer features and Metamagic options that reference your Charisma ability modifier use your Wisdom modifier instead. You must make this choice when you gain this feature.

Greenheart Magic

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the druid spell list.

Greenheart Spells
Sorcerer LevelSpells

1st

goodberry

3rd

spike growth

5th

aura of vitality

7th

guardian of nature

9th

greater restoration

Verdant Soul

Starting at 1st level, your hit point maximum increases by 2, and increases by 2 again whenever you gain a level in this class.

Once you reach 2nd level in this class, when you expend sorcery points you regain 2 hit points for every sorcery point you spent.

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 1)

There are many reclusive sages who learn to wield the magic of nature, but a rare few are born with an innate connection to that magic. Known as Greensingers, these wild sorcerers are able to magically manipulate plants, and can even sprout vines from their flesh in order to move about the world.

Verdant Spells

Your link with nature allows you to wield primal magic. When you learn a sorcerer spell, you can also choose to learn from the druid spell list, and it becomes a sorcerer spell for you.

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

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

Vigorous Vines

Beginning at 1st level, you can use a bonus action to extrude (or retract) a thin, yet vigorous, vine from your body up to 10 feet in length. You can use this vine to perform simple tasks, but it can't be used to attack, manipulate tools, or activate items, and it cannot carry more than 10 pounds.

You can extrude a total number of vines at one time equal to your proficiency bonus. The vines share your Armor Class and they each have hit points equal to your sorcerer level.

Grappling From a Distance

Remember, a creature grappled by you, no matter how far from your body, is able to attack whatever limb, or vine, you are using to grapple them.

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 1)

Unlike many 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 managed to survive an experience that left you on the brink of 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

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

When you cast a spell you know from the Haunted Spells table, 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.

Phantom Companion

At 1st level, you learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can only choose the form of a specter, which becomes your phantom companion. Instead of a celestial, fey, or fiend this familiar's creature type is undead.

As an action, you can command your phantom companion to turn invisible until it attacks or you cast a spell through it. While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment or objects it is holding remains visible.

Additionally, at 3rd level, 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.

Sixth Sense

Starting at 1st level, when you make a Dexterity ability check to determine initiative, you gain a bonus to the roll equal to your Charisma modifier.

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.

Hellspawn

Hellspawn (Level 1)

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

Abyssal Spells

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

Whenever you gain a level, you can replace one spell from this feature with another conjuration or evocation spell of the same level from the sorcerer, warlock, or wizard spell list.

Demonic Form

At 1st level, you gain the ability to undergo a wild abyssal transformation, unleashing the demonic power bound within your soul. As a bonus action, you can take on your Demonic Form. While transformed, you retain your game statistics, your body becomes demonic in appearance, and you gain the following benefits for one minute:

  • Your hands become wicked natural weapons that deal 1d8 slashing damage on hit, and you can use your Charisma, in place of Strength, for their attack and damage rolls.

  • When not wearing armor, you gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1).

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

Your transformation ends early if you are incapacitated, or you end it as a bonus action. You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Additionally, you learn to speak, read, and write Abyssal, the language of demons and all creatures of the Abyss.

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

Variant: Heroic Ancestry Spell List (Level 1)

In Tasha's Cauldron of Everything, sorcerer subclasses were given additional spells known. If you like that design decision, add the following feature to the subclass.

Ancestral Magic

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

Heroic Spells

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 1)

Your innate magic comes from a deep, primal source of hunger and craving. Perhaps your line was cursed for its greed by a god of plenty or generosity. Perhaps one of your forebears was marked by the hungering undead. Sorcerers with this origin have an unyielding appetite for arcana and go to nearly any length to satiate their desire to increase their magical power.

Hungry Eyes

At 1st level, you can sense when a creature is nearing death. You know if a creature you can see that isn't undead or a construct within 30 feet of you is below half its hit point maximum. Your spell attacks ignore half cover and three-quarters cover when targeting creatures you sense with this feature.

Thirsty Soul

Beginning at 1st level, when you reduce a hostile creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier (minimum of 1). This feature can restore you to no more than half your hit point maximum.

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).

Imperial Ancestry

Imperial Ancestry (Level 1)

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Ancestral Homeland (Level 1)

Starting at 1st level, you gain knowledge of your lineage's homeland. You or your DM selects the location of your homeland, be it a city, region, or country. You always know roughly how far away you are from your homeland and in what direction it lies. You also gain knowledge of the geography, people, and culture of your homeland, even if you have never been there, and learn the predominant native language if you don't already know it.

Commanding Voice (Level 1)

From 1st level, as an action you can cause your body to fall into a catatonic state for up to a minute, for which time your consciousness is transferred to your soul. You are aware of your surroundings as though you were in the soul's space. You can't take actions or reactions, but you can move the soul, which is ethereal and has a flying speed of 30 feet. For the duration, your soul can move up to 120 feet from you. You can end the effect at any time, causing your soul to immediately return to you. Once you have used this feature, you cannot do so again until you have finished a short or long rest.

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 1)

You draw your power from an innate connection to the all-pervasive, invisible streams of magic which flow throughout the planes. Your connection is a gift bestowed seemingly at random throughout the generations, and feels like a sixth sense, a silent tugging to places of great power. By tapping into these magical reservoirs, you have learned to channel a surplus of arcane energy into your Metamagic, and can use this to extents normal spellcasters could never hope to achieve.

Metamagic Savant

When you choose this origin at 1st level, you gain 1 Metamagic option of your choice and 1 sorcery point.

Improved Metamagic

Starting at 1st level, your connection to the land's ley lines grants you a boon to your magic. All known Metamagic costs 1 fewer sorcery points, to a minimum of 1.

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 1)

Whether it was a warlock's pact or a tryst with a succubus, one of your ancestors has forever entangled your family's fate with the Nine Hells. Whether or not you are visibly marked as a tiefling, blood of infernal taint undoubtedly flows through your veins, granting you a silver tongue and unholy powers.

Infernal Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Infernal Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or evocation spell from the sorcerer, wizard or warlock spell list.

In addition, you learn the produce flame cantrip. This is a sorcerer cantrip for you, but does not count against your sorcerer cantrips known.

Devil's Tongue

At 1st level, you gain proficiency in the Deception and Persuasion skills. Before you roll to make a Persuasion or Deception check to convince a creature of something, you can first force the creature to make a Wisdom saving throw. If the creature fails, you have advantage on the Deception or Persuasion check, and the creature is charmed by you for a number of minutes equal to your Charisma modifier, or until you or your companions do anything harmful to it. The creature has advantage on this saving throw if it is hostile to you. Afterwards, it can make an Intelligence check against your spell save DC, and knows it was charmed by you on a success.

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.

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 1)

The souls of a certain number of people sometimes shine brighter and stronger than others, not only gifting them magical abilities, but also allowing them to manifest their will or fighting spirit into the physical world. These powers, dubbed the Inner Visage, can be different depending on the user. For some it is a wonderful gift that showcases what they enjoy to do or their best qualities, for others it is a curse that does nothing but show them the worst things about themselves. Each Inner Visage is unique, and is up to you how you use it.

Visage Form

Starting at 1st level, you start to manifest a silhouette of your visage.

You can choose either the Monstrous, Protector, Bound Object, or Colony form and the stats for them are listed at the end of the subclass page (under "Visage Form Stat Blocks").

As a bonus action you can summon your visages in an unoccupied space within 5 feet of you.

While out, you can move it on your turn (no action required) and gain benefits and abilities from your chosen form. This visage lasts for 10 minutes or until you or it drops to 0 hit points, or you dismiss it as a bonus action.

You can summon your visage an amount of times equal to your Charisma modifier per long rest, and can expend 1 sorcery point to summon your visage after expending all of these uses.

In combat, the visage shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but 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.

Your visage has a specific range that it must be near you that is listed on it's stat block and if it ends it's turn outside of that range it disappears.

Spell of the soul

Also at 1st level, the nature of your visage gifts you extra spells. Depending on the Visage Form you chose, you learn an additional spell of 1st level. These spells counts as sorcerer spells for you, but it doesn't count against the number of sorcerer spells you know

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 1)

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

Iron Spells

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

Whenever you gain a level, you can replace one spell from this feature with another abjuration or conjuration spell of the same level from the sorcerer or wizard spell list.

Armaments of War

The arcane power within your soul grants you an affinity with the armaments of war. At 1st level, you gain proficiency with light and medium armor, shields, and all simple and martial weapons that lack the heavy or two-handed properties.

Blade of Strife

Beginning at 1st level, you can summon the Ironmonger's signature weapon, the Blade of Strife. As a bonus action, you create this mystical Blade at a point you can see within 60 feet. It lasts for 1 minute or until you use this feature again.

When you create the Blade, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 magical slashing damage. As a bonus action, you can move the Blade up to 30 feet and repeat the attack.

You can use this feature 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, unless you expend a spell slot of 1st-level or higher to summon it again.

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 1)

Your innate magic comes from one of the most potent aberrant dragonmarks Khorvaire has seen for centuries. You might have been the forbidden progeny of two parents with greater true dragonmarks, excoriated from their houses to raise you in secret. Perhaps you have simply manifested the aberrant mark suddenly—during a time of great stress or danger—and have no idea why you were chosen for this power.

Aberrant marks are looked upon with distrust across Khorvaire, and most aberrant marked individuals hide theirs from view. Disconcertingly, however, yours seems to grow just a bit every day.

Fledgling Aberrant Mark

Starting at 1st level, you manifest a fledgling aberrant dragonmark. This dragonmark is roughly the size of your palm, though it can appear anywhere on your body. While each true dragonmark has its own pattern, their blue-green shimmering nature makes them easy to recognize as related to each other. Aberrant dragonmarks, however, are visually distinct from true dragonmarks and appear in myriad different fashions (you can roll randomly from the Aberrant Mark Manifestations table below, select an entry you like, or come up with your own idea).

Aberrant Mark Manifestations
d6Manifestation

1

Shimmering lines similar to true dragonmarks, but angry red and black instead of blue and green.

2

An open, twisting wound that continually wells a small amount of blood, but never heals.

3

A patch of necrotic dead flesh that rots away normal clothing that comes in contact with it.

4

A third degree burn that never fades.

5

A shadow cast by an unknown light source that only appears on your flesh.

6

Weeping sores that constantly seep yellow pus that forms the mark.

The aberrant dragonmark grants you strange powers. You learn any one 1st-level sorcerer or warlock spell. As you gain levels in this class, you learn another sorcerer or warlock spell at every odd level (3rd, 5th, 7th, etc.). Spells you learn must be of a level for which you have spell slots. You treat spells you learn this way as sorcerer spells you know, but they do not count against your limit of known sorcerer spells.

Additionally, all your sorcerer spells are cast as innate spells, requiring no somatic, verbal, or material components (except those with a listed cost). Instead, the dragonmark itself flares with dark light or otherwise becomes extremely noticeable (even through clothing or armor) whenever you cast a sorcerer spell. At 3rd level, when you gain access to the Metamagic class feature, you can select the Subtle Spell metamagic effect and use it to cast a spell without manifesting this eye-catching flare of power.

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 1)

Your powers are drawn from the spark of light kindled within you. In places of great darkness, there are always those born with the affinity for light, and every shadow must have a shining source. The magic within you represents cosmic balance, and like the light, your magic flickers from radiance to darkness moment to moment.

Illumination Magic

If you have access to Deep Magic, consider granting light weaver sorcerers spells from the school of Illumination. These are spells dealing with light, stars, and darkness and fit the character type perfectly from a story and theme perspective.

Trick of the Light

Starting at 1st level, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Flickering Aura

Starting at 1st level, you can choose whether your magic is light-shifted or dark-shifted. You can change your choice at the end of a long rest.

While light-shifted you can use an action to emit an aura of bright light in a 15-foot-radius sphere centered on yourself. While the aura persists, you can use a bonus action to expand or reduce its radius of bright light by 5 feet, to a maximum of 30 feet each or a minimum of 10 feet.

While dark-shifted you gain the same ability, but you project an aura of nonmagical darkness.

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 1)

She who can destroy a thing has real control of it.

— Jarlaxle

Bloodlines blessed with the power of the Spider Queen use their powerful magical gift to strive in Underdark societies as fearsome devote spellcasters chosen by the goddess herself. This raw supernatural privilege makes this caster Lolth's living image in the material plane. Climbing walls, awakening multiple eyes, and moving as fast as a spider is just to name a few of the bizarre, yet magnificent things these individuals can do.

Lolth's Blessed Magic

1st-level Lolth's Blessed feature

You learn additional spells when you reach certain levels in this class, as shown on the Lolth's Blessed Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.

Lolth's Blessed Spells
Sorcerer LevelSpells

1st

bane, command

3rd

silence, web

5th

animate dead, hypnotic pattern

7th

banishment, polymorph

9th

cloudkill, hold monster

Arachnid Climbing

1st-level Lolth's Blessed feature

Lolth has granted your bloodline with remarkable spider-like abilities. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

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 1)

On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.

You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.

Lunar Embodiment

1st-Level Lunar Sorcery Feature

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

Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Moon Fire

1st-Level Lunar Sorcery Feature

You can call down the radiant light of the moon on command. You learn the sacred flame spell, which doesn't count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.

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:

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.

Lycan Soul

Lycan Soul (Level 1)

Those who travel the lands while under the curse of their Lycan Soul often find ways to exploit their heritage, using the power of the beast inside them to cast spells and to maul everyone that stand in their way.

Progressive Curse (Level 1)

When you take this sorcerous origin at first level, you carry with you a curse that has plagued your ancestors for generations. Perhaps it was given to you through a blood ritual? One will never be sure.

Your curse has a meter, which goes from 0 to 100. Whenever you cast a spell, you roll #$prompt_number:min=1,title=Level of Spell Slot used.,default=1$#d6 for the level of the spell slot. (For example, roll 5d6 for a 5th level spell.)

When the meter fills, you transform automatically at the beginning of your next turn.

You can revert back to your original form as a bonus action, though ending your transformation early requires a successful Wisdom Save of DC 10 + your Charisma modifier. If you fail this check, take one of your hit die as damage.

You also revert if you are knocked unconscious, or after 1 minute has passed you can end your transformation without having to make the Wisdom saving throw.

Lycan Form (Level 1)

You transform! You can choose the appearance of your lycan form, though it is suggested you have claws in a way or another. Being in your lycan form gives you both advantages and disadvantages. For example:

  • Your melee attacks become claws. You get your Charisma Modifier + proficiency bonus to hit, and your damage is 1d8 + Charisma modifier.

  • You have advantage on Perception and Survival checks.

  • At 3rd level, you gain the ability to attack twice with your claws for each melee attack action.

  • When you reach 6th level in this class, your claws count as magical weapons.

  • However, when in the cursed lycan form, you have disadvantage on concentration checks for your spells that you cast before going into this form. As well, you have disadvantage on saves against being charmed.

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.

Legs

You gain the movement speed of the beast. You gain 10 feet of movement to your base movement score, and during this effect, you can dash as a bonus action. This effect ends after 4 rounds, or if you are knocked prone.

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 1)

Some descendants of lycanthropes can awaken the power of their ancestors and benefit from the curse that runs in their blood. These individuals become more and more bestial as their dormant heritage slowly awakens, which they sometimes find hard to control. Lycanthropic bloodline sorcerers rely on their newfound natural savagery in combat and benefit from the defensive capabilities of their ancestors.

Keen Senses

Starting at 1st level, your senses become sharper, similar to that of a predator. You gain advantage on Wisdom (Perception) skill checks that rely on hearing or smell.

Predator's Knowledge

Starting at 1st level, your bestial side awakens, giving you the skills of predators. You gain proficiency in the Dexterity (Stealth), Wisdom (Perception), and Wisdom (Survival) skills if you are not already proficient in them.

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 1)

Your innate magic is granted to you through direct lineage with a great warrior from Mount Celestia. Some Celestial Protectors even claim to be actual reincarnations of such warriors, and tales of these guardians date back through the ages. These powers don't show themselves until the 14th birthday, upon which the new Protector is granted their magics from a talking animal guide, often bestowing the child with their first of many magical gifts. These animals immediately become companions to the new guardians, and devote themselves to a lifetime of service.

Animal Guide

Starting at 1st level, when you choose the Celestial Protector origin, you are given the Find Familiar spell. This spell does not count against your spells known. You can ritual cast this spell without material components, and the Familiar can speak and read all languages that you can. The form of your familiar cannot be changed, but its form can be one outside of the normal familiar list, but the form is ultimately decided by the DM.

Magical Gifts

Also at 1st level, you are given your first Magical Gifts. The fundamental gift is a magical brooch. This brooch can look however you wish and it represents your connection to Mount Celestia and Lunia; it is also your spellcasting focus. You will receive two more Magical Gifts; one each at 6th and 14th level.

Wield Weapon (Level 1)

At 1st level, you gain proficiency with light armor, medium armor, simple weapons, martial weapons, and smith's tools.

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 1)

Your magic springs forth from you because of a deep, inexplicable urge to command the forces of battle. This could be the result of a battle-hardened lineage, such as a warring orcish or goblinoid heritage, or from a chance encounter or blessing from a deity of war. Regardless of your origins, you feel the most alive—and the most magical—when swords are drawn and blood is spilled.

Martial Spells

When you reach a Sorcerer level specified in the Martial Spells table, you thereafter always have the listed spells prepared.

Martial Cantrips

When you choose this origin at 1st level, you gain proficiency with simple and martial weapons. In addition, whenever you cast a sorcerer cantrip that deals damage and can target a single creature other than yourself, you can target a weapon held by a willing creature within 60 feet of you with the spell instead. When you do, the weapon is imbued with the spell, which takes effect as if you cast it the next time within 10 minutes that that weapon successfully hits a target with an attack roll; the target of the spell is the target of the weapon attack, and if the cantrip was a spell attack, it automatically hits the target. The effect ends early if you use this feature again. If the imbued spell can normally affect multiple targets, this version of the spell cannot.

Reposition

Also at 1st level, your battle training has taught you to keep moving and be strategically positioned. As a bonus action, you can direct one of your companions to strike. When you do, choose a willing creature that can see or hear you. That creature can immediately use its reaction to move up to half its speed without provoking opportunity attacks.

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

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 1)

One of your ancestors came from beyond the looking glass; a strange world where everything is a twisted reflection of the true reality. As such, you have inherited amazing powers of mimicry and illusion that allow you to copy other people's abilities. To fight against you is almost akin to fighting one's own mirror image, something few warriors would relish.

Mirror Magic

When you choose this origin at 1st level, you can duplicate the magic that affects you. When a spell is cast targeting you or you are in the area of a spell's effect, you can use your reaction to learn that spell. You can't use this ability to learn a spell that had no effect on you, even if it forced you to make a saving throw against it.

You can only learn a spell if it is of a level for which you have spell slots. You can learn two 1st-level spells using this ability, which don't count against the total number of sorcerer spells you know. When you gain 2nd, 3rd, 4th, and 5th-level spells, you can learn 2 spells for each of those levels, for a total of 10 additional spells known. The spells learned need not be from the sorcerer spell list, but count as sorcerer spells for you. You can use your action to forget a spell you have learned using this ability.

Mimic Trait

Also at 1st level, you gain an uncanny ability to mimic other people. As an action, you can choose a humanoid you can see within 60 feet and gain one trait of your choice that they possess from the following list (even if they only possess it temporarily):

  • One special sense, such as darkvision or tremorsense.

  • One movement speed, such as a swim or climb speed.

  • One skill, tool, or instrument proficiency.

  • One damage resistance.

  • Their accent, verbal tics, and mannerisms.

You can keep this trait as long as you are within 60 feet of the target, or until you use this ability again.

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 1)

It was said that the long dead trickster Mirgal was capable of creating magical beings so real that no one could tell that they were illusions. It was a favorite pastime of his to torment others with an imaginary lover, nemesis, or long-lost child, only to dispel the creature at his whim.

At some point in your life, you began to feel not entirely connected to the real world. You heard whispers from another plane and began to have conversations with what you initially assumed were imaginary companions. But over time you have begun to wonder if they are indeed real. Or if you, like them, are not.

Could you be an illusion conjured by a powerful magic user that has somehow been made real? Or do you simply have a connection with a powerful force beyond your understanding? The answers to these questions may be part of what drives you to search and to explore...

Companions from Before

In your dreams you remember a vast and strange place that you have come to believe is where you originated—or where you were kept until needed. You have memories of other souls, like yourself, lingering in that domain.

At 1st level, you may use a bonus action to summon one of these creatures to a location within 10 feet of yourself. They may look like any small or medium sized creature you have seen. The total number of misplaced souls you may summon at one time with this feature increases to 2 at level 6, 3 at level 14, and 4 at level 18. Summoned misplaced souls disappear if either you or they are reduced to zero hit points, if you use a bonus action to dismiss any number of them, or after 10 minutes.

You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Unseen Allies

The misplaced souls are initially invisible, but you may choose to reveal them to others at any time. Their features ripple and distort however as they move, making their otherness obvious to any viewer.

Act as One

You do not know if they are actually spirits or are indeed other misplaced souls, like yourself, that have not yet been made fully corporeal. Regardless, you have a connection with them, and can communicate telepathically with any of your misplaced souls when they are within 120 feet of you.

Starting at 1st level, as a bonus action on your turn, you can move any number of your summoned misplaced souls up to 30 feet. At the end of their movement, each summoned misplaced soul can then take any available standard combat action or those from the misplaced soul stat block, once they are available, or you can swap places with one of them instead. A swap costs no movement to either you or the misplaced soul and does not trigger opportunity attacks.

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 1)

Whether by accident or design, your body is host to a colony of magical nanobots, called nanites. By drawing on their energy, you can command sorcerous power and compel the nanite swarm to do your bidding. 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.

Bonus Proficiency

Starting when you choose this origin at 1st level, you gain proficiency in the Technology skill.

Nano-Repair

At 1st level, you learn the mending cantrip if you don't already know it, and can cast it as an action. This spell doesn't count against your number of cantrips known.

In addition, as long as you are conscious, you can use a bonus action on your turn to expend one of your hit dice, roll it, and immediately recover hit points equal to the number rolled + your Constitution modifier.

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.

Nightmare Origin

Nightmare Origin (Level 1)

In a nightmare, a dark force buried itself within you, manifesting the fears of those around you within your body and awakening your sorcerous powers. Your mind and flesh took the form of these collective nightmares, allowing you to manipulate their power into spells. Now, as the nightmare personified, you are able to call upon the powers of the void.

Incarnation of Fear

At 1st level, you morph into an incarnation of fear. Whenever you finish a short or long rest, roll on the table below to determine your incarnation, which lasts until you finish your next short or long rest.

Each incarnation lists two spells, one available to you at 1st level and another available to you once you reach 3rd level. While an incarnation is active, you know the listed spells, and each counts as a sorcerer spell for you, but they don't count against the number of sorcerer spells you know.

Incarnation Spells
d6IncarnationAt 1st LevelAt 3rd Level

Arachnid

false life

web

Disease

inflict wounds

ray of enfeeblement

Gloom

fog cloud

poison spray

Serpent

poison spray

protection from poison

Judgement

vicious mockery

hold person

Thunder

thunderwave

shatter

Additionally, you gain an effect based on your current Incarnation while it is active, as detailed below.

Arachnid. You can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free.

Disease. When a creature hits you with a melee attack, you can use your reaction to deal necrotic damage to them equal to your proficiency bonus.

Gloom. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Serpent. Your walking speed increases by 10 feet. Also, you gain a swimming speed of 30 feet.

Judgment. You have advantage on Charisma (Intimidation) checks against creatures that can see or hear you.

Thunder. Once per turn when you deal damage to a creature, you can move them up to 5 feet in any direction of your choice, except upwards.

When you reach 3rd level, you can spend 1 sorcery point as a bonus action to switch your current incarnation to another one of your choice.

Variant Incarnations

If you want your nightmare sorcerer to feel a bit more specialized, you can use this variant. Instead of rolling random incarnations, choose one of the available options when you choose this origin, which becomes active for you. After you finish a long rest, you can choose a different incarnation to switch to. Your incarnation can't change otherwise.

Once you gain the Anomalous Form feature, you can choose another incarnation to become active for you, which you can also switch it after a long rest.

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 1)

The atom is the building block of the universe. Locked inside is a limitless font of power, waiting to be unleashed. Many who have bathed in the deadly embrace of radiation have crumbled, but some select few of the survivors may find themselves irrevocably altered. A sorcerer tainted by radiation can become a nuclear powerhouse, so long as they can avoid melting down.

Radioactive

At 1st level, your inner glow grants you an internal powerhouse from which to draw magic. You gain resistance to radiant damage, advantage on saving throws against being irradiated, and you learn the Light cantrip if you don't already know it.

In addition, you learn an additional spell when you reach certain levels in this class, as shown in the Nuclear Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Nuclear Spells
Sorcerer LevelSpells

1st

faerie fire

3rd

ray of enfeeblement

5th

fireball

7th

sickening radiance

9th

antilife shell

Reactor

Starting at 1st level, you can harness your atomic energy to expand your magical influence. When you cast a sorcerer spell that creates an effect in a cone, a sphere, or a cube, you can choose to increase the size of the effect by 5 feet. For example, when the fireball spell affects a 20-foot radius sphere, you can increase it to a 25-foot radius sphere.

At 14th level, you can increase the size of the effect by 10 feet.

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 1)

For most of your existence, you believed yourself to be a normal humanoid. You may have begun to smell of sulfur that you could never clean off, had more trouble seeing at a distance but greater ease seeing in dark spaces, and discovered that you have a bit more respect for how dangerous fire can be, but otherwise everything seemed normal and everyone around you soon got used to your quirks.

One day, though, you were injured and discovered that what lies beneath your false skin is not musculature, bones, or blood, but living slime. You aren't who you believed yourself to be; you're an ooze simulacrum created by an oblex and imbued with the memories and personality of a creature the oblex drained, made for the purpose of hunting the memories of others for the oblex's continued sustenance. After the discovery, you managed to break the tether attaching you to your creator without being destroyed yourself, and have begun exploring the properties of your new form. Your innate magic comes from being a memory-eating ooze, and you may have begun adventuring to take vengeance on your creator or to discover what happened to your original self.

Oblex Spawn

Starting at 1st level, you count as being an ooze, in addition to any other creature type you have. You have blindsight to a range of 60 feet, but are blind beyond this radius. If you take fire damage, you can't regain hit points until the end of your next turn.

Eat Memories

Also starting at 1st level, you can consume the memories of other creatures. As an action, you can attempt to eat the memories of a creature you can see within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. Constructs, oozes, plants, and undead automatically succeed on the saving throw. On a failed save, the creature becomes memory drained until it finishes a short or long rest or until it benefits from a greater restoration or heal spell.

While memory drained, the target must roll a memory drain die - which is a d4 - and subtract the number rolled from any ability check or attack roll it makes. At the end of each of its turns, a memory drained creature can repeat the saving throw, ending the memory drain early for itself on a successful save.

Additionally, when you memory drain a creature, you gain the ability to speak, read, and write each language the creature does until you memory drain a different creature. You retain the creature's languages even after the memory drain effect has ended for it.

Once you memory drain a creature, you can't use this feature again until you finish a long rest'24, or until you expend a spell slot to use it again.

The memory drain die increases in size when you reach certain levels in this class: to a d6 at 6th level, d8 at 14th level, and d10 at 18th level.

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 1)

Your innate magic stems from a long family line of ooze-infused blood. For generations, the strange traits of oozes have run in your family line, afflicting some at birth and sparing others, stemming from a well-documented but shadowy ancestor. It's unclear what horrific experiment infused a monstrous ooze or slime into their body so long ago, but some of their scattered descendants are born to this day with innate magic and bizarre physical characteristics.

Slime Magic

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Reform

Starting when you choose this origin at 1st level, your vaguely gelatinous flesh can mend itself when wounded. Whenever you take bludgeoning, piercing, or slashing damage from a nonmagical weapon and don't drop to 0 hit points, you can use your reaction to immediately regain 1d4 hit points, up to a maximum of the amount of damage taken.

The healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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 1)

Your innate magic stems from a long family line of Ooze blood. For generations, the taint of Ooze blood has run in your family, infecting some at birth and sparing others, stemming from a well-documented but shadowy ancestor. It's unclear what horrific experiment infused a monstrous ooze or slime into his body so long ago, but some of his scattered descendants are born to this day with a personal, innate magic and bizarre physical characteristics.

Oozy Touch

Starting when you choose this origin at 1st level, you can excrete slime with a touch. As an action, you can make a touch range spell attack at a creature within 5 feet of you. On a hit, the creature takes 1d6 acid damage. You can expend 1 sorcery point make this touch rust metal, or rot wood, up to a maximum of 10 cubic feet of material. You have advantage on on Strength checks to break rusted metal or rotten wood. This ability's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Indiscernible Anatomy

At 1st level, your placement and composition of your internal organs is bizarre. You take no additional damage from critical hits.

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 1)

Your innate magic stems from a long family line of Ooze blood. For generations, the taint of Ooze blood has run in your family, infecting some at birth and sparing others, stemming from a well-documented but shadowy ancestor. It's unclear what horrific experiment infused a monstrous ooze or slime into his body so long ago, but some of his scattered descendants are born to this day with a personal, innate magic and bizarre physical characteristics.

Oozy Touch

Starting when you choose this origin at 1st level, you can excrete slime with a touch. As an action, you can make a touch range spell attack at a creature within 5 feet of you. On a hit, the creature takes 1d6 acid damage. You can expend 1 sorcery point make this touch rust metal, or rot wood, up to a maximum of 10 cubic feet of material. You have advantage on on Strength checks to break rusted metal or rotten wood. This ability's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Indiscernible Anatomy

At 1st level, your placement and composition of your internal organs is bizarre. You take no additional damage from critical hits.

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 1)

Your magic is tied to the beauty and elegance of nature. Perhaps you obtained your magic from a mystical dryad, or instead stumbled across an ancient forest ritual. No matter how you obtained it, you're able to reflect this beauty in the flowers you create to protect your allies.

Orchard Magic

You gain spells at the sorcerer levels noted in the Orchard Spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know.

If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

Orchard Spells
Sorcerer LevelSpells

1st

entangle

3rd

spike growth

5th

plant growth

7th

grasping vine

9th

tree stride

11th

wall of thorns

Inspiring Bloom

Starting when you choose this origin at 1st level, your spells call forth the vibrant natural energy of flowers. Whenever you cast a spell of 1st level or higher, you can summon a cluster of magical flowers that bloom across your own armour or clothing or that of a creature within 30 feet of you that you can see. You select which type of flowers bloom, with the chosen type of flowers granting their listed benefit to the creature:

Chamomile

These small white flowers embody speed. The creature can add 1d4 to its Dexterity checks, and its speed increases by 5 feet.

Dandelion

These small yellow flowers stand for hope. The creature has advantage on death saving throws, and any critical hit against them while they're unconscious becomes a normal hit.

Lavender

These lavender flowers symbolize power. The creature can add 1d4 to its Strength checks, and the creature's weapon attacks count as magical for the purpose of overcoming resistances.

Lily

These flowers, often white or pink, personify honor. The creature gains a number of temporary hit points equal to 1 + your sorcerer level divided by 5 (rounded up) at the start of each of its turns.

Sunflower

These bright yellow flowers reflect the sun, and inspire vitality. The creature has advantage on saving throws against poison and disease.

The flowers last for 1 minute, and a creature can only benefit from one type of flower growing on it at a time; if a new type of flower is grown on a creature, the previous flowers wither and die.

Garden Chatter

Also at 1st level, you learn the druidcraft cantrip, which doesn't count against your number of sorcerer cantrips known. It is considered a sorcerer spell for you.

Additionally, you can communicate with non-magical flowers. You can question flowers about events in its immediate area within the past day, gaining information about creatures that have passed, weather, and other circumstances relevant to the area nearby. Whenever you make a Charisma check when interacting with plants, your proficiency bonus is doubled if it applies to the check.

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 1)

Your magic is tied to the beauty and elegance of nature. Perhaps you obtained your magic from a mystical dryad, or instead stumbled across an ancient forest ritual. No matter how you obtained it, you're able to reflect this beauty in the flowers you create to protect your allies.

Orchard Magic

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an conjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Orchard Spells
Sorcerer LevelSpells

1st

druidcraft, entangle, goodberry

3rd

barkskin, spike growth

5th

daylight, plant growth

7th

grasping vine, guardian of nature (Great Tree affects Charisma instead of Wisdom)

9th

tree stride, wrath of nature

Inspiring Bloom

Starting when you choose this origin at 1st level, your spells call forth the vibrant natural energy of flowers. Whenever you cast a spell of 1st level or higher, you can summon a cluster of magical flowers that bloom across your own armour or clothing or that of a willing creature within 30 feet of you that you can see. You select which type of flowers bloom, with the chosen type of flowers granting their listed benefit to the creature:

Chamomile

These small white flowers embody speed. The creature can add 1d4 to its Dexterity checks, and its speed increases by 5 feet.

Dandelion

These small yellow flowers stand for hope. The creature has advantage on death saving throws, and any critical hit against them while they're unconscious becomes a normal hit.

Lavender

These lavender flowers symbolize power. The creature can add 1d4 to its Strength checks, and the creature's weapon attacks count as magical for the purpose of overcoming resistances.

Lily

These flowers, often white or pink, personify honor. The creature gains a number of temporary hit points equal to 1 + your sorcerer level divided by 5 (rounded up) at the start of each of its turns.

Sunflower

These bright yellow flowers reflect the sun, and inspire vitality. The creature has advantage on saving throws against poison and disease.

The flowers last for 1 minute, and a creature can only benefit from one type of flower growing on it at a time; if a new type of flower is grown on a creature, the previous flowers wither and die.

Garden Chatter

Also at 1st level, you can communicate with non-magical flowers. You can question flowers about events in its immediate area within the past day, gaining information about creatures that have passed, weather, and other circumstances relevant to the area nearby. Whenever you make a Charisma check when interacting with plants, your proficiency bonus is doubled if it applies to the check.

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 1)

Pale Masters are terrible to behold. Your powers are necromantic in origin, your flesh is petrified and corrupted. Perhaps you were born under a bad star or in a field of blooming nightshade, or perhaps you were cursed with undeath, but failed to turn completely. Regardless, you are now caught in a horrific limbo; you are a living, sentient mind, trapped inside a rotting corpse.

Because you are like the dead, they heed your beck and call. Your might grows as the dark curse rises within you, and an undead horde gathers at your side.

Deathsign

Starting at 1st level, you are marked with death. When you would normally take necrotic damage from a spell of 1st level or higher, you instead regain hit points equal to half the necrotic damage dealt (rounded down.)

Your deathsign also imbues you with necromantic magic. You learn necromancy spells at the sorcerer levels listed. These spells don't count against your total number of spells known.

Pale Master Spells
Sorcerer LevelSpells

1st

inflict wounds

3rd

ray of enfeeblement

5th

animate dead

7th

blight

9th

contagion

11th

create undead

Undead Cohort

At 1st level, you have an Undead Cohort, the very beginning of your own undead horde. You can choose a Skeleton Cohort or a Zombie Cohort.

Your cohort rolls its own initiative and acts on its own turn. Add your proficiency bonus to your cohort's AC, attack rolls, and damage rolls. Its hit point maximum equals half its normal maximum or four times your sorcerer level, whichever is higher.

On each of your turns, you can use a bonus action to mentally command your cohort and any other undead creatures under your control, as per the spell animate dead.

You can surgically repair your cohort when you take a long rest, reanimating the remains if it has died, and restoring it to maximum hit points.

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 1)

The origin of your magic is the heat of the forge and the iron of the anvil. Whether your fate is tied to a legendary weapon or you have the blood of a divine blacksmith, you can shape a lump of iron into a masterpiece that can start or end a war. You can equip a military or a revolt with a wave of your hand, or use your weaponry for your own purpose. Wherever they wander, an Iron Soul is destined to be followed by conflict.

Project Weapon

Starting at 1st level, the image of weaponry is seared into your mind, you grant that image form. As an action, choose a 5-foot square on the ground that you can see within 60 feet of you. A number of simple or martial melee weapons of your choice up to your Charisma modifier (minimum of 1) rain down onto that space. If there is a creature in that space, it must make a Dexterity saving throw against your spell save DC. On a failed save, it takes 1d6 damage of the weapon's type for each weapon, or half as much damage on a successful save.

The weapons vanish after 1 hour, but become permanent if metal with a value equal to each weapon is consumed as a material component. You can use this feature three times. You regain expended uses when you finish a long rest.

Wield Weapon

At 1st level, you gain proficiency with light armor, medium armor, simple weapons, martial weapons, and smith's tools.

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 1)

Your power draws from the immortal flame of the legendary phoenix. That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.

Ignite

At 1st level, as an action, you can magically ignite a flammable object you touch with your hand that isn't being worn or carried.

Starting at 14th level, you can ignite creatures in this manner. When you touch a creature, it takes 1d6 fire damage and it must make a Constitution saving throw against your spell save DC or ignite in flames. At the start of each of its turns for 1 minute, or until the effect ends, the ignited creature must repeat the saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.

Mantle of Flame

Starting at 1st level, as a bonus action, you magically wreathe yourself in swirling fire. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.

  • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.

  • Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.

Once you use this feature you can't use it again until you finish a short or long rest.

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 1)

As a Plagueborn sorcerer your innate magic comes from a disease in your bloodline or a disease you encountered during your lifetime. Where others have perished from it, you instead draw power from the disease running through your veins. Perhaps a great plague left no one in your city alive but you or you were experimented on by a mad scientist. Whatever happened to you, it enabled you to unlock and develop magical powers. When creating a Plagueborn sorcerer, consider what kind of disease affects or has affected you and how your survival has shaped your life.

Vigor of the Blood

1st-level Plagueborn feature

Your blood causes you to be impervious to any sickness. Starting at 1st level you are immune to disease.

Blight Bringer

1st-level Plagueborn feature

Starting at 1st level you gain access to an expanded spell list. These spells are considered Sorcerer spells for you. You gain access to additional Plagueborn spells on different levels. You can choose one of these spells whenever you learn new sorcerer spells.

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 1)

A sorcerer's power can occasionally come directly from one of the planes themselves, a bond usually forged as a freak accident during planar travel or exposure to a portal. These sorcerers can bend the fabric of space itself, allowing them to subvert the natural physics of the worlds they pass through. Such sorcerers generally have a strong affinity to one plane in particular, for that plane is usually the root of their abilities.

You can choose a plane for yourself with the help of your DM, or you can roll on the table below to decide.

Planar Affinity
d8Plane

Material Plane

Lower Planes

Upper Planes

Shadowfell

Astral Plane

Ethereal Plane

Feywild

Elemental Planes

Out of Phase

1st-level Planar Magic feature

At 1st level, you can see into the Ethereal Plane out to a rangeof 30 feet. Additionally, when a creature hits you with an attack or when you are subjected to a saving throw, you canuse your reaction to temporarily vanish from your current plane of existence. Vanishing in this way grants you resistance against the damage of the attack, or advantage on the saving throw. Until the end of that turn, you remain within an extra-dimensional space just large enough for you to stand comfortably. You reappear within your previous space, or the nearest unoccupied space to it. Once you have used this feature, you can't use it again until you have completed a short or long rest.

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 1)

While many sorcerers draw their power from some ancient, revered, or mystical source, Powderbloods draw theirs from an unfortunate accident that occurred at some point in their lives. All at some time experienced a disastrous miscalculation when working with black powder, and the resulting explosion blended with latent magical forces to imbue them with innate magic and understanding of gunpowder. Rare and often eccentric, powderbloods are nonetheless a formidable force on the battlefield.

Proficiency

Starting when you choose this origin at 1st level, you gain proficiency with advanced firearms.

Gunsmith

Upon choosing this origin at 1st level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.

Powder Magic

Your affinity for gunpowder gives you the option to learn some non-sorcerer spells. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Explosive Blood

At 1st level, you have learned to tap into the powder within your blood to create a powerful explosion around you. As an action, you may cause flames to burst from you, damaging anyone within 10 feet of you. All creatures and objects within that area, except for those in your space, take 2d8 fire damage, or half as much on a successful Dexterity saving throw.

This ability's damage increases by 2d8 when you reach 5th level (4d8), 11th level (6d8), and 17th level (8d8).

You may use this ability a number of times equal to half your Charisma modifier (minimum of once), and you regain all expended uses after a long rest.

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 1)

Hot, red nature magic flows through your veins, manifesting as a bestial legacy. The blood of wild-shaping druids or mysterious shifters resides within you, granting you ferocious power and an innate connection with wild beasts.

Primal Magic

Starting at 1st level, your deep connection with nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the druid spell list.

Primal Attunement

At 1st level, you gain proficiency in the Nature and Animal Handling skills.

Primal Senses

At 1st level, you gain the heightened senses of a wild beast. You gain darkvision out to 60 feet, or an additional 30 feet if you already have darkvision, and you become able to identify and track creatures by scent. You can use your Charisma, instead of Wisdom, when making Perception and Insight checks and calculating your passive Perception.

These abilities may be accompanied by the development of animalistic features such as a cat's eyes or a wolf's ears, though this is not always the case.

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 1)

Often confused for their brethren who use wild magic, sorcerers endowed with power from the primordial chaos use the merging elemental energy of the inner planes to cast spells seemingly at random. They are often thought of as madmen by wizards and other haughty spellcasters. They also share a kinship with elemental humanoids like the genasi.

Primordial Origin

At 1st level your kinship with the primal elements awakens. You learn the control flames, mold earth and shape water cantrips. In addition you also learn to speak, read and write primordial.

Reckless Casting

Starting at 1st level, you can attempt to cast a spell you haven't learned by using the chaotic energy of the inner planes. When you use this ability, you use your action and choose one of the following options:

Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.

Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th-level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.

If the spell you cast isn't a sorcerer spell, it is nonetheless a sorcerer spell for you when you cast it with this feature.

Cantrip
d10Cantrip

1

acid splash

2

fire bolt

3

gust

4

light

5

poison spray

6

ray of frost

7

lightning lure

8

sacred flame

9

thunderclap

10

Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action.

2nd-Level Spells
d102nd-Level Spell

1

Aganazzar's Scorcher

2

darkness

3

enlarge/reduce

4

invisibility

5

levitate

6

melf's acid arrow

7

mirror image

8

misty step

9

Snilloc's snowball swarm

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

3rd-Level Spells
d103rd-Level Spell

1

blink

2

fear

3

fireball

4

fly

5

gaseous form

6

haste

7

lightning bolt

8

sleet storm

9

wall of water

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

4th-Level Spells
d104th-Level Spell

1

confusion

2

elemental bane

3

fire shield

4

freedom of movement

5

greater invisibility

6

ice storm

7

vitriolic sphere

8

stoneskin

9

wall of fire

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

5th-Level Spells
d105th-Level Spell

1

cloudkill

2

cone of cold

3

control winds

4

flame strike

5

hold monster

6

immolation

7

mass cure wounds

8

wall of force

9

wall of stone

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

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 1)

The bloodline of the ancient primordial elementals runs in only a few creatures on the Material Plane. These creatures are partially composed of the elements that make up the fabric of all worlds, making them less vulnerable to energy effects. Primordial energy savants are conduits of elemental power who can nurture their heritage to an extent where they can freely access all of the elements to imbue their spells. At the peak of their power, the connection of these elemental-infused creatures on the Elemental Planes is so strong that they can tear a gateway to them using their sheer forces of will.

Voice of the Elements

Starting at 1st level, you innately become able to converse with those who speak the language of the elements. You can understand and speak Auran, Aquan, Ignan, and Terran.

Primordial Physiology

Starting at 1st level, your anatomy resembles that of an elemental, making you less vulnerable to elements and certain conditions that affect the body. You gain advantage on saving throws against being petrified or poisoned. You also gain a damage threshold of 2 against acid, cold, fire, lightning, and thunder damage.

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 1)

Some sorcerers' power flows from the primordial, cosmic beings who created the multiverse, and in the Eberron setting, these three progenitor dragons are Eberron, Khyber, and Siberys. While the blood of dragons flows in your veins, you don't have scales or manifest wings, but you hold a tiny piece of a spark that can shape reality, instead. On the surface, your spells allow you to fling fire, conjure illusions, and other common magic others might acquire, but you also have the power to create life, drawing dust and dirt together to form the living.

The progenitor Eberron is seen as the source of all natural life and the defender of all that the three created. Khyber sought dominion over the aberrations and fiends she created, while Siberys produced the celestials in all their beauty and splendor. You might feel a connection to one of the three or you might be purely interested in the potential of creation, unburdened by concepts of good or evil.

Arcane Birthright

At 1st level, you gain proficiency in the Arcana and Nature skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Shape of Creation

Starting at 1st level, you can spend 1 hour and common materials from nature to shape and animate a mindless, featureless automaton you fill with the very essence of creation that uses the commoner statistics (see the Monster Manual or appendix C in the Player's Handbook). Your creation can perform simple tasks at your command that a human servant could do, such as fetch things, clean, mend or fold clothes, serve food, stand guard or even make an unarmed attack against a creature or object. Its damage die is a d4 and it deals magical force damage.

Once you give the command, the automaton performs the task to the best of its ability until it completes the task, then waits for your next command. Your creation ceases to exist if it drops to zero hit points, after 24 hours (unless you repeat the 1 hour process to refill its essence), or when you use your action to reclaim its essence, returning to the wellspring from which it came. You can have one such creation at a time.

When you reach 2nd level in this class, each time you shape your automaton, you can spend any number of sorcery points up to your proficiency bonus to increase its statistics. For each sorcery point you spend, its hit point maximum increases by 5 and its AC and Ability scores increase by 1. Your creation's damage die increases by one type when you spend 2 sorcery points (d6), 4 sorcery points (d8), and 6 sorcery points (d10).

For example, if you spend 3 sorcery points when you create your automaton, its AC and all of its ability scores are 13, its hit point maximum increases by 15, to a total of 19, and its damage die is a d6.

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 1)

Your innate magic manifests in fire. You are your fire, and your fire is you. You can also create sorcerers of other elements by replacing any mention of fire in this subclass with a different element. For example, you could make a cryomancer by replacing fire with cold.

Pyromancer

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.

Heart of Fire

At 1st level, when you cast a spell of 1st level or higher that deals fire damage, creatures of your choice within 10 feet of you take fire damage equal to 1d6 + half your sorcerer level. The range of this effect increases to 30 feet at 14th level. Any spell that deals fire damage counts as a sorcerer spell for you, and when you cast it you can exclude a number of creatures to be affected by the spell up to your proficiency bonus.

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 1)

Your innate magic manifests in fire. You are your fire, and your fire is you.

Heart of Fire

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

Fire in the Veins (Level 6)

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

Pyromancer's Fury (Level 14)

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

Fiery Soul (Level 18)

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

Radiation Freak

Radiation Freak (Level 1)

The depths of space hold terrible forces that can warp and twist a man irreparably. For example, the hideous lights emanating from the Void, typically called radiation, normally offer a cruel, agonizing death to those who see them, but can sometimes fundamentally alter those subjected to its strange energies. This process is called 'the warp', and those who survive it are deemed "radiation freaks" or "warped ones" for the horrible physical deformities that accompany their transformation. However, some are changed in even stranger ways. Radiation has the potential to alter a creature at the magical level as well, resulting in mutated sorcerers wielding horrific power.

Radioactive

Starting at 1st level, your body is saturated with harmful residual radiation. You can use your action to activate or suppress a radioactive aura. While active, your body glows with a bright light in a 10-foot radius and dim light for an additional 10 feet. Additionally, each creature which comes within 5 feet of you or starts its turn in that area takes 1d6 radiant damage. At 6th level, this damage increases to 1d8, and at 14th level, this damage increases to 1d10.

High Power

At 1st level, whenever you deal cold, fire, lightning, or poison damage, you can replace the damage type with radiant damage.

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 1)

Your innate magic comes from the meddling of a devious rakshasa, a manipulative and tiger-like fiend that uses illusions and enchantments to torment its prey. One of the devilish creatures might have claimed you as a prize after scheming against your family, then imbued you with power for its own nefarious ends; maybe somewhere in your ancestry, a rakshasa took on the guise of a family member long enough to taint your line; or perhaps one of your ancestors slew a rakshasa and was cursed to bear children that resemble the infernal monster. However they came to be, the rakshasa's powers of misdirection and manipulation course through your veins.

The rakshasa bloodline can physically manifest itself in different ways. At your option, you can pick from or roll on the Rakshasa Sorcerer Quirks table to create a quirk for your character.

Rakshasa Bloodline Quirks
d6Quirks

1

Your hands are backwards, with palms where the backs of your hands would normally be.

2

You have tiger-like stripes that stretch across your skin or hair.

3

You have gleaming, cat-like eyes that reflect light in the dark.

4

You have a habit of growling when angered and purring when content.

5

When someone states an obvious fact, you feel compelled to convince them otherwise.

6

Your ears, hair, nose, or some other facial feature has a different look every day

Deceitful Prowler

You can speak, read, and write Infernal, and you gain proficiency in the Deception and Insight skills. If you already have proficiency in either of these skills, you can add twice your proficiency bonus to any check made using that skill.

Impervious Disguise

You know the disguise self spell, but it doesn't count against the number of sorcerer spells you can know.

Starting at 3rd level, you can cast the spell without expending a spell slot by spending 1 sorcery point.

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 1)

The Raumathari battlemages of old were an order of sorcerers who mastered an innate connection to the principles of war and the art of combat. The very heat of battle ran in their blood, and through intense focus and constant practice they managed to become some of the most fearsome warriors and spellcasters in all of Faerûn. Their bloodlines still linger today. Those that seek out the teachings of the Raumathari battlemages can revive their legacy once more, becoming the living embodiment of sword and spell.

Sword Focus (Level 1)

Starting at 1st level, you can create a magical bond between yourself and one melee weapon allowing you to transform the weapon into an extension of yourself. During a long rest, you can spend 1 hour performing this ritual. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

While bonded to this weapon, when you attack with that weapon, you are proficient with it and you can use it as a spellcasting focus. When you make an attack using this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls, and the weapon counts as magical for the purpose of overcoming damage immunities and resistances.

You can only bond to one weapon at a time this way. If you attempt bond yourself to a new weapon, you must end your bond with the previous one.

Sorcerous Combat (Level 1)

By channeling your magical abilities through your bonded weapon, you convert your innate magical prowess into martial mastery. Starting at 1st level, as long as you hold your bonded weapon, you gain a bonus to your AC equal to your Charisma modifier as long as you aren't wearing armor.

Once you reach 3rd level, you can spend 2 sorcery points to envelop your bonded weapon in magical energy. Choose one damage type: acid, cold, fire, lightning, poison, or thunder. For the next minute, your bonded weapon deals an additional 1d6 damage of the chosen type to any target you hit with the weapon. As a bonus action, you can change the damage type, choosing from the options above.

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 1)

The Raumathari battlemages of old were an order of sorcerers who mastered an innate connection to the principles of war and the art of combat. The very heat of battle ran in their blood, and through intense focus and constant practice they managed to become some of the most fearsome warriors and spellcasters in all of Faerûn. Their bloodlines still linger today. Those that seek out the teachings of the Raumathari battlemages can revive their legacy once more, becoming the living embodiment of sword and spell.

In Other Settings

Outside of the Realms, this Sorcerous Origin is referred to as War Magic, and could be the result of a magical event such as the reincarnation of a legendary warrior with an intuitive and magical use of their weaponry. In a setting such as Eberron, it could be the result of a bloodline hailing from the plane of Shavarath.

Sword Focus (Level 1)

Starting at 1st level, you can create a magical bond between yourself and one melee weapon allowing you to transform the weapon into an extension of yourself. During a long rest, you can spend 1 hour performing this ritual. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

While bonded to this weapon, when you attack with that weapon, you are proficient with it and you can use it as a spellcasting focus. When you make an attack using this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls, and the weapon counts as magical for the purpose of overcoming damage immunities and resistances.

You can only bond to one weapon at a time this way. If you attempt bond yourself to a new weapon, you must end your bond with the previous one.

Sorcerous Combat (Level 1)

By channeling your magical abilities through your bonded weapon, you convert your innate magical prowess into martial mastery. Starting at 1st level, as long as you hold your bonded weapon, you gain a bonus to your AC equal to your Charisma modifier as long as you aren't wearing armor.

Once you reach 3rd level, you can spend 2 sorcery points to envelop your bonded weapon in magical energy. Choose one damage type: acid, cold, fire, lightning, poison, or thunder. For the next minute, your bonded weapon deals an additional 1d6 damage of the chosen type to any target you hit with the weapon. As a bonus action, you can change the damage type, choosing from the options above.

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 1)

You were reincarnated. Either you were chosen by nature, by fate, or by the casting of magics, but you've returned to the world in a new body. What new experiences will you try? What old memories linger on? There is a bright world out there for you to rediscover.

Past Life (Level 1)

You express a feature from one of your former lives. Select one NPC race from the NPC Features table in chapter 9 of the Dungeon Master's Guide. For the next 10 minutes, you gain the features listed for that race in addition to your own. You do not gain the race's ability modifiers. You can use this feature a number of times equal to your Charisma modifier, and regain all uses after finishing a long rest.

Reborn Magic (Level 1)

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell on the sorcerer spell list.

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.

Knowledge Reborn Abilities
ClassAbility

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 1)

Sorcerers gain their powers in mysterious ways that they seldom have control over. You are the reincarnation of a legendary hero, known to have slain many terrible foes. Being called back to life, be it by the gods, a very powerful mage, or a persistent curse on your soul, has left the indelible mark of sorcery upon you and awakened your ancient instincts for battle.

Heroic Magic

The power of your previous life grants you the ability to learn spells that other sorcerers might never manifest. You learn two cantrips of your choice from the following, which don't count against your total number of spells known: arc blade, burning blade, caustic blade, force weapon, and frigid blade.

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Heroic Spells
Sorcerer LevelSpells

1st

heroism, shield

3rd

blur, magic weapon

5th

after image, haste

7th

death ward, stoneskin

9th

evasiveness, legend lore

Armored Sorcery

At 1st level, you gain proficiency with light armor, medium armor, shields, and four martial weapons of your choice.

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 1)

Some legends are so widespread and revered that they will forever live on. Heroic warriors, in particular, capture the hearts and minds of the common folk, spurred by the songs and tales of bards across the world. Whether you know it or not, you are the soul of such a warrior born anew. You have a natural affinity for the tools of battle, and never feel more alive than when your blade is locked against another.

Unlike your first life, though, you have an innate magic born of the adoration of generations who have repeated your legend. You can channel this magic through your weapons and combine it with your martial prowess.

If you are aware of your reincarnation, a doubt may haunt your thoughts: Why now? Why after all this time have you been given new physical form? Perhaps a new destiny awaits you that requires a legend of your magnitude, and your legacy will ever grow.

Soul of Endurance

Starting at 1st level, your body and soul sing when you are engaged in battle, granting you immense resilience. You gain the following benefits:

  • While you wear no armor or you are under the effects of the mage armor spell, you can use your Charisma modifier, instead of your Dexterity modifier, to calculate your Armor Class. You can use a shield and still gain this benefit.

  • Whenever you would take damage while you are conscious and within 5 feet of a hostile creature, you reduce the amount of damage you take by 1. The reduction increases when you reach certain levels in this class, increasing to 2 at 5th level, 3 at 10th level, 4 at 15th level, and 5 at 20th level.

Martial Inheritance

Also starting at 1st level, you are supernaturally talented with martial implements. You are proficient with all melee weapons and with shields.

Once you reach 2nd level in this class, you can spend 1 sorcery point as a bonus action to make a weapon you're holding a conduit for your magic for 10 minutes or until it leaves your hand. For the duration, you can use the weapon as a spellcasting focus for your sorcerer spells, and it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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 1)

Between the countless worlds and crystal spheres, there exists the phlogiston. This rainbow colored substance suffuses the universe, acting as insulation against the gods and the planes, keeping each crystal sphere free of the influence of other settings. It is known for its explosive properties and the way it grounds teleportation and planar magic, even things as simple as a bag of holding.

Every so often, a sailor that falls overboard will end up lost and adrift in the phlogiston. As their air bubble slowly depletes, the sailor will find their body slowly petrifying, turning to stone rather than dying. There they float in the phlogiston, statues of the unfortunate soul that fell overboard.

Hope is not completely lost for these unfortunate sailors. In the highly unlikely case that a ship comes across a drifting, petrified sailor, they can save the poor soul and bring them aboard. As soon as air returns to the sailor, the stone dissipates and the sailor regains their mobility. Although these people go on to live as they were, their long stay in the phlogiston has caused their body to become suffused with its unnatural energy.

One of your ancestors was one such sailor, lost in the phlogiston and rescued. The phlogiston's influence on your bloodline may have remained dormant for a time, but in you, the prismatic flames of the phlogiston are rekindled and manifest as sorcery.

Rekindled Flame

Starting at 1st level, you are able to channel the unusual properties of the phlogiston into nearby flames.Once during each of your turns when you deal fire damage to a creature, you can cause the flames to flare up and explode, dealing fire damage equal to half your sorcerer level (rounded up) to all creatures within 5 feet of your target, including the target. A creature dealt damage this way can't teleport or planar travel, until the start of your next turn.

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.

Rekindled Spells

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or evocation spell from the sorcerer, - warlock, or wizard spell list.

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 1)

You are a conduit for the power that exists in sounds and vibrations, your body a living tuning fork capable of emitting, focusing, muting, and transmuting sound and sonic forms of magic. Perhaps you endured overexposure to transmutation magic, arcane thunder, or the ear-splitting cries of an androsphinx, bukavac (see Tome of Beasts), or avalanche screamer (see Tome of Beasts 2). Maybe you can trace your lineage to an ancestor who spent an extended period on a plane dominated by elemental lightning and thunder or by unceasing screams of madness; you yourself may have been born on such a cacophonous plane. Alternatively, you or a forebear may have suffered prolonged exposure to the deafening thunderclaps of a bronze dragon's lair. Or you may even have been experimented on by aboleths or other maniacal spellcasters, escaping before the transformation was complete....

Whatever its source, resonant magic infuses your very existence, causing you to manifest one or more unusual characteristics. At your option, you can create a quirk or roll a d6 and consult the Resonant Body Quirks table to determine a quirk for your character.

Resonant Body Quirks
d6Quirk

1

You emit a faint hum, audible to any creature within 5 feet of you.

2

In response to natural or magical thunder, your body flickers into brief transparency with the sound of each thunderclap.

3

Beasts with the Keen Hearing trait initially respond aggressively when you come within 30 feet of them.

4

If you hold a delicate, nonmagical glass object such as a crystal wine glass for longer than one round, the object shatters.

5

Every time you speak, your voice randomly changes in pitch, tone, and/or resonance, so that you never sound quite the same.

6

When another living creature touches you, you emit a brief, faint tone like a chime, the volume of which increases with the force of the touch.

Reverberating Quintessence

Starting at 1st level, you can cast the alarm spell (audible option only) once without expending a spell slot or requiring material components. Once you cast alarm in this way, you can't do so again until you finish a long rest.

When you reach 3rd level in this class, you can expend 3 sorcery points to cast the shatter or silence spell without expending a spell slot or requiring material components.

Signature Sound

At 1st level, you harbor sonic vibrations within you. You are immune to the deafened condition, and you have tremorsense out to a range of 10 feet. In addition, you have advantage on saving throws against effects that deal thunder damage.

When you reach 3rd level in this class, you have resistance to thunder damage, and at 6th level, your tremorsense extends to 20 feet.

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 1)

Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers' powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic.

Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances.

Teleport Object

Starting at 1st level, you can use an action to teleport a small object that isn't being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube.

The weight of the object you can teleport increases when you reach certain levels in this class: at 6th (10 pounds), 14th level (15 pounds), and 18th level (20 pounds).

Shift Space

At 1st level, once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you can't use this feature.

When you reach 3rd level in this class, you can spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd level or higher to teleport yourself to a destination within range. The range you can travel is dependent on the level of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesn't exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.

Rifthopper Teleportation Distance
Spell Slot LevelDistance Teleported

2nd

30 feet

3rd

60 feet

4th

120 feet

5th

240 feet

6th

480 feet

7th or higher

960 feet

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 1)

Born with innate leadership, your charming abilities originate from your royal ancestors who served as kings and queens. Passed down to you in hopes of one day picking up the mantle to rule, your magic makes you a powerful speaker and a great commander in battle.

Royal Spells

Thanks to the service of your ancestors, different magics are granted to you in order to advise or lead allies in combat. You learn additional spells when you reach certain levels in this class, as shown on the Royal Spells table. The spells count as sorcerer spells to you, but they don't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.

Kingly Proficiencies

When you choose this origin at 1st level, you gain proficiency with light armor, as your relatives fought alongside their knights. Also, you gain proficiency in both the Persuasion and Intimidation skills.

Regal Remembrance

Also at 1st level, you gain advantage on Intelligence (History) checks to recall information about any kingdom or royal family thanks to your ancestor's past knowledge being encoded into your mind.

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 1)

The mysterious weave and flow of magic is feared by many folk across Exandria. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes—and which sees a sorcerer named as a Runechild.

The talents of a Runechild are rare, and sorcerers with this origin are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets of their runes can help understand the mysteries of magic. Others sometimes seek to enslave Runechild sorcerers, using their bodies as tortured spell batteries for diabolic pursuits. Runechild sorcerers were subjugated throughout the Age of Arcanum, and many of their contemporaries now search for ways to hide their essence—a task that isn't easy given the revealing nature of their gifts.

Essence Runes

At 1st level, your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in this class. These runes can manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert.

At the end of a turn during which you spent one or more sorcery points, a number of your essence runes equal to the number of sorcery points you spent begin to glow with stored energy, becoming charged runes. You use these charged runes to power your Runechild subclass features. Also, as a bonus action, you may spend a sorcery point to convert two essence runes into two charged runes.

If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

If you have 5 or more charged runes, you emit bright light in a 5-foot radius and dim light for an additional 5 feet.

If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune. Any charged runes also revert to inert essence runes after you finish a long rest.

Runic Magic

Beginning at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Runic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

When you gain a level in this class, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list.

Glyph of Aegis

Starting at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a reaction. Roll a number of d6|d6s equal to the number of runes you expended, and reduce the damage by the total.

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.

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 1)

The weave and flow of magic is mysterious and feared by many across Exandria. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren.

The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation all throughout the Age of Arcanum has driven the few that exist this day into hiding their essence–a task that is not easy, given the revealing nature of their gifts.

Essence Runes

At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

Glyphs of Aegis

Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

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.

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 1)

Your magic is derived from your connection to a long-forgotten line of human kings who once ruled an empire that spanned the stars. While almost all currently living humans and half-breeds share some small amount of blood with those of this ancient line, your connection is much more direct. Those that can tap into this connection find that their minds are psionically linked to those of each of their ancestors, and that the lines of succession extend for millennia. As such, you can command the authority and knowledge of thousands of kings, even if your mind can only handle a fraction of it at a time.

Sign of Dantalion

At 1st level, one of Dantalion's faces appears on your torso, as though it were a vestigial conjoined twin. It seems lifeless most of the time, but when you cast a spell, it opens its eyes and mouth, revealing a starry void within.

Because of this sign, you hold intrinsic sway over other creatures. You gain proficiency in your choice of Deception, Persuasion, or Intimidation.

Thought Reading

Starting at 1st level, your psychic link to your ancestors gives you the ability to touch the minds of other creatures. You can communicate telepathically with a willing creature you can see within 30 feet of you. You don't need to share a language with the creature to understand its thoughts nor for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

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 1)

Your magic is derived from your connection to a long-forgotten line of human kings who once ruled an empire that spanned the stars. While almost all currently living humans and half-breeds share some small amount of blood with those of this ancient line, your connection is much more direct. Those that can tap into this connection find that their minds are psionically linked to those of each of their ancestors, and that the lines of succession extend for millennia. As such, you can command the authority and knowledge of thousands of kings, even if your mind can only handle a fraction of it at a time.

Sign of Dantalion

At 1st level, one of Dantalion's faces appears on your torso, as though it were a vestigial conjoined twin. It seems lifeless most of the time, but when you cast a spell, it opens its eyes and mouth, revealing a starry void within.

Because of this sign, you hold intrinsic sway over other creatures. You gain proficiency in your choice of Deception, Persuasion, or Intimidation.

Thought Reading

Starting at 1st level, your psychic link to your ancestors gives you the ability to touch the minds of other creatures. You can communicate telepathically with a willing creature you can see within 30 feet of you. You don't need to share a language with the creature to understand its thoughts nor for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

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 1)

The eldritch powers that lurk beyond the veil of the moon have plunged the world into chaos. This chaos is what gives you might; there isn't any form of power more pure nor more potent than this eldritch insanity. You might have endured nightmarish experiments, possibly a higher being has taken an interest in you, or maybe you're a mere pawn in an outer god's scheme. Perhaps you were blessed by powers that shouldn't be, or one of your parents was under an eldritch curse. Whatever the case may be, this insanity consumes you, and will be unleashed on the world, for better or atrociously worse.

Mind of Madness

At 1st level, the depraved insanity that lurks within you is always torturing your mind, yet in this chaos you find power. Whenever you gain a madness, you can choose to reroll on the appropriate table, gaining the new effect instead.

In addition, when a creature attempts to read your thoughts or scry on you, they can only witness the insanity that ravages you. They take psychic damage equal to your level in this class, their magic or ability fails, and they must succeed on a Wisdom saving throw against your spell save DC or gain a short-term madness.

Spread of Chaos

Also at 1st level, you can infuse your magic with your eldritch insanity. When you cast a spell of 1st level or higher that doesn't have a range of self, you can cause each creature affected by the spell to make a Wisdom saving throw against your spell save DC or gain a short-term madness.

If your spell targets more than one creature, you must make a Charisma saving throw against a DC equal to 10 + the spell level + the number of creatures targeted by the spell. On a failure, the spell fails and you gain one short-term madness, but you do not expend the spell slot nor the use of this feature. On a success, each creature is affected as normal. Once you use this feature, you must finish a long rest before you can use it again.

Any time before you regain the use of this feature, the GM can have you roll on the Short-Term Madness table [...] immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

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 1)

You are saturated with arcane power, granting you an inherent talent for the manipulation of magic. You may be descended from powerful wizards, archmages whose arcane mastery was so great it became infused into their bloodline, or you may have somehow become entangled with the Weave. Regardless, you are the envy of wizards and sorcerers alike.

Sea Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Sea Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer, wizard or druid spell lists.

In addition, you learn the water spout cantrip. This is a sorcerer cantrip for you, but does not count against your sorcerer cantrips known.

Water Speaker

Your connection to the Plane of Water gives you the innate ability to speak, read and write Primordial, with a particular affinity for the Aquan dialect.

Soul of the Sea

You are adapted for life beneath the waves. You have a 40-foot swimming speed, and you can breathe underwater. You have darkvision out to a range of 60 feet, or an additional 30 feet if you already have darkvision. You also become more physically robust to survive the crushing pressure of the deep: your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

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 1)

Your magic stems from an arcane fire within you that can't be quenched. This fire burns within you, sometimes with such an intensity that magic radiates from you like heat. Many tiefling sorcerers have this infernal spark thanks to their fiendish ancestry, whereas others forge such an arcane connection through contact with an elemental or phoenix.

Regardless of your origins, your sorcery is unwavering and intense. Fire magic, in particular, comes as naturally to you as breathing and can be easily made to burn hotter, faster, and more explosively.

Searing Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Searing Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Flame Speaker

The arcane magic you command is infused with elemental fire. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Ignition

Starting at 1st level, the flames you create with magic are pulled from within you. Whenever you cast a spell that deals fire damage, your skin crackles with embers, and until the start of your next turn, your speed increases by 10 feet and opportunity attacks against you are made with disadvantage.

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 1)

Within your mortal frame lies two souls that have been bound together like twin stars. Inexplicable magic arcs between them, creating a unique power within you that was never there before. This soul is undead by its very nature, as its mere existence defies the normal laws of life. Maybe your birth was marked by a lost twin, or a revivify spell entwined another spirit with yours by mistake. Perhaps a ghosts possession went awry, and now its soul is forever tied to yours.

Second Soul Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Second Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it does not count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or necromancy spell from the sorcerer, warlock, or wizard spell list.

Touch of the Departed

At 1st level, choose an alignment and background for your second soul. You gain one language or proficiency of your choice from that background, and you gain an additional one from it when you reach 6th level in this class, and again at 14th and 18th levels. The soul can also sustain you in emergencies. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature once between long rests, or twice between long rests starting at 14th level.

You also learn the chill touch cantrip, which does not count against the number of cantrips you know.

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 1)

You have always been preoccupied with blood, both your own and that of others. At some point you learned that you could exercise some control over your blood, and you've harnessed that power to awaken the magic that flows through your veins. The dark possibilities of this new magic revealed themselves when you discovered that you could control the blood flowing in the veins of other creatures, too.

Strength Beneath the Skin

At 1st level, you gain control over your own blood flow. When you take bludgeoning damage, roll a d4 and subtract the result from the damage taken. At 6th level, the die increases to a d6.

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 1)

Some sorcerers are preoccupied with blood, both their own and that of others.

Sorcerous Origin

The serophage learns early in life that they can exercise some control over their own blood, and they harness that ability to Awaken the magic that flows through their veins. The dark possibilities of this form of magic become apparent when a Sorcerer discovers that they can control the blood flowing in the veins of other creatures, too. Thus is born the serophage, a Sorcerer unlike all others.

Strength Beneath the Skin

At 1st level, someone who chooses this Origin gains control over his or her blood flow, directing it away from a recent wound. When the serophage takes bludgeoning damage, he or she rolls a d4 and subtracts the result from the damage taken. When he or she reaches 6th level, the die increases to a d6.

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 1)

Snakes. Why did it have to be snakes?

— Indiana Jones

Your bloodline has been touched by a mighty serpent creature. Perhaps you were born in a cave left behind by a purple worm. Or perhaps you trace your lineage back to a medusa. Or perhaps you were imbued with this power in a profane ritual to a long-dead snake god. Regardless of your origin, your magic gives you mastery of venom and lets you exert your will over others.

Your serpentine heritage manifests in unique and bizarre ways. At your option, you can pick from or roll on the Serpentine Quirks table to create a quirk for your character.

Serpentine Quirks
d6Quirk

1

Your eyes are covered by transparent scales, and you never blink.

2

You unconsciously draw out the S sound when you speak.

3

Your tongue darts out occasionally, as if tasting the air.

4

Your skin is covered in a thin layer of scales.

5

You like to sell fake ointments and miracle cures.

6

When you cast one of your Snake Spells, the target hears hissing or rattling.

Snake Spells

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

Forked Tongue

You speak in a voice that slithers into the minds of others, making them susceptible to your control. You gain proficiency in either Deception or Persuasion. Additionally, you gain the ability to verbally communicate with snakes and other serpentine creatures, even if you don't share a common language.

When you reach 14th level in this class, you gain expertise in the skill you chose for this feature.

Venomous Magic

Your very essence is infused with serpentine magic, making you resistant to toxins and letting you lash out with deadly venom. You gain resistance to poison damage, and you gain advantage on saving throws against being poisoned.

In addition, when you cast a spell that deals damage, you can convert the damage type to poison. If you do so, you add your Charisma modifier to the damage (minimum of 1).

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 1)

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks
d6Quirk

1

You are always icy cold to the touch.

2

When you are asleep, you don't appear to breathe (though you must still breathe to survive).

3

You barely bleed, even when badly injured.

4

Your heart beats once per minute. This event sometimes surprises you.

5

You have trouble remembering that living creatures and corpses should be treated differently.

6

You blinked. Once. Last week.

Shadow Magic

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

Shadow Spells
Sorcerer LevelSpells

1st

inflict wounds

3rd

invisibility

5th

gaseous form

7th

shadow of moil

9th

creation

Eyes of the Dark

At 1st level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can do so without needing any material components.

Sorcerous Shade

At 1st level, your connection to the Shadowfell grants you control of own shadow. As an action, you can to cause it to disonnect from you and gain a semi-physical form for a numbers of hours equal to half of your sorcerer level (minimum of 1). You can activate the shades a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can revert your shadow to its inert form early as bonus action. While inert, your shadow is attached to you and follows you as normal. It is also no longer considered a creature, and cannot be affected by anything.

In combat, the shade acts during your turn. Your shade is not a sentient creature, and is instead a puppet that you control; you use your senses while controlling it. You can move it, but the only action it can take is the Shadow Stealth action, unless you take a bonus action on your turn to have it take another action. That action can be one in its stat block or some other action. If you are incapacitated, your shade is unable to move or take actions, except for the Shadow Stealth action. If you die, the shade becomes inert.

See the creature's game statistics in the Sorcerous Shade stat block. The shade also uses your Intelligence, Wisdom, and Charisma scores, as well as your saving throw and skill proficiencies.

When you complete a short rest, your shade regains hitpoints equal to half its maximum hitpoints. When you complete a long rest, it regains all of its hitpoints. When reduced to 0 hitpoints, it becomes inert, and cannot become active until it regains hitpoints or until 1 hour has passed, when it will then regain 1 hitpoint. Your shade cannot be healed by other means.

Starting at 2nd level, you may spend 2 sorcery points as an action to heal your shade an amount equal to half of its maximum hitpoints. As part of this action, you may also reactivate the shade if it is inert.

Shade Magics

Your Sorcerous Shade grows in power along with you and gains abilities of your choice when you reach certain levels in this class. You may choose one of the following abilities for your shade to learn. You gain another one when you reach 6th, 10th, 14th, and 18th level.

Arcane Catalyst

When you cast a spell with a range other than self, the spell can originate from you or your shade.

Lashing Shadows

Your shade may make a ranged weapon attack against a target within 30 feet of it using your spell attack modifier. On a hit, the target takes 2d4 cold damage. The damage dice of this attack increases based on your sorcerer level, to 2d6 at 5th level, 2d8 at 11th level, and 2d10 at 17th level.

Oppose

Whenever your shade is within 5 feet of you when you are targeted by a melee or ranged attack that you can see, you may spend your reaction to instead make the shade be targeted by the attack. You can use this ability even when it is inert.

Shade Wall

Your shade may use its action to become a wall of shadow, making itself a thin veil-like wall, 10 feet wide and 10 feet tall. This wall heavily obscures creatures behind it and creatures may move through it. When a hostile creature walks through the wall, it must succeed on a Constitution saving throw or be blinded for 1 minute. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.

Your shade is incapacitated while in this form and cannot move, however, it gains resistance to all damage except force and radiant damage and temporary hitpoints equal to its current hitpoints. When your shade loses all temporary hitpoints, it reverts to its normal form. It can also use an action on a subsequent turn to revert to normal, losing the remaining temporary hitpoints.

Shadow Stalker

While your shade is within 120 feet of you, you can use your action to see through its eyes and hear what it hears until the start of your next turn, gaining the benefits of the special senses that your shade has. During this time, you are deaf and blind with regard to your own senses.

Additionally, the shade can move through other creatures and objects as if they were difficult terrain. It takes 5 force damage if it ends its turn inside an object.

Shadow's Embrace

Your shade may grapple creatures of Large size or smaller, making a Charisma (Athletics) check instead of a Strength (Athletics) check. While a creature is grappled by your shade, it takes cold damage equal to your proficiency bonus at the start of its turns.

Additionally, when your shade uses the Shadow Stride feature, it can teleport a grappled creature with it. An unwilling creature must make a Charisma saving throw to avoid the effect. If the creature succeeds, the teleport fails.

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 1)

Your magic comes from a place drained of color, where light fights a losing battle against the Relentless encroachment of Darkness. In the distant past, your ancestors were Touched by the Shadow Realm, and this contact left its mark on your Family bloodline.

Except as noted below, Shadow bloodline sorcerers function as sorcerers and use the Sorcerer spell list.

Taint of Shadow

Your magic always acts a bit differently from that of other casters. Your magical fire burns with a deep purple flame that sheds little light but casts inky shadows. The Influence of the Shadow Realm can be seen in every manifestation of your magic, whether that's shadowy bonds tightening around the target of a hold person spell or the shadows that swirl like storm clouds inside your Dimension Door. At 1st level, you gain darkvision out to 60 feet. Within that range, you see through magical darkness as if it were dim light.

Evil Eye

Starting at 1st level, you can gaze at one creature within 60 feet of you and with a bonus action, mark that creature with Darkness. The marked creature has disadvantage on its next attack roll or skill check involving sight unless it makes a successful Charisma saving throw. 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.

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 1)

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks
d6Quirk

1

You are always icy cold to the touch.

2

When you are asleep, you don't appear to breathe (though you must still breathe to survive).

3

You barely bleed, even when badly injured.

4

Your heart beats once per minute. This event sometimes surprises you.

5

You have trouble remembering that living creatures and corpses should be treated differently.

6

You blinked. Once. Last week.

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

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 1)

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks
d6Quirk

1

You are always icy cold to the touch.

2

When you are asleep, you don't appear to breathe (though you must still breathe to survive).

3

You barely bleed, even when badly injured.

4

Your heart beats once per minute. This event sometimes surprises you.

5

You have trouble remembering that living creatures and corpses should be treated differently.

6

You blinked. Once. Last week.

Shadow Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Chaos Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level and school from any spell list.

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

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 1)

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list.

Note: Summon Shadowspawn is a new spell available in Tasha's Cauldron of Everything. Replace this spell with raise dead if you do not have access to that spell.

The Eyes of the Dark feature includes learning the spell darkness. If you feel three 2nd-level spells is too much for your game, remove one of the 2nd-level spells made available on this list.

Shadow Magic (Level 1)

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks
d6Quirk

1

You are always icy cold to the touch.

2

When you are asleep, you don't appear to breathe (though you must still breathe to survive).

3

You barely bleed, even when badly injured.

4

Your heart beats once per minute. This event sometimes surprises you.

5

You have trouble remembering that living creatures and corpses should be treated differently.

6

You blinked. Once. Last week.

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

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.

Skin Wearer

Skin Wearer (Level 1)

It's a tale almost as old as civilisation; the story of a shapeshifting creature that take other forms and parents a child with a regular humanoid. Whether this union was happy or not, the resulting child has a chance to become a Skin Wearer. Like their transforming parents, Skin Wearers have an inherently malleable form and are particularly adept at transmutation and illusion magic. In order to stabilise themselves, Skin Wearers often garb themselves in pelts, hides, and skins of other creatures, adding the strength of the harvested creature to their own magic.

Embody Creature

When you choose this origin at 1st level, you gain the ability to partly transform yourself into other creatures by wearing their skin, hide, or pelts, empowering your own abilities in the process. While wearing an item made from the skin, hide, or pelt of a beast or monstrosity, you may spend your action to embody that creature and gain one of the following benefits of your choice for the next 10 minutes or until you end this effect early as a bonus action:

  • You gain any saving throw proficiencies that creature may have had.

  • You gain any senses that creature may have had.

  • You gain any damage resistances and immunities that creature may have had.

Once you have used this ability once, you can't use it again until you finish a long rest.

Skin Walker

At 1st level, whenever you attempt to harvest a creature's skin, hide, or pelt, the DC of those items are lowered to 10 if they were higher than that originally. In addition, your affinity for donning the form of others also helps you mask your true intentions, granting you proficiency in Charisma (Deception) checks.

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 1)

Whether it be some distant doppelganger heritage or over-exposure to biomantic magic, your body thrums with the potential for change Though you may try to channel that power into those around you, the magic that inoculates your body is just as likely to change you, transforming your form into a myriad of magical morphs. Will you end up with two left feet and paper-thin skin, or rake through your enemies with toxic claws as spells bounce off of your reflective carapace?

Skinshifter Magic

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level The new spell must be a biomancy or transmutation spell from the sorcerer, warlock, or wizard spell lists.

Skinshift

Your spellcasting stimulates the latent changeability of your body. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20 If the result is equal to or lower than one-third of your sorcerer level (minimum 1), roll on the Skinshift Adaptations table to magically alter your body in a random way until the end of your next turn. Immediately after you roll on this table, you can spend 1 sorcery point (no action required) to extend the duration of the effect to 10 minutes. If an effect calls for a saving throw, the DC equals your sorcerer spell save DC.

Modify Shift

When you reach 6th level in this class, you can add a bonus to the result of the d20 you roll on the Skinshifter Adaptation table equal to up to half your sorcerer level For example, at 6th level, if you rolled a 19 on the d20 you could choose any result between 19 and 22.

Skinshift Adaptations

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 1)

Snow danced in the light, a choreographed ballet conducted by the gentle wind As Ava watched her eyes grew that tiny bit wider, as open as her kid sister when she saw the street had become as a fresh new page awaiting her playful feet and mittened hands.

It is not known exactly what gave birth to snow soul sorcerers, all is known is that they are blessed with a natural affinity for the cold. The soft touch of the snow allows them to play tricks on the mind. While many use this power for good, more than one used these powers for evil ends.

Expended Spell List

At certain levels, your Snow Soul Sorcerer learns new spells from the Snow Soul Table, these spells don't count against the maximum number of spells your character can learn.

Snow Soul Spell Table
Sorcerer LevelSpell

1st

dissonant whispers

3rd

snilloc's snowball swarm

5th

enemies abound

7th

ice storm

9th

modify memory

Ephemeral Snow

Your magic is cold, soft and fleeting like snow. At 1st level, you learn the ray of frost cantrip, it doesn't count against the number of cantrips you can know.

In addition you gain resistance to cold damage, and at 3rd level you gain the Subtle Spell metamagic option, it doesn't count against the maximum number of metamagic options you can pick.

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 1)

Legendary Origins

Legendary Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the table. Each of these spells counts as a sorcerer spell for you, but doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an evocation spell from the sorcerer, wizard or paladin spell list.

Legendary Spells

Chosen Blade

At 1st level, you have learned how to manifest a magical weapon. As an action, you can summon this weapon to your hand. You can choose the appearance of the summoned weapon, but it counts as a simple melee weapon worth 1 sp that you are proficient with. It deals 1d6 radiant damage on a hit. This damage increases as you reach certain levels in this class, to 1d8 at 6th, 1d10 at 14th and 1d12 at 18th level. You use your Charisma instead of your Strength for attack and damage rolls you make with this weapon. You can use your Chosen Blade as your spellcasting focus. You can dismiss it as a bonus action, making it disappear. If another creature tries to pick up your blade, it disappears unless you stabbed it into the ground, in which case only you can lift it.

At 6th level, you can also absorb the magic of one magic melee weapon into your chosen blade by performing a 1 hour ritual while holding the weapon. Your chosen blade gains all magical properties of the other weapon but retains its own shape (e.g., +1 is a magic property, reach is not). The absorbed weapon loses all magic properties until your chosen blade absorbs the magic of another weapon. Your chosen blade can only retain the magic properties of one weapon at a time.

Armor of Light

Also at 1st level, you learn the Mage Armor spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it on yourself by spending 1 or more sorcery points instead of expending a spell slot. When you cast it this way, you gain a number of temporary hitpoints equal to the number of sorcery points you spent plus your Sorcerer level. Once you've cast this spell this way, you can't do so by spending sorcery points again until you finish a short or long rest.

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 1)

This subclass focuses on the destructive power of soul energy and the manipulation of life force. These sorcerers can channel their own life essence to unleash devastating spells, drain the life force of their foes, and even harness the power of souls to enhance their own abilities.

Soulfire Manipulation

As a Soulflame Sorcerer, you have tapped into the raw power of soul energy. You gain the following features:

Soulfire Surge

You can use your bonus action to channel soul energy and ignite your spells. When you cast a spell of 1st level or higher, you can choose to infuse it with soulfire. If you do, the spell deals additional fire damage equal to your Charisma modifier. This damage increases to twice your Charisma modifier at 6th level and three times your Charisma modifier at 14th level.

Life Leech

When you deal damage to a creature with a spell infused with soulfire, you gain temporary hit points equal to your Charisma modifier + the spell's level until the end of your turn.

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.

Spellslinger

Spellslinger (Level 1)

Some creatures are born with an innate connection to the Weave and can use their own bodies as a spellcasting focus. These sorcerers often find their abilities well suited to life in the wild frontier or as clandestine agents for powerful organizations.

Any number of factors can bestow this gift upon a creature. Known spellslingers often cite events such as the following for their gifts: surviving a magical cataclysm, a blessing of a powerful fey monarch, an ancestor's bargain with an otherworldly being, or sheer dumb luck.

Natural Focus

You are a natural spellcasting focus. You can ignore the material components of your sorcerer spells, if those material components lack a cost or aren't consumed by the spell. You must still have a free hand to perform the somatic components of spells.

Quickdraw

When you roll initiative, you can use your reaction to cast a cantrip that normally has a casting time of 1 action.

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 1)

Legends tell that a Spirit Caller is born when the soul of a yokai and Humanoid meet in the misty void that holds minds waiting to be given life. Spirit Callers are able to manifest their willpower and vitality as a spectral being, a wraith-like spirit that emerges from their body to strike at their enemies. The bond between caller and spirit is visceral; in response to its caller's fury, a spirit might detonate a blast of necrotic energy, magnify its size, or hone its senses. A Spirit Caller is the epitome of self-reliance and personal strength, their soul and willpower manifested as a being of its own.

Spirit Caller Spells

1st-level Spirit Caller feature

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or a conjuration spell from the sorcerer, warlock, or wizard spell list.

Conduit of the Soul

1st-level Spirit Caller feature

You can use an action to manifest your spirit, which appears in an unoccupied space within 30 feet of you. It uses the Manifested Spirit stat block, which uses your proficiency bonus (PB) in several places. You decide the appearance your manifested spirit takes. For example, your spirit might appear as a shadowy clone of you, a vicious dragon, or a mighty, sword-wielding specter that crackles with fiery energy. No matter the form your spirit takes, its statistics remain the same.

While manifested, your spirit shares your initiative count, but it takes its turn immediately after yours. As a bonus action, you can command it to take the Attack action on its next turn; otherwise, it takes the Dodge or Help action (your choice). Your spirit remains manifested for 10 minutes, until it is reduced to 0 hit points, or until you lose your concentration, as if concentrating on a spell. You add your Charisma modifier to saving throws you make to maintain concentration on your manifested spirit. After this time, your spirit retreats back into you and disappears.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

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 BoonEffect

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 1)

Legends tell that a Spirit Caller is born when the soul of a yokai and humanoid meet in the misty void that holds minds waiting to be given life. Spirit Callers are able to manifest their willpower and vitality as a spectral being, a wraith-like spirit that emerges from their body to strike at their enemies. The bond between Caller and spirit is visceral; in response to its Caller's fury, a spirit might detonate a blast of necrotic energy, magnify its size, or hone its senses. A Spirit Caller is the epitome of self-reliance and personal strength, their soul and willpower manifested as a being of its own.

Spirit Caller Spells

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or a conjura- tion spell from the sorcerer, warlock, or wizard spell list.

Spirit Caller Spellcasting
Sorcerer LevelSpell

1st

command, mage armor, minor illusion

3rd

aid, mirror image

5th

plant growth, phantom steed

7th

banishment, guardian of faith

9th

reincarnate, seeming

17th

astral projection

Conduit of the Soul

You can use an action to manifest your spirit, which appears in an unoccupied space within 30 feet of you. It uses the Manifested Spirit stat block, which uses your proficiency bonus (PB) in several places. You decide the appearance your manifested spirit takes. For example, your spirit might appear as a shadowy clone of you, a vicious dragon, or a mighty, sword-wielding specter that crackles with fiery energy. No matter the form your spirit takes, its statistics remain the same.

While manifested, your spirit shares your initiative count, but it takes its turn immediately after yours. As a bonus action, you can command it to take the Attack action on its next turn; otherwise, it takes the Dodge or Help action (your choice). Your spirit remains manifested for 10 minutes, until it is reduced to 0 hit points, or until you lose your concentration, as if concentrating on a spell. After this time, your spirit retreats back into you and disappears.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

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 Boons
Spirit BoonEffect

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 1)

Your magic comes not from your blood, but from the conditions of your birth. Born during a specific time, or in accordance with a specific prophecy, your birth was heralded by the birth of an albino animal closely tied to your family. This animal, a powerful spirit in physical form, is bound to your very soul, allowing you to work powerful magic. Much like your bonded spirit, your skin and hair took on a color unusual for your race, with both usually becoming stark white, but sometimes a deep amber or golden hue.

Natural Magic

The bond with your spirit animal grants you access to the magic of nature. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Additionally, you learn additional spells when you reach certain levels in this class, as shown on the Natural Spells table. Each of these spells counts as a sorcerer spell for you but doesn't count against the number of sorcerer spells you know. If you later replace one of these spells, you must replace it with a spell from the druid spell list.

Spirit Animal

Starting at 1st level, you learn the find familiar spell and can cast it as a ritual without material components to summon a spirit animal. The spell doesn't count against your number of spells known. The spell is improved in the following ways:

  • A spirit animal summoned with this ability is always a beast with albino features instead of its normal type.

  • Unlike a normal familiar, your spirit animal can attack on its turn, using your spell attack bonus for its attack rolls.

  • Your familiar adds your proficiency bonus to its Armor Class, saving throws, and damage rolls.

  • You add twice your sorcerer level to your familiar's maximum hit points.

  • As you gain levels in the sorcerer class, your spirit animal can take on alternate beast forms, as shown on the following table. If your Spirit Animal takes a form that has Multiattack, it loses that ability.

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 1)

One of the most omnipresent elements in the atmosphere is practically invisible and often ignored: spores. Plants of all varieties, fungal sentient life forms like mushroomfolk, and even animals emit these tiny pieces of life. You've always had an affinity for the natural world, and your innate magic is carried within the power of these omnipresent spores.

Spore sorcerers are regularly found among the mushroomfolk and derro who grow large gardens of fungi deep beneath the surface of the world. Spore sorcerers can also be found in any area with an abundance of plant life, such as forests, swamps, and deep jungles.

Nature Magic

Your affinity with the natural world and the spores that exist between all plants and creatures allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, when you reach 5th level in this class, you can cast speak with plants without expending a spell slot a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Spore Transmission

At 1st level, your spores allow you to communicate with creatures telepathically. You can use a bonus action to create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target, and, if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes or until you use another bonus action to break the link or to establish this link with a different creature.

If the target is unwilling, it can make a Charisma saving throw at the end of each of its turns, ending the link on a success. If an unwilling target ends the link in this way, you can't establish a link with that target again for 24 hours.

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 1)

Star Spawn sorcerers inherit their magic from the mysterious creatures of the same name from the far reaches. Their magic is one of spatial manipulation and psychic energies, allowing them to move and cast spells in unpredictable and disruptive ways. The birth of a Star Spawn sorcerer occurs in the wake of a comet passing overhead, and forebodes the arrival of Elder Evils.

Out of Phase

Starting at 1st level, you gain the ability to move through material space. You can use a bonus action on your turn to become partially ethereal. Until the end of your turn, you can move through creatures and objects as if they were difficult terrain. Each creature you move through takes 1d10 psychic damage; no creature can take this damage more than once per turn. You take 1d10 psychic damage if you end your turn inside an object and you are immediately shunted to the nearest unoccupied space that you can occupy.

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 short or long rest.

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 1)

Star Spawn sorcerers inherit their magic from the mysterious creatures of the same name from the far reaches. Their magic is one of spatial manipulation and psychic energies, allowing them to move and cast spells in unpredictable and disruptive ways. The birth of a Star Spawn sorcerer occurs in the wake of a comet passing overhead, and forebodes the arrival of Elder Evils.

Out of Phase

Starting at 1st level, you gain the ability to move through material space. You can use a bonus action on your turn to become partially ethereal. Until the end of your turn, you can move through creatures and objects as if they were difficult terrain. Each creature you move through takes 1d10 psychic damage; no creature can take this damage more than once per turn. You take 1d10 psychic damage if you end your turn inside an object and you are immediately shunted to the nearest unoccupied space that you can occupy.

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 short or long rest.

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 1)

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

Stoneblood Spells

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

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

Heart of Earth

Beginning at 1st level, you can use a bonus action to take on an earthen Elemental Form, encasing your body in elemental stone and granting you the following benefits for 1 minute:

  • You gain temporary hit points equal to your sorcerer level.

  • If you are not wearing any armor or wielding a shield, your Armor Class becomes 13 + your Constitution modifier.

  • Your unarmed strikes deal 1d10 bludgeoning damage. If you strike with two free hands, the d10 becomes a d12.

  • You use your Constitution modifier, in place of Strength, for the attack and damage rolls of your unarmed strikes.

You can transform in this way 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.

You can also speak, read, and write Terran, the language of the Elemental Plane of Earth. By understanding Terran you can communicate with any creature that speaks Primordial, or one of its four dialects; Aquan, Auran, Ignan, and Terran.

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 1)

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm (Level 6)

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

Storm Guide (Level 6)

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

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

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

Storm's Fury (Level 14)

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

Storm Sorcery (Revised) (Level 1)

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a neardeath experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

Storm Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer, wizard or druid spell lists.

In addition, you learn the electric arc cantrip. This is a sorcerer cantrip for you, but does not count against your sorcerer cantrips known.

Wind Speaker

Your connection to the Plane of Air gives you the innate ability to speak, read and write Primordial, with a particular affinity for the Auran dialect.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you. Doing so allows you to fly up to 30 feet without provoking opportunity attacks.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.

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 1)

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer or wizard spell list.

Note: the spell change upon level up could also include weather-based spells from the druid spell list, but as written in the above feature, this would allow for too many off-flavor spells. Talk to your GM to see if other weather-based spell are right for you. This could also include the selection of higher level spells, such as tsunami, control weather, and storm of vengeance which would normally not be available to a Storm Sorcerer.

Storm Sorcery (Level 1)

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm (Level 6)

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

Storm'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 1)

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

Stormsoul Spells

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

When you gain a sorcerer level, you can replace one spell from this feature with another spell of the same level, that deals only lightning or thunder damage, from any spell list.

Heart of Winds

Drawing upon the tempestuous magic within you allows you to take flight. Beginning at 1st level, when you cast a spell of 1st-level or higher, you gain a temporary flying speed equal to your remaining movement speed, which lasts until the end of your current turn. This tempestuous flight does not provoke opportunity attacks, but If you end your movement while you are midair you fall to the ground at the end of your turn.

You can also speak, read, and write Auran, the language of the Elemental Plane of Air. By understanding Auran you can communicate with any creature that speaks Primordial, or one of its four dialects; Aquan, Auran, Ignan, and Terran.

The Stormsoul & Storm Sorcery

The Stormsoul Origin presented here is meant to replace Storm Sorcery, and bring the power of the subclass in line with the other official Origins.

If you prefer to use Storm Sorcery, you can use the list of Stormsoul Spells as your Origin Spells.

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 1)

Your innate magic comes from strange undersea powers, spawned from creatures of the deep that lurk in furtive darkness. Krakens, merrow, sea hags and other marine horrors often abduct thralls from the surface, controlling them with hypnotic magic before discarding them and leaving them forever changed. You have a connection to one of these thralls—or could even be one of these thralls yourself—as the descendant of a deep scion, a child stolen by a sea hag, or someone anointed as an acolyte by a circle of kraken priests. Your inextricable connection to the depths warps your body and soul into strange, alien forms that terrify your terrestrial allies. Above all, the sea lures your mind, bringing you both calm and deep foreboding near the open waters.

Regardless of the source of your power, you fill those that lay eyes upon you with dread. The terrors of the depths and the horrors that live on the cold, black seafloor weave their way into your magic and your very body. Despite this, powerful Sunken Heralds tend to become the leaders of far-reaching cults and powerful secret societies.

Between Worlds

Your foul ancestry grants you abilities some consider unnatural. At 1st level, you learn Deep Speech, can breathe both air and water, and have a swim speed equal to your walking speed. Additionally, you can walk across the surface of liquid water as if it were harmless solid ground.

Malleable Flesh

At 1st level, you can cause the magic that flows through your veins to shift and change your body to suit your needs. When you cast a spell of 1st level or higher, you can modify your body in one of the ways listed below. If you cast a spell of 2nd level or higher, you can choose one additional feature for each slot level above 1st.

This change lasts for 1 minute, until you choose to use this feature again, or until you end it as a bonus action on your turn.

Elongated Limbs

Your arms and legs snap and stretch unnaturally, tripling in length. Your reach is increased to 10 feet on your turns, and your speed increases by 10 feet.

Freakish Graft

The flesh of your hand swells and grows around one object that you're holding, mingling them together. You can't be disarmed of the item or drop it. If you are holding a structure or object too large for you to move, you can't be moved more than 5 feet away from that object.

Mucosal Escape

Thick, foul slime coats your skin. You have advantage on checks to avoid being grappled, and opportunity attacks against you are made at disadvantage.

Net of Veins

Your torso bursts into a web of blood vessels that anchors itself on structures and objects that aren't being worn or carried within 60 feet of you. Until this effect ends, you have advantage on checks and saves to avoid being knocked prone or moved unwillingly, and can use a bonus action to pull a Small or smaller object within range that isn't being worn or carried into your space. You can use a bonus action to focus your veins on a destination you choose within 60 feet of you. When you do so, the veins can fasten themselves securely to an object at that point, unfasten themselves, or spread evenly around you again.

Predator's Claws

Your nails lengthen and sharpen into thin, translucent spindles, which you can use to make unarmed strikes. If you hit with them, you deal magical slashing damage equal to 1d8 + your Strength modifier.

Salt and Sunder

Corrosive brine drips from your hands, which become pitted and blackened. Your attacks and spells deal double damage against objects.

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 1)

Your innate magic comes from strange undersea powers, spawned from creatures of the deep that lurk in furtive darkness. Krakens, merrow, sea hags and other marine horrors often abduct thralls from the surface, controlling them with hypnotic magic before discarding them and leaving them forever changed. You have a connection to one of these thralls—or could even be one of these thralls yourself—as the descendant of a deep scion, a child stolen by a sea hag, or someone anointed as an acolyte by a circle of kraken priests. Your inextricable connection to the depths warps your body and soul into strange, alien forms that terrify your terrestrial allies. Above all, the sea lures your mind, bringing you both calm and deep foreboding near the open waters.

Regardless of the source of your power, you fill those that lay eyes upon you with dread. The terrors of the depths and the horrors that live on the cold, black seafloor weave their way into your magic and your very body. Despite this, powerful Sunken Heralds tend to become the leaders of far-reaching cults and powerful secret societies.

Between Worlds

Your foul ancestry grants you abilities some consider unnatural. At 1st level, you learn Deep Speech, can breathe both air and water, and have a swim speed equal to your walking speed. Additionally, you can walk across the surface of liquid water as if it were harmless solid ground.

Malleable Flesh

At 1st level, you can cause the magic that flows through your veins to shift and change your body to suit your needs. When you cast a spell of 1st level or higher, you can modify your body in one of the ways listed below. If you cast a spell of 2nd level or higher, you can choose one additional feature for each slot level above 1st.

This change lasts for 1 minute, until you choose to use this feature again, or until you end it as a bonus action on your turn.

Elongated Limbs

Your arms and legs snap and stretch unnaturally, tripling in length. Your reach is increased to 10 feet on your turns, and your speed increases by 10 feet.

Freakish Graft

The flesh of your hand swells and grows around one object that you're holding, mingling them together. You can't be disarmed of the item or drop it. If you are holding a structure or object too large for you to move, you can't be moved more than 5 feet away from that object.

Mucosal Escape

Thick, foul slime coats your skin. You have advantage on checks to avoid being grappled, and opportunity attacks against you are made at disadvantage.

Net of Veins

Your torso bursts into a web of blood vessels that anchors itself on structures and objects that aren't being worn or carried within 60 feet of you. Until this effect ends, you have advantage on checks and saves to avoid being knocked prone or moved unwillingly, and can use a bonus action to pull a Small or smaller object within range that isn't being worn or carried into your space. You can use a bonus action to focus your veins on a destination you choose within 60 feet of you. When you do so, the veins can fasten themselves securely to an object at that point, unfasten themselves, or spread evenly around you again.

Predator's Claws

Your nails lengthen and sharpen into thin, translucent spindles, which you can use to make unarmed strikes. If you hit with them, you deal magical slashing damage equal to 1d8 + your Strength modifier.

Salt and Sunder

Corrosive brine drips from your hands, which become pitted and blackened. Your attacks and spells deal double damage against objects.

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 1)

Sword Dancers are specialized priestesses of Eilistraee. Unlike clerics, their bond to the Dark Maiden goes deeper as their very souls are blessed by her divinity. Only female elf and half-elf sorcerers can choose this sorcerous origin.

Sword Dancer of Eilistraee

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.

Chosen of Eilistraee

You gain proficiency with longswords, which are considered to have the finesse property for you. A longsword counts as a spellcasting focus for you. When not wearing armor and not wielding a shield, your AC becomes 10 + your Dexterity modifier + your Charisma modifier. You can learn spells from the cleric spell list as if they were sorcerer spells. You gain proficiency in the Acrobatics and Performance skills.

Spellsong

At 1st level, if you are not wearing armor or using a shield, you can awaken your Spellsong. You can start the Spellsong as a bonus action, and dismiss it at any time (no action required). It lasts for 1 minute, but ends early if you're incapacitated, if you don armor or a shield, or if you use two hands to make an attack with a weapon. 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. While your Spellsong is active, you gain the following benefits:

  • If you have moved at least 15 feet away from where you began the turn, you gain advantage on the next melee weapon attack you make that turn.

  • Your movement speed increases by 10 feet, you are unaffected by difficult terrain, and creatures have disadvantage on opportunity attacks against you.

  • Divine radiance surrounds your weapon. You gain a +2 bonus to your AC while wielding a melee weapon.

Fang Dragon

The "Legacy of Dragon" document does not give a clear distinction between "Fang" and "Gray" to enrich the distinction for Dragonborn and Half-Dragons with heritage "Fang" it will be used the source "Fang Dragons by KajaGrae" very good stuff.

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.

The Chained

The Chained (Level 1)

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

Eldritch Spells

The fragment of your former power grants you dark magic. When you learn a sorcerer spell, you can choose from the warlock spell list, and it becomes a sorcerer spell for you.

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

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

Knowledge of Ancient Days

You are able to tap into lost knowledge from eons long dead. At 1st level, you gain proficiency in History and you learn to speak, read, and write, two exotic languages of your choice.

Also, while you sleep during a long rest, your inner self can commune with the ancient knowledge you once had, focusing on a person, place, or object you interacted with in the past day and making a Charisma (History) check. You learn a fact about the subject, often one forgotten to modern scholars.

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 1)

Your innate magic comes from the energy of the massive network around the world where every device is connected. Perhaps the constant exposure to this network through using devices connected to the internet gave you your powers.

Social Network

Starting at 1st level, your innate connection allows you to get information easily. Whenever you make an Intelligence check to learn or get information about someone or something, you may use your Charisma modifier instead.

Network Strikes

When you choose this origin at 1st level, you can use a bonus action to gain the following benefits for 1 minute:

  • Whenever you deal damage with a spell, you can replace the damage type to lightning damage.

  • Any creature within 30 feet of you that you can see that hits you with an attack takes lightning damage equal to your Charisma modifier.

Once you use this feature, you must finish a short or long rest to use it again.

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 1)

While other sorcerous bloodlines have an overabundance of arcane energy, Ruptures are the exact opposite. They are irregularities in the Weave, points were no arcane energy exist.

Many military organizations gladly take up these ruptures into their ranks, training them to be used as efficient weapons against any spellcaster that would otherwise prove difficult to subdue.

Magician's Bane

Starting at 1st level, you are drawn to magic like a shark towards blood. You can cast detect magic at will, without expending a spell slot.

Sundering Shield

Also, at 1st level, when you use your innate magic to cast a spell, you can leech on some of the spell's magic to protect yourself. Whenever you cast a spell of 1st level or higher, you can create a shielding aura on yourself that lasts until you finish a short or long rest. The shield has hit points equal to the level of the spell. Whenever you take damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, you take any remaining damage.

At 2nd level, you can spend 2 sorcery points when you create the shield. When you do so, the shield has hit points equal to twice your sorcerer level + the level of the spell.

The shield has resistance against damage dealt by spells. However, any bludgeoning, piercing and slashing damage dealt to you, ignores the shield and damage your hit points directly.

You need to finish a short or long rest before you can use this feature again.

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 1)

Adistant time ago, blue flame ravaged the lands as The Weave tore itself apart. Towering flames shaped and changed Faerun for better and for worst. Many users of magic perished, as their spells were like fuel to the fire that raged across the lands. Those that were engulfed in it, and called upon magic near it, paid a terrible price. It has been years since, but there are rumors that essences of the Spellplague remaining, tiny corners in the world that still host a flickering blue flame, any that go near them, or cast spells near them, runs the risk of becoming Spellscarred.

Spellscarred are seen similar to lepers, carrying an incredibly dangerous force that they can barely control. The life of a Spellscarred is lonely, as it is so rare to have this condition.

Features

A spellscar has different effects on its wielder based on how it was attained. Were you tossed into the flame, brought your hand just too close to it, or were you born within sight of it. Spellscars do not always grant the powers of a sorcerer, but may give small yet not worthy abilities.

You can apply these features to the sorcerer: Reaching Embers, Bite of the Blue Burn, Eyes of Revealing Fire

Magic Items

Rarely, the Spellplague's flames have been wielded by artificers and wizards working to bend some of its power to their will. These items are of notably rarity, and their power is indeed great.

Here a some magic item :

Spellscarred in Other Settings

The Spellplague is only mentioned in the Forgotten Realms setting, but a Spellscarred individual could have come from other means. A terrible accident in a magical laboratory, a gift from a less than loving patron, or simply waking up with one. The options are limitless.

Heralds of the Blue Fire

This order was once a philanthropic group that tended to the victims of the Spellplague. They took in survivors and Spellscarred, and seeked the flames to better alert the world of their locations and terrible powers.

Whether it was their intention in the beginning, or became corrupted, the order was outed as a fanatical cult, taking in Spellscarred, and using them to spread the Spellplague further than it had reached.

Nowadays they are forgotten by the public, but work in secret to keep the remaining bastions of Spellplague alive in the world. Many Spellscarred join their ranks, but some do desert, realizing what they are doing could lead to disaster.

Touch of the Flame

You have become spellscarred, somewhere on your body rests a brand, a blue flame that holds to your body or replaces part of your body. Whether it be on your forehead, your arm, your leg, and quite possibly your entire form, it will always mark you and follow you.

Those that know your mark may avoid you, or attempt to study you, as your kind is so rare. There are some that may worship you, aim to get closer to you, or very well kill you, knowing the power that rests in you is not only ancient, but powerful. The only definite in the future of a Spellscarred, is that there is no changing back.

The spellscar counts as a curse on a creature, but cannot be removed with spells such as remove curse, even the wish spell cannot save you from this, as the fire feeds off of magic itself and only will work against the magic that tries to fight it.

When detect magic is used in the area, your mark will flare as magical, counting as abjuration magic when inspected.

Fuel to the Fire

At 1st level, your spellscar keeps you resilient to magic, when you are affected by a spell of 1st level or higher, you can use your reaction to empower your spellscar and gain resistance to one type of the damage dealt if damage was done. When you use this, your spellscar flares, and you can use one of your Spellscarred Powers up until the end of your next turn.

Headlamp

At 1st level, your spellscar softly glows, casting dimlight from you in a 5 ft. radius. Without needing to use an action or bonus action you can turn this light to bright light out to a 5 foot radius with dim light another 5 feet beyond that. This light can never be put out, only concealed by clothing. The flames do not cause harm to creatures or objects, but an uncomfortable warmth can sometimes be felt by the wielder of the spellscar.

Spellscar Powers

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 2 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 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 1)

Divine will produces the massive titans, greater than even the giants. As the children and creations of deities, titans are filled with magic so powerful that they require enormous forms to contain it.

When a titan's blood mixes with that of a humanoid, there is a chance for the smaller being to gain the ability to channel the titan's magic by altering their form. This power transfer occurs if a titan deems a humanoid worthy of wielding their power, or if the lesser creature makes the behemoth bleed in battle and lives to tell the tale. A burst of flame or surge of wind from a Titan Heart sorcerer commands fear and respect.

Your character could be the chosen herald of the titans, a survivor of a cataclysmic titan battle, or even the descendent of another Titan Heart sorcerer.

Ancient Knowledge

Starting at 1st level, you are proficient with martial weapons and can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Titan Manifestation

You can physically embody your connection to titans for a short time as your form takes on aspects of your origin titan. If that titan is a kraken you may grow fish scales all over your body; if that titan is the child of a deity, you may take on an heavenly glow or manifest large horns. As an action, you assume the form for up to 1 minute. It ends early if you are knocked unconscious or if you choose to end it early as a bonus action. While in this form, you gain the following benefits:

  • Your size increases to Large.

  • Your AC increases by 2.

  • When you make a melee weapon attack, you can use Charisma, instead of Strength or Dexterity, for the attack and damage rolls.

  • Your weapons and equipment grow to match your new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.

  • Your spells and melee weapon attacks deal double damage to objects and structures.

While your Titan Manifestation feature is active, you also know and can cast the blaze, cataclysm, daybreak, glacier, and quake spells as sorcerer spells. These are special primordial spells described below.

You can use this feature twice. You regain both uses when you finish a long rest.

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 1)

The demiplane of toons, called Toon Town, is an oft-overlooked nook on the far edge of the multiverse inhabited by creatures of ink and magic that defy logic. In Toon Town, the laws of physics take a backseat to comic timing and various hijinks; it is a plane that despises seriousness.

You are descended from a denizen of Toon Town (likely a copyrighted one) or infected by the zany magic that suffuses that plane. As such, your eyes are larger than normal, and your sense of humor lets you bend the rigid restrictions of space and time, provided that you leave a trail of slapstick jokes in your wake.

Madcap Magic

Your connection to the demiplane of toons lets you cast wacky spells for comedic effect. You learn the vicious mockery cantrip, which doesn't count against your total number of cantrips known.

You also learn additional, randomly generated spells. Whenever you finish a short or long rest, you can roll 1d6 on the 1st-level spells column of the Madcap Spells table. You learn the corresponding spell until you use this ability to roll for spells again. Spells rolled on this table count as sorcerer spells for you and don't count against your total number of spells known.

When you gain sorcerer spells of 2nd level or higher, you roll a d6 for each level of spells you know, up to a maximum of 5d6. You can assign each d6 to a level of spells on the Madcap Spells table, learning all of the corresponding spells until you use this ability to roll for spells again.

Beginning at 2nd level, you can spend 1 sorcery point as an action to reroll your Madcap Spells.

Zany Limbs

At 1st level, you have elastic, fantastic limbs. You can stretch your arms and legs up to 5 feet beyond their normal length, allowing you to interact with distant objects or creatures, and your melee weapon attacks have the Reach property. Additionally, you can ignore the Heavy property of weapons.

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

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

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 1)

After a long rest, you toss a coin (roll d2) to determine your fortune for the day.

d2Effect

1

the DM can impose disadvantage on one roll of their choice before your next long rest

2

you gain advantage on one roll of your choice

This feature cannot be manipulated or rerolled.

Tricksters' Toolkit (Level 1)

Card Infusion (Level 1)

When casting a spell that creates projectiles (like magic missile) or creates an environmental effect (like grease) you can choose to infuse the projectile(s) into a cards.

When you cast it as a card you get the following benefits:

  • This action does not requires verbal or somatic components (though the spell cannot be cast when Silenced, already created cards can be thrown).

  • Enemies cannot recognize the spell you cast unless they have Truesight.

  • This cast counts as a ranged spell attack. The range of the attack is the same as the spell's range. On impact the spell returns normal and all hit requirements must be concluded by the spells original behaviour.

  • Enemies hit the first time have disadvantage on saving throws against the spell. Entities with Int<7 cannot be affected by this, because they cannot distinguish any attack anyway.

  • Casting a spell this way while in stealth gives you advantage on the saving throw against being revealed.

You can use this feature up to the number of times equal to your sorcerer level per long rest.

Trick Deck (Level 1)

Whenever you create an infused card you can create one of the following effects:

  • Illusory Cards: You create fake card up to the number of your sorcerer level. You can throw these card the same way as the original spell. On impact you may create an illusion with rules as in minor illusion. These have no effect other than visual distraction.

  • Withholding Spells: You hold the cards up to one minute and as a bonus action throw up to a number of them equal to your DEX mod. You cannot use this feature while an another one is active.

  • Bend Path: You bend the cards path making it ignore half and three-quarter covers.

  • Delayed Expansion: You choose to not detonate the card immediately on impact and make it linger up to one minute. You can use a bonus action to detonate it. Enemies destroying the card detonate it automatically.

  • Metamagic Infusion: You affect the spell with one Metamagic option you know.

You can use this feature up to the number of times equal to your sorcerer level per long rest.

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 1)

Ever-growing viscera fills your body. Tumors of flesh not your own clutch your organs with pulsing tendrils, and viscous fluid swells your veins. Though many of these sources come from the unholy unions of trolls and humanoids, a troll's unique biology means you may have gained your powers long after your birth.

You might channel your magic through a troll's arm grafted to your body, or have accidentally swallowed a troll's regenerating blood in the heat of battle. You could have also used the services a troll-chopper, who harvests unlimited meat from the captured giants and suffered terrible consequences for your cursed meal.

Mutating Magic (Level 1)

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

Roiling Flesh (Level 1)

Starting at 1st level, your regenerative abilities suffuse your body with sickening vigor. You regain all your sorcerer hit dice when you finish a long rest, rather than half.

When you roll initiative or target yourself with a transmutation spell, you can expend any number of sorcerer hit dice and roll them, gaining temporary hit points equal to the result for 1 hour. While you have these temporary hit points, your size increases by one category and your attacks deal an additional 1d4 damage.

Cancerous Instinct (Level 1)

Also at 1st level, a troll's aversion to the elements causes your body to lash out against your will. When you finish a long rest, choose two damage types other than bludgeoning, piercing, or slashing. When you take damage of that type, you can use a reaction to cast a sorcerer cantrip, targeting the damage's source.

You can use this reaction once, and regain it after you finish a short or long rest or cast a spell of 1st level or higher.

You also add your proficiency bonus to any ability check you make regarding bridges.

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)

At 14th level, you turn trolls' weaknesses into strength. When you cast the barkskin or stoneskin spells on yourself while in natural sunlight, the spell requires neither concentration nor material components.

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 1)

Once in several generations, there comes one born with such raw potential and talent, that they can challenge minor deitys in acts of skill. This ability oft ends in the deity betting power upon contests in which the deity looses, and gives a mortal of talent the ability to cast magic

Gambits Reward

Upon choosing this sorcerous origin you gain the ability to play any instrument of your choice at an exemplary level, when you use this instrument as your spellcasting focus, spells that use an attack roll gain +1 hit and damage. This increases to +2 at 6th level, +3 at 14th level, and +4 at 18th level.

Uncontainable Preformance

Starting at 1st level, the musical power embued in you in by your winnings allows you to ensorcel any who would observe your preformances. Once per combat you choose one creature within 30 ft that you can see and that can hear your music, they must make a wisdom saving throw DC equal to your spellcasting. If they fail, all ranged attacks made against this target have advantage until the end of your next turn.

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 1)

Sometimes, when mortals are born, by intense magical disruption or by rare chance, the mortal's soul can be seperate from their body. Although these people can seem ordinary, a wisp of light seems to follow them wherever they go. The bond between your body and your separated soul is a crack, through which magic can seep into you from between the planes. .

Soul External

At 1st level, your soul is unbound from your body. It takes the form of a small, ethereal, floating light which normally orbits or flits around you. It is not a creature or object. It naturally stays in the same position as you, though you can move your soul to any point within 15 feet of you or call it back to you as a bonus action. If you move more than 20 feet away from it, your soul follows you so that it remains within 15 feet of you. You can cast your spells as though you were in the soul's position, though you must use your own senses to do so. You can also use the soul as your spellcasting focus. You are immune to being posessed. The soul sheds dim light in a 10 foot radius, and you can activate or deactivate this light as an action.

In addition, the energy of the bond connecting you to your soul helps to protect you from harm. Whenever you finish a short or long rest, you gain temporary hit points equal to half your Sorcerer level, rounded up.

Projection

From 1st level, as an action you can cause your body to fall into a catatonic state for up to a minute, for which time your consciousness is transferred to your soul. You are aware of your surroundings as though you were in the soul's space. You can't take actions or reactions, but you can move the soul, which is ethereal and has a flying speed of 30 feet. For the duration, your soul can move up to 120 feet from you. You can end the effect at any time, causing your soul to immediately return to you. Once you have used this feature, you cannot do so again until you have finished a short or long rest.

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 1)

You are a product of necromancy. You may come from forebears who practiced the forbidden arts, or your very existence may be necromantic in nature, having been raised from the grave, created to serve a lich, or infected by an undead's cursed bite. Regardless, the dark power of death flows through you.

Necromantic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Necromantic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or conjuration spell from the sorcerer, wizard or warlock spell lists.

In addition, you learn the chill touch cantrip. This is a sorcerer cantrip for you, but does not count against your sorcerer cantrips known.

Chill of the Grave

Starting at 1st level, whenever you deal cold or necrotic damage to a creature, you can force that creature to succeed on a Wisdom saving throw or be frightened of you for one minute. The creature can repeat the save at the end of each of its turns; on a success, the effect ends. You can only affect one creature in this way per turn. A creature that succeeds on this save is immune to this effect for 24 hours.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you complete a long rest.

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 1)

Your innate magic stems from the mingling of your bloodline with the blood of a vampire. Some sorcerers with this origin can trace their powers back to an ancient bargain with a powerful vampire. When a vampire takes particular interest in a mortal being, they may allow that humanoid to have a taste of their blood, granting them a semblance of power. This ritual is seldom practiced, and few vampires would even dare to try it. But this is not the only way to gain this origin, as many of these sorcerers can trace their powers to a near-death experience with a vampire. Whatever the case, vampiric magic permeates your blood, and your very being.

Vampiric sorcerers most often try to hide their ancestry, since their origins can make them as reviled as the vampires that spawned them. However, a select few embrace their vampiric ancestry, and may even seek to become true vampires in death.

Denizen of the Night

Starting when you choose this origin at 1st level, you gain darkvision out to a range of 30 feet, as described in chapter 8 of the Player's Handbook

Martial Prowess

Also at 1st level, your vampiric ancestry grants you increased effectiveness in melee combat. You gain proficiency in light and medium armor. Also, as long as you aren't wielding a shield, you can fight with vampiric claws. Your claws are unarmed strikes that deal slashing damage, use a d6 as their damage die, and use your Charisma instead of Strength for their attack and damage rolls.

The damage die of this attack increases when you reach certain levels in this class. Its damage die becomes a d8 at 6th level, and a d10 at 14th level. Additionally, starting at 6th level these attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

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 1)

A vampire's bite or the taint of its blood has forever changed you, altering your body and granting you dark and sinister powers.

Vampiric Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Vampiric Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or enchantment spell from the sorcerer, wizard or warlock spell lists.

In addition, you learn the primal savagery cantrip. This is a sorcerer cantrip for you, but does not count against your sorcerer cantrips known. When you hit a creature with this cantrip, you can choose to deal necrotic damage, instead of acid damage.

Vampiric Physiology

At 1st level, the cursed blood flowing through your veins manifests in the form of physical strengths and weaknesses. You gain the following features:

  • Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

  • You have darkvision with a range of 60 feet, or an additional 30 feet if you already have darkvision.

  • You have resistance to necrotic damage

  • You have disadvantage on Wisdom (Perception) checks that rely on sight when you, or whatever you are trying to perceive, are in direct sunlight.

  • Your canines become sharp and fang-like; your bite is a natural melee weapon with which you are proficient, and which deals 1d4 damage on a hit. You can use your Charisma modifier, instead of Strength, for attack and damage rolls with this natural weapon. If you have the dhampir's Vampiric Bite feature, you can use your Charisma modifier, rather than Strength or Constitution, when making attacks with that feature's natural weapon.

  • When you make a Strength check, you can substitute your Charisma modifier instead of Strength.

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 1)

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

Vampiric Spells

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

When you gain a sorcerer level, you can replace one spell from this feature with a necromancy or enchantment spell, of the same level from the sorcerer, warlock, or wizard spell list.

Blood Magic

You have been gifted an affinity for sorcerous blood magic. Starting at 1st level, you can expend your hit points in place of spell slots by spending four hit points for each level of the spell slot you would have spent. Both your current hit points and maximum hit points are reduced by the number of hit points you spend. This hit point reduction cannot be lessened in any way, and the reduction to your hit point maximum lasts until the end of your next long rest.

Moreover, when you slay a creature with a sorcerer spell of 1st-level or higher, you gain temporary hit points equal to twice the level of the spell slot you expended to cast the spell. Temporary hit points you gain from this feature can be used in place of your hit points for your Blood Magic spellcasting.

Optional Rule: True Vampirism

Vampires are are one of the most iconic monsters, but their vampiric power comes at significant cost. If you'd like to play as a true vampire, you gain all of the additional abilities listed below when you take your 1st level as a Vampiric Soul sorcerer.

  • Deathless Nature

    You don't need to breathe.

  • Spider Climb

    You gain a climbing speed equal to your walking speed. Starting at 3rd level, you can move across vertical surfaces, including upside down on ceilings, while leaving your hands free.

  • Superior Darkvision

    You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, you can only see shades of gray.

  • Sunlight Sensitivity

    You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to see is in direct sunlight.

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 1)

Cool, green nature magic flows through your veins, often manifesting as a crown of leaves, branches or flowers. Perhaps there is a dryad on one branch of your family tree, or perhaps you were blessed by a druid as an infant. Regardless, your connection to plant life defines you.

Verdant Magic

Starting at 1st level, your deep connection with nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the druid spell list.

Green Thumb

At 1st level, you gain proficiency in the Nature skill and herbalism kits.

Photosynthesis

Starting at 1st level, your skin takes on a greenish hue. You no longer need to eat food, as long as you spend at least 1 hour a day in direct sunlight, or under the light of a daylight spell. When you take a short rest in these conditions and expend Hit Dice to regain hit points, you regain additional hit points equal to your Charisma modifier per Hit Die spent.

Under these conditions, you may also regain sorcery points equal to your Charisma modifier, up to your maximum. You cannot regain sorcery points in this way again until you after you complete a long rest.

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 1)

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

Voidwielder Spells

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

Whenever you gain a level, you can replace one spell from this feature with another abjuration or necromancy spell of the same level from the sorcerer, warlock, or wizard spell list.

Entropic Touch

Starting at 1st level, you can draw upon the power of the void and send one Tiny or smaller object that you touch into the Void. The item must be non-magical in nature, and cannot be on object that is being worn or carried by another creature.

It remains in the Void for as long as you concentrate on this ability, as if you were concentrating on a spell. If you maintain concentration for 1 hour, the object is permanently destroyed. If you loose concentration, the object reappears in an unoccupied space as close as possible to its last location.

You can use this feature once at no cost, and can't do so again until you finish a long rest. If you have no uses left, you can expend a spell slot of 1st-level or higher to use it again.

The size of the non-magical item you can target with this feature increases as you gain levels in this class: at 6th level (Medium), 11th level (Large), and again 17th level (Huge).

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 1)

The soul of an ancient warrior burns within you: perhaps a legendary ancestor who cannot be restrained even by death, or a spirit entangled with you by the curse of an ancient weapon. The magical power of this being infuses you with preternatural martial skill and resilience.

Battle Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Battle Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation, conjuration or evocation spell from the sorcerer, wizard or ranger spell lists.

Warrior's Skill

At 1st level, your body instinctively knows what to do in a fight, even if you've never picked up a blade in your life. You gain proficiency with simple and martial weapons, as well as light armor, medium armor and shields.

Battle Trance

Starting at 1st level, as a bonus action, you can enter a battle trance, letting your conscious mind recede as your indomitable warrior's soul takes over.

While your Battle Trance is active, you gain the following benefits:

  • You gain temporary hit points equal to your sorcerer level plus your Charisma modifier.

  • You have advantage on saving throws against being frightened, charmed, or put to sleep.

  • When you make a weapon attack, you can use your Charisma modifier, in place of Strength or Dexterity, for attack and damage rolls.

  • When you make a Strength check, you can substitute your Charisma modifier instead of Strength.

The effect ends after 1 minute, and ends early if you do not make a weapon attack, or cast a spell using a weapon as a material component, by the end of your turn. 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. As an action, you can expend 2 sorcery points to regain one use.

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 1)

Eldritch power and residual magical energy left over from a horrific arcane war is drawn to you as a lodestone is drawn to iron. Perhaps this attraction is due to a pact one of your ancestors made with an ancient eldritch horror. Perhaps it is an unfortunate twist of circumstance. Regardless, your physiology is in a constant state of transformation as a result of your condition. Some sorcerers who arise from magical wastelands embrace their body's modifications, others take to adventuring to find a cure for what they see as their affliction, while others still seek to make a mark on the world before oblivion claims them.

Alien Alteration

At 1st level, the influence of raw magical energy in your bloodline remodeled your form. You choose one of the following features as the alteration from your ancestry.

Binary Mind

Your cranium is larger than most creatures of your type and houses your enlarged brain, which is partitioned in a manner that allows you to work on simultaneous tasks. You can use the Search action or make an Intelligence or Wisdom check as a bonus action on your turn.

Digitigrade Legs

Your legs are similar to the rear legs of a wolf or horse. Your movement speed increases by 10 feet, and you can stand up from prone by spending 5 feet of movement rather than half your speed.

Grasping Tentacle

You can use an action to transform one of your arms into a grotesque tentacle. The tentacle is a natural melee weapon with the reach property, which you can use to make unarmed strikes. When you hit with it, you can use Charisma instead of Strength for the attack, and the tentacle deals bludgeoning damage equal to 1d6 + your Charisma modifier. At the start of your turn, if you are grappling a creature with the tentacle, you can deal 1d6 bludgeoning damage to it. You don't have fine motor control over your tentacle, and you can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of spells. You can revert your tentacle back into an arm as a bonus action.

Prehensile Tail

You have a prehensile tail, which allows you to take the Use an Object action as a bonus action on your turn. Your tail can't wield weapons or shields, but it is capable of some manual precision, allowing you to use your tail to hold material components or perform the somatic components of spells. In addition, you can interact with up to two objects for free during your movement and action, provided you use your tail to interact with one of the objects.

Aberrant Physiology

Starting at 1st level, when a creature scores a critical hit on you, you can use your reaction to shift the positions of your vital organs and turn the critical hit into a normal hit. Any effects triggered by critical hit are canceled.

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.

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 1)

Almost every world that holds life, holds water. The two share a deep connection of body, blood, and motion. On occasion, the flow between them is strong enough that a sorcerer is born who can feel the weighty power of water saturating their being. The wide seas are colossal engines of energy, playing host each hour to the clashing of forces greater than a thousand city-sized explosions - even as they churn together the most essential nutrients of life. Just a tiny rivulet of this power directed into a mortal is an incredibly potent boon.

Perhaps you come from a long line of those dedicated to the sea - such as fishermen, sailors, or lighthouse keepers. Perhaps the thalassic essence in your blood was awakened in the heart of a terrifying storm. Whatever your origin, a piece of you sways with the worldly movement of the tides and the flowing of rivers. You have a seemingly bottomless well of power to pull from - if you can master the crushing pressures of channeling such magic through your soul.

Push & Pull

You have an innate feel for and control over the flow of magic. When a creature succeeds on its saving throw against one of your sorcerer spells of 5th-level or lower on the turn that you cast it, you can use your reaction to pull back the swelling magic before it is fully expended. The spell's effect is cancelled, and you regain the spell slot used to cast it, as if it had never been cast.

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

Tidal Blood

You can feel the tug of the moon on your own blood just as it affects the oceans. You always know when it is high or low tide, and you can navigate by sensing the position of the moon or similar orbital bodies. While concentrating on this sense as if concentrating on a spell, you cannot become lost except by magical means.

In addition, you can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, although you cannot understand them in return.

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 1)

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

Waveborn Magic

You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.

Whenever you gain a sorcerer level, you can replace one spell from this feature with another spell of your choice of the same level, that deals only cold damage, from any spell list.

Curse of the Depths

Your magic carries a frozen curse. Starting at 1st level, when you deal cold damage to a creature with a spell, you can use your bonus action to cover a single target of that spell in frost, reducing its speed by a number of feet equal to five times your Charisma modifier (minimum of 5 feet).

This reduction lasts until the start of your next turn, unless a creature uses an action to scrape the frost off the target.

Heart of the Water

The droplet of elemental water within your soul has altered your body. At 1st level, you gain the features detailed below:

  • You are resistant to cold damage.

  • You gain darkvision out to radius of 60-feet.

  • You gain a swimming speed equal to your walking speed, and you can breathe both air and water.

  • You can speak, read, and write Aquan, the language of the Elemental Plane of Water. By understanding Aquan you can communicate with creatures that speak Primordial, or its four dialects; Aquan, Auran, Ignan, and Terran.

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 1)

Most hags can assume a variety of appearances and aren't opposed to dallying with humanoids, especially if the mortals serve their interests. The offspring of these liaisons demonstrate an early gift for magical troublemaking. Some hags raise these children as their own as minions and might even allow them to join the coven. Others stay with their mortal parents, who are typically shocked when their toddler starts invading their dreams or ripping apart their best clothing with vicious claws.

Granny's Gifts

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Granny's Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the sorcerer, warlock, or wizard spell list.

In addition, your ancestor offers you certain resistances you can pass on to others. When you finish a long rest, choose yourself or a creature within 30 feet of you that you can see. The target has advantage on saving throws against being charmed or frightened until the end of your next long rest or until you die.

Granny's Spells

Hag Ancestor

Also at 1st level, choose your ancestor's kind or determine it randomly on the Ancestor Kind table below. The magic specialty associated with each hag is used by features you gain later.

You can speak, read, and write the language of your ancestor, and you gain the bonus proficiency determined by the kind. Additionally, you have advantage on Charisma checks made to influence hags.

Ancestor Kind

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 1)

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Wild Magic Surge
d100Effect

01-02

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

03-04

For the next minute, you can see any invisible creature if you have line of sight to it.

05-06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07-08

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

09-10

You cast magic missile as a 5th-level spell.

11-12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13-14

You cast confusion centered on yourself.

15-16

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

17-18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19-20

You cast grease centered on yourself.

21-22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23-24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25-26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27-28

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

29-30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31-32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33-34

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

35-36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37-38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39-40

You regain 2d10 hit points.

41-42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43-44

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

45-46

You cast levitate on yourself.

47-48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49-50

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

51-52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53-54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55-56

Your hair falls out but grows back within 24 hours.

57-58

For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.

59-60

You regain your lowest-level expended spell slot.

61-62

For the next minute, you must shout when you speak.

63-64

You cast fog cloud centered on yourself.

65-66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67-68

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

69-70

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

71-72

You gain resistance to all damage for the next minute.

73-74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75-76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77-78

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

79-80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81-82

You can take one additional action immediately.

83-84

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

85-86

You cast mirror image.

87-88

You cast fly on a random creature within 60 feet of you.

89-90

You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.

91-92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93-94

Your size increases by one size category for the next minute.

95-96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97-98

You are surrounded by faint, ethereal music for the next minute.

99-00

You regain all expended sorcery points.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck (Level 6)

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos (Level 14)

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment (Level 18)

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Wild Magic

Wild Magic (Level 1)

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Trigger

Your spellcasting can unleash surges of untamed magic. Each time you cast a sorcerer spell of 1st level or higher, roll a d20 immediately after. This is called a Wild Magic Trigger roll. If you roll a 1 on the die, roll on the Wild Magic Surge table (1d100) to create a magical effect. If the effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Chaos

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. You then have disadvantage on your Wild Magic Trigger rolls until you regain the use of this feature.

Once you have used this feature, you must finish a long rest or create a Wild Magic Surge effect before you can use it again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck (Level 6)

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 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 1)

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Chaos Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Chaos Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level and school from any spell list.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Wild Magic Surge
d100Effect

01-02

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

03-04

For the next minute, you can see any invisible creature if you have line of sight to it.

05-06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07-08

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

09-10

You cast magic missile as a 5th-level spell.

11-12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13-14

You cast confusion centered on yourself.

15-16

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

17-18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19-20

You cast grease centered on yourself.

21-22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23-24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25-26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27-28

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

29-30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31-32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33-34

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

35-36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37-38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39-40

You regain 2d10 hit points.

41-42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43-44

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

45-46

You cast levitate on yourself.

47-48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49-50

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

51-52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53-54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55-56

Your hair falls out but grows back within 24 hours.

57-58

For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.

59-60

You regain your lowest-level expended spell slot.

61-62

For the next minute, you must shout when you speak.

63-64

You cast fog cloud centered on yourself.

65-66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67-68

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

69-70

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

71-72

You gain resistance to all damage for the next minute.

73-74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75-76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77-78

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

79-80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81-82

You can take one additional action immediately.

83-84

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

85-86

You cast mirror image.

87-88

You cast fly on a random creature within 60 feet of you.

89-90

You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.

91-92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93-94

Your size increases by one size category for the next minute.

95-96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97-98

You are surrounded by faint, ethereal music for the next minute.

99-00

You regain all expended sorcery points.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck (Level 6)

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos (Level 14)

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment (Level 18)

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Wild Magic (Variant Magic)

Wilder Magic (Level 1)

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

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

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

Wild Spells 2nd-Level Spells
d6Spells

1

blur

2

gust of wind

3

heat metal

4

melf's acid arrow

5

scorching ray

6

shatter

Wild Spells 3rd-Level Spells
d6Spells

1

fear

2

feign death

3

fireball

4

gaseous form

5

sleet storm

6

stinking cloud

Wild Spells 5th-Level Spells
d4Spells

1

animate objects

2

cloudkill

3

cone of cold

4

flame strike

Note: this class feature is almost exactly the same as the Mizzium Apparatus from GGR p179. This felt much more thematic than certain set spells and is much less clunky than randomly determining subclass spells every day, which was the original feature. Some might assume this is too strong, but it is only the equivalent of an uncommon magic item.

Another potential issue is that a sufficiently high level wild magic sorcerer might get to the point of effectively knowing every 1st and 2nd level spell. This is not until very high levels, so should not be an issue.

The guaranteed Wild Magic Surge was added to combat the issue that surging relies entirely on the DM.

If the ability to choose is deemed too powerful, the entire feature can be replaced with the ability to roll on the table when the sorcerer chooses to do so. This triggers a Wild Magic Surge as normal. Alternatively, the DC for the save can be increased to 13 + twice spell level to make the casting of any spell a bit trickier.

Wild Magic (Level 1)

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Wild Magic Surge
d100Effect

01-02

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

03-04

For the next minute, you can see any invisible creature if you have line of sight to it.

05-06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07-08

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

09-10

You cast magic missile as a 5th-level spell.

11-12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13-14

You cast confusion centered on yourself.

15-16

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

17-18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19-20

You cast grease centered on yourself.

21-22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23-24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25-26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27-28

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

29-30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31-32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33-34

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

35-36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37-38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39-40

You regain 2d10 hit points.

41-42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43-44

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

45-46

You cast levitate on yourself.

47-48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49-50

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

51-52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53-54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55-56

Your hair falls out but grows back within 24 hours.

57-58

For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.

59-60

You regain your lowest-level expended spell slot.

61-62

For the next minute, you must shout when you speak.

63-64

You cast fog cloud centered on yourself.

65-66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67-68

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

69-70

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

71-72

You gain resistance to all damage for the next minute.

73-74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75-76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77-78

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

79-80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81-82

You can take one additional action immediately.

83-84

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

85-86

You cast mirror image.

87-88

You cast fly on a random creature within 60 feet of you.

89-90

You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.

91-92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93-94

Your size increases by one size category for the next minute.

95-96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97-98

You are surrounded by faint, ethereal music for the next minute.

99-00

You regain all expended sorcery points.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck (Level 6)

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos (Level 14)

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment (Level 18)

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Wilder

Wilder (Level 1)

Sometimes psionic potential manifests in an individual as a massive, volatile outpouring of extreme emotion. Such Wilders can summon intense emotions within themselves to increase the power of their spells. These wild surges can be tremendously powerful, but carry with them their own risks. Unlike the more regulated and controlled psions, Wilders can appear anywhere, with no formal training beyond mere survival. Wilders are often linked to Xoriat in some way, be it through circumstance of birth or chance encounters with planar forces. Devotees of the Fury are also known to become Wilders, their passionate nature spilling over into their powers. Kythrian influences can also lead to the manifestation of these signature abilities.

Wilders are most commonly encountered along the fringes of society and in areas with strong ties to Xoriat, such as in the Shadow Marches or near old Dhakaani sites. They might also be found anywhere in the wilds of the world.

Bonus Proficiencies

At 1st level, you gain proficiency with light armor and shields.

Wild Surge

Beginning at 1st level, you learn to spark a wild surge of emotion that can enhance your powers—or overwhelm them. Once on your turn, you can roll a d6, your Wild Surge die, when you cast a sorcerer spell of 1st level or higher. On a roll of 2 or higher, you can cast the spell as if from a spell slot one level greater than the slot you expended. If you roll a 1, you fail and are overcome by the rising tide of emotion; your spell is not cast, the spell slot is unexpended, and you are incapacitated until the start of your next turn. Your Wild Surge cannot increase the effective level of a spell beyond 9th level.

Your Wild Surge die changes when you reach certain levels in this class. The die becomes a d8 at 11th level, and a d10 at 17th level.

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

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 1)

The cold never bothered me anyway.

— Elsa

Your soul is bound to the unyielding cold of frost and snow. Whether you were born beneath an unnatural blizzard, touched by an ancient winter spirit, or marked by the power of a forgotten frost god, ice runs through your veins. Your magic manifests as biting cold and relentless storms, making you a vessel of winter's beauty and its deadly chill.

Your connection to winter alters the world around you in subtle, mysterious ways. At your option, you can pick from or roll on the Winterheart Quirks table to create a quirk for your character.

Winterheart Quirks
d6Quirk

1

Your breath is always visible, no matter the temperature.

2

Snowflakes form in your hair during moments of strong emotion.

3

The air around you is always several degrees colder than the surroundings.

4

Tears you shed instantly freeze into crystals on your cheeks.

5

Your heartbeat sounds like faint ice cracking, if someone listens closely.

6

You can never feel warmth, no matter how hot the environment.

Winter Spells

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

In addition, if a spell deals cold damage but is not otherwise on the Sorcerer spell list, it is on the Sorcerer spell list for you.

Icicle Barrage

You can fling shards of ice at your foes. You can use your action to make a ranged spell attack at a target within 60 feet of you. On a hit, the target takes 1d6 piercing damage and 1d6 cold damage.

The piercing and cold damage both increase to 1d8 at 14th level, and the range increases to 120 feet.

Frostblood

The ice in your heart grants you resilience against the cold. You gain resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.

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 1)

With every promise made to a fairy, contract signed with a devil, and pact with the unquiet 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, a child may be born that learns to master the latent magic within their inherited curse, turning their bloodline's bane into a personal boon—these sorcerers are known collectively as the Wretched.

Bad Luck Charm

Starting at 1st level, you have mastered the ability to temporarily cast a small fragment of your curse onto another. You can use a bonus action to choose a creature you can see within 30 feet. The chosen creature has disadvantage on the next ability check, attack roll, or saving throw it makes. 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 to use it again.

Blood Ties

At 1st level, your senses easily attune to the supernatural forces that caused your inherited affliction. You know the detect evil and good spell and can cast it without expending a spell slot. This spell counts as a sorcerer spell for you but does not count against your number of spells known. Once you cast this spell without expending a spell slot, you can't do so again until you finish a short or long rest.

In addition, choose one of the following creature types as the being who cursed your ancestor: fey, fiend, or undead. While you are concentrating on the detect evil and good spell, creatures of the chosen type have disadvantage on attack rolls against you, and you cannot be charmed, frightened, or possessed by such creatures.

Wretched Curse

Also at 1st level, 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) ability checks made to move quietly. In addition, your maximum hit points increase by 1 and increase by 1 again each time you gain a level in this class. Finally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Nocturnal

Your ancestor was cursed to shun the light of day. You have disadvantage on Wisdom (Perception) ability checks made to see while you are in sunlight. In addition, you have darkvision out to a distance of 120 feet and can see through magical darkness within that range.

Plaguebearer

Your ancestor was cursed with physical symptoms of a plague. You have disadvantage on Charisma (Persuasion) ability checks made against humanoid creatures who are not blinded. In addition, you are immune to disease and have resistance to necrotic damage.

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.