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Sorcerer
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.
Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Innate Magic
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparant flukes. Some sorcerers can't name the origin of their power, wile others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby's birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash their power.
Unexplained Powers
Sorcerers are rare in the world, and it's unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.
Sorcerer
Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | — | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 3 | Metamagic (2) | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 5 | — | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 6 | Metamagic (4), Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 7 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 9 | — | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 10 | Metamagic (6) | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 11 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 13 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 14 | Metamagic (8), Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 15 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 17 | — | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating a Sorcerer
Sorcerers often have obscure or quixotic motivations driving them to adventure. The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to an array of varied species - but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with innate magic but perhaps scarred as well?
How do you feel about the power coursing through you? Do you embrace it and master it, or revel in its unpredictable nature? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? Perhaps you feel like you've been given this power for a lofty purpose, or you might decide that the power gives you the right to do what you want, to take what you want from others. Maybe your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this.
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st.
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs,
light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion
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Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- Two daggers
Spellcasting
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 additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your 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 spell slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. 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
Charimsa 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 Save DC
Spell attack modifier
Self Focus
When you cast spells that require a material component, you can ignore that component unless it has a value, such as the specially marked sticks, bones, or similar tokens worth at least 25 gp for the augury spell, in which case the components are required.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power. There are too many to upkeep this list, and they're all linked at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Origin Spells
Each origin has a list of spells-its origin spells-that you gain at the sorcerer levels noted in the origin description. 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.
Font of Magic
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 more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. 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 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.
Any spell slot you create with this feature vanishes when you finish a long rest.
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.
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Creating Spell Slots
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Metamagic
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 two more at 6th, 10th, and 14th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Augmented Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 4 sorcery points to change the first saving throw required for one target of the spell. If the original save is a physical attribute, such as Strength, Constitution, or Dexterity, you must choose one from that group. Similarly, if the original save is a mental attribute, such as Intelligence, Wisdom, or Charisma, it must remain one.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Delayed Spell
When you cast a spell, you can delay it occuring until the start of your next turn by spending 1 sorcery point (expending the spell slot as normal). When the start of your next turn begins, you can choose to delay it once more, for 1 more sorcery point.
Distant Spell
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
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage die up to your Charisma modifier (minimum of 1). You must use the new rolls.
You can use Empowered Spell even if you have already used a different metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
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
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
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell
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 missle and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Sorcerous Origins
Different sorcerers claim different origins for their innate magic. Many variations exist and the following table lists the various sorcerous origins.
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Sorcerous Origins
Name | Source | Page |
---|---|---|
Draconic Bloodline | Player's Handbook | 6 |
Raw Magic | CaelReader | 7 & 8 |
Godtouched | CaelReader | 9 |
Imperial Birthright | CaelReader | 10 |
Storm Sorcery | Xanathar's Guide to Everything | 11 |
Wintry Ascendant | SwordMeow | 12 |
Vampiric Blood | CaelReader | 14 |
Infernal Heritage | SargeBriar | 15 |
Abyssal Legacy | SargeBriar | 16 |
Ysgardian Ancestry | SargeBriar | 17 |
Phoenix Soul | Revised UA by Infkore | 18 |
Aberrant | CaelReader | 19-20 |
Astral Ghost | SwordMeow | 21-22 |
Awesome People
These awesome people helped this work happen.
- Jaekbad, that baddie, for blending the artwork on page 1!
- Caim/Cometdance for reviewing Wintry Ascendant.
- CaelReader and SargeBriar for making such fantastic works, it must be sorcery.
- Many of my friends on the Discord of Many Things for discussing this with me and giving feedback in arrays of issues.
- Eiti/83 for this magnificent GMBinder theme!
- Anyone who has supported this concept! Thank you!
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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 Origin Spells
Sorcerer Level | Spells |
---|---|
1st | cause fear |
3rd | dragon's breath |
5th | fear |
7th | elemental bane |
9th | control winds |
11th | true seeing |
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
Dragon | Damage 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
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
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
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.
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Raw Magic
You are capable of tapping directly into the source of arcane magic. Your magic is unfiltered, powerful, and hard to control, capable of both increased power and unpredictable side effects. You might have been born with this innate capability, or perhaps an encounter with powerful magic has imbued you with these chaotic abilities.
Raw Origin Spells
Sorcerer Level | Spells |
---|---|
1st | chaos bolt |
3rd | nystul's magic aura |
5th | dispel magic |
7th | confusion |
9th | wall of force |
11th | globe of invulnerability |
Raw Magic
Your magic comes straight from the source, unfiltered and unpredictable. Through your will you are able to control it, but this control can be loosened, causing greater energies to surge through you, potentially empowering your magic, but also with chaotic side effects. When you cast a sorcerer spell of 1st level or higher, you can choose to roll on both the Positive Surge and Negative Surge tables (using a separate roll for each) to cause both a positive and a negative side effect of the spell.
Magical Interference
Starting at 1st level, whenever a creature other than yourself within 30 feet of you casts a spell of 1st level or higher, you can use your reaction to force them to roll on both the Positive Surge and Negative Surge tables to cause both a positive and a negative side effect of the spell.
Close to the Weave
Beginning at 6th level, your unfiltered access to magic allows you to more easily manipulate your spells. You gain two additional Metamagic options of your choice.
Additionally, you regain 1 sorcery point when you complete a short rest.
Surge Control
At 14th level, you gain a measure of control over your raw magic surges. Whenever you roll on the Positive Surge or Negative Surge table, you can reroll the die and must use the new roll.
Unlimited Power
Beginning at 18th level, you are able to directly overcharge your spells at cost to your own well-being. When you roll damage for a sorcerer spell of 1st level or higher, you may spend a number of hit dice up to your Charisma modifier. You and any targets of the spell take force damage equal to the total rolled. You can use this feature only once per turn.
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Positive Surges
d20 | Positive Surge |
---|---|
1 | No Effect |
2 | The smell of your favorite food fills the air around you. |
3 | Small plants grow to full bloom around your feet. |
4 | Your clothes become cleaned, and faded dyes return to full brightness. |
5 | Your body becomes sheathed in a thin layer of protective energy. You gain temporary hitpoints equal to the spell's level + your spellcasting ability modifier. |
6 | You are innervated. Your movement speed increases by 15 feet until the end of your next turn. |
7 | The energy of the spell flashes brightly. A target of your choice within 5 feet of the target of the spell must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn. |
8 | The energy of the spell becomes raw and without defined form. If the spell deals damage, you can choose to change its damage type to force damage. |
9 | With a surge of energy, you are able to shift your position. You may immediately teleport to a point of your choice within 10 feet of you. |
10 | Arcs of chaotic energy emanate from the spell. A random hostile creature within 15 feet of the target of the spell takes 1d8 lightning damage. |
11 | Enemy attacks are pushed away. The next attack against you before the start of your next turn has disadvantage. |
12 | The air around you crackles. Until the start of your next turn, if a creature within 30 feet of you hits you with an attack, you can use your reaction to deal 1d4 lightning damage to the attacker. This damage increases by 1d4 for every level of the spell above 1st. |
13 | If you cast a spell before the end of your next turn, roll on this table and gain a positive effect. |
14 | You become energetic. You gain the effects of the haste spell until the end of your next turn, ignoring the lethargy. |
15 | The spell amplifies. If the spell deals damage, it deals an extra 1d6 damage to each target, increasing by an additional 1d6 for every level of the spell above 1st. |
16 | If you take damage from a spell before the start of your next turn, you can roll 1d8 and reduce the damage by the number rolled. |
17 | The spell becomes unusually stable. If the spell requires concentration, you have advantage on constitution saving throws you make to maintain it. |
18 | The spell seems to guide itself towards your targets. You have advantage on the attack roll, and targets have disadvantage on saving throws, for this spell. |
19 | The spell is efficient, allowing you to siphon excess magic. You regain a 1st level spell slot if you have expended any. If you have the Font of Magic feature, you can choose to regain 2 sorcery points instead. |
20 | Roll twice on this table and gain both effects; reroll 20s. |
Negative Surges
d20 | Negative Surge |
---|---|
1 | Roll twice on this table and suffer both effects; reroll 1s. |
2 | The spell requires additional energy to cast. You must expend a spell slot of 1st level or higher, or else the spell fails. If you have the Font of Magic feature, you can choose to expend 2 sorcery points instead. |
3 | The spell becomes erratic and hard to aim. You have disadvantage on the attack roll, and targets have advantage on saving throws, for this spell. |
4 | The spell becomes unstable, requiring extra effort to hold it in place. If the spell requires concentration, you have disadvantage on concentration checks for it. |
5 | If you take damage from a spell before the start of your next turn, you take an additional 1d8 force damage. |
6 | The spell bleeds away energy. If the spell deals damage, it deals 1d6 less damage to each target, decreasing by an additional 1d6 for every level of the spell above 1st. |
7 | Electricity courses through your muscles, causing you to tense up. You suffer the effects of the slow spell until the end of your next turn. |
8 | If you cast a spell before the end of your next turn, roll on this table and suffer a negative effect. |
9 | Static energy builds up in your body, waiting for something to ignite it. Until the start of your next turn, if a creature hits you with an attack, you take an additional 1d4 lightning damage. This damage increases by 1d4 for every level of the spell above 1st. |
10 | Enemy attacks are drawn to you. The next attack against you before the start of your next turn has advantage. |
11 | Arcs of chaotic energy emanate from the spell. A random friendly creature within 15 feet of the target of the spell takes 1d8 lightning damage. |
12 | Your position becomes unstable, and you blink side to side wildly. You immediately teleport to a random point within 10 feet of you. |
13 | The spell fails to coalesce and penetrate defenses properly. If the spell deals damage, targets with resistance to the damage have immunity instead. |
14 | A flash of light bursts straight into your face. You must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn. |
15 | You are enervated. Your movement speed decreases by 15 feet until the end of your next turn. |
16 | Some of the spell’s energy backfires. You take force damage equal to the spell's level + your spellcasting ability modifier. |
17 | You suffer a faint ringing in your ears for the next minute. |
18 | Fractal, lightning-like scars appear on your hands and arms, which disappear when you receive any magical healing. |
19 | You immediately become thirsty and hungry. |
20 | No Effect. |
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Godtouched
The gods are beings of immense power, but yet, they are distant, refraining from directly meddling in the affairs of mortals. Instead, they invest mortal agents with their powers to carry out their will upon the material plane. A Godtouched is one such agent, imbued with divine power by the gods to complete a specific quest. You might have been godtouched at birth, or through some divine revelation later in life. Your magic is divine, your very being carrying a spark of the gods’ own power within it. Unlike other agents of the gods, you require no faith and no ritual to channel their might.
The gods have vested you with a purpose, a fate, a destiny to fulfill. It may be a legendary prophecy, or an enigmatic quest that you yourself do not know the extent of. You may receive celestial visions or messages concerning your destiny, and dark forces are almost assuredly working to stop it.
Godtouched Origin Spells
Sorcerer Level | Spells |
---|---|
1st | cure wounds |
3rd | prayer of healing |
5th | revivify |
7th | guardian of faith |
9th | greater restoration |
11th | heal |
Divine Soul
Starting at 1st level, you are imbued with divine magic, rather than arcane as other sorcerers are. You do not use the sorcerer spell list for your Spellcasting feature, instead you use the cleric spell list. All spells on the cleric spell list count as sorcerer spells for you, and the spells on the sorcerer spell list no longer count as sorcerer spells for you.
Additionally, you can speak Celestial, and you are able to use a holy symbol as your spellcasting focus.
Divine Destiny
At 1st level, your destiny is ordained by celestial powers, and fate itself can be bent to serve it. Work with your DM to determine what your divine destiny is, and how much you know about it. You have advantage on Intelligence and Wisdom checks to recall information or discover insights about your destiny.
If you fail an ability check, saving throw, or 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.
Channel Divinity
Beginning at 6th level, you are able to channel divine energy to fuel magical effects. Each Channel Divinity option listed below explains how to use it. When you use your Channel Divinity, you choose which option to use. You must finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your sorcerer spell save DC.
Blessing of Life. When you use a spell of 1st level or higher to restore hit points to a creature, you can cause the creature to regain additional hitpoints equal to 1d8 + the spell's level, using your Channel Divinity.
Blinding Rebuke. When you are damaged by a creature within 60 feet of you that you can see, you can use your Channel Divinity as a reaction to cause a blinding flash of light to erupt in front of the target. The target must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Empowered Radiance. When you roll damage for a spell, you can use your Channel Divinity to deal additional radiant damage equal to the spell’s level + your Charisma modifier to each creature damaged by the spell.
Seraphic Form
At 14th level, your divine essence causes you to undergo a physical transformation. Your appearance takes on an otherworldly aspect, simultaneously beautiful, kind, and imposing. You gain proficiency with Intimidation and Persuasion, and your proficiency bonus is doubled for ability checks that use them.
Additionally, you are able to briefly conjure spectral wings to bear you aloft. As a bonus action you can conjure these wings, granting you a flying speed of 30 feet until the end of your turn. Whenever you fall, you descend 60 feet per round until you land, which you do safely. You choose the appearance of the wings, such as angelic or bat-like.
Martyrdom
Starting at 18th level, you are a divine beacon even in the darkest of times. When you are reduced to 0 hitpoints, a burst of divine energy is released from your body, affecting all creatures within 60 feet of you. Hostile creatures within the radius must succeed on a Charisma saving throw against your sorcerer spell save DC. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. Friendly creatures within the radius gain 8d6 temporary hitpoints. Once you have used this feature, you can't do so again until you finish a long rest.
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Imperial Birthright
There is power in king’s blood. Your innate magic comes from your royal ancestry. Whether you are a far flung cousin of a great house, the child of a deposed prince, a secret bastard denied legitimacy, or the rightful heir to a kingdom, your bloodline is that of kings and emperors. You might be unaware of your lineage and of the source of your power, or perhaps you have always known yourself to be the true inheritor of a throne now held by usurpers.
Imperial Origin Spells
Sorcerer Level | Spells |
---|---|
1st | heroism |
3rd | spiritual weapon |
5th | conjure barrage |
7th | Mordenkainen's private sanctum |
9th | geas |
11th | heroes' feast |
Commanding Voice
Your bloodline has granted you a voice fit for a ruler, one that makes your enemies tremble and puts fire into the hearts of your allies. At 1st level, you gain proficiency in your choice of Intimidation, Performance, or Persuasion.
Additionally you learn the command spell, which counts as a sorcerer spell for you, and does not count against your number of spells known. You can cast command without expending a spell slot. Once you cast the spell 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.
Also, whenever you cast a spell of 1st level or higher that has verbal components, you can grant temporary hitpoints equal to your Charisma modifier to a friendly creature within 30 feet of you, which last for 1 minute.
Ancestral Homeland
At 1st level, your bloodline imprints on you aspects of your lineage's homeland. Work with your DM to select the nature and location of your ancestral homeland, typically a kingdom or the capital of an empire.
You learn the native language of your homeland, and gain proficiency with a tool of your choice associated with its culture. You have advantage on Intelligence checks to recall information about your homeland, its history, and its culture.
Majestic Presence
At 6th level, you gain an aura of majesty that steels the hearts and minds of those who follow you. When you or a friendly creature within 30 feet of you makes a Charisma or Wisdom saving throw, you can use your reaction 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. You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses when you finish a long rest.
Indomitable Decree
Starting at 6th level, when you cast a spell with verbal components, you can spend 1 sorcery point to imbue your voice with magic. You can cast the spell regardless of any obstruction to your ability to speak or magical prevention, such as the silence spell. If the spell involves speaking to a creature, the target can hear and understand you even if it doesn't share your language or is deafened.
Bend the Knee
Beginning at 14th level, when a creature fails the initial saving throw imposed by one of your spells, you can choose for to become frightened of you until the end of your next turn.
Ancestral Title
At 18th level, you adopt a title befit a legendary monarch, and gain permanent benefits associated with that title. Choose one of the following benefits:
The Great. Increase one ability score of your choice by 2. Your maximum for that score is now 24.
The Kind. You learn the sanctuary spell, which counts as a sorcerer spell for you, and you can cast it at will, without expending a spell slot. Your Commanding Voice feature grants temporary hitpoints to all friendly creatures within 30 feet of you, instead of just one.
The Terrible. You are immune to being frightened and charmed. Creatures that are frightened of you have disadvantage on saving throws against your spells.
The Wise. Choose four of your skill proficiencies. You gain expertise with them, which means your proficiency bonus is doubled for any ability check you make with them.
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Storm Sorcery
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 vaati or 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.
Storm Origin Spells
Sorcerer Level | Spells |
---|---|
1st | fog cloud |
3rd | gust of wind |
5th | lightning bolt |
7th | storm sphere |
9th | control winds |
11th | chain lightning |
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
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
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
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. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Wind Soul
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.
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Wintry Ascendant
An old legend speaks of an ancient queen so hard-hearted and cold that her very heart turned to ice, her touch was frigid, and her mind as unstoppable as a glacier. Her beautiful and terrible power has come to fruition within you. Perhaps you came in contact with a magical relic from the deep north that once belonged to her, or you are a long forsaken descendant of this old monarch. Will you one day take up the throne of the old queen? Or does it mean nothing to you, and you'll forge your own path of ambition?
Regardless of your destiny, wintry ascendants are cold in both soul and body. Consider how this has been beneficial or detrimental to your relationships in the past and how it may yet affect you. It could lead to having stilted relations with others, or pragmatic, business-like ones.
Wintry Origin Spells
Sorcerer Level | Spells |
---|---|
1st | armor of agathys |
3rd | snilloc's snowball storm |
5th | pillars of winter |
7th | crown of ice |
9th | cone of cold |
11th | wall of ice |
Covenant with Ice
Beginning at 1st level, you can shape ice as an action up to 30 feet away from you.
You can shape the ice around you, either creating ice from your hand, which can pour out as much as a 15 foot cube, or freezing up to a 15 foot cube of water. You can shape it or any other ice up to that size in any manner you choose and can move it within range as part of the same action. You can raise or lower it, though it must still touch the ground. It can be up to 15 feet in any dimension, but you can't shape it to trap a creature.
You can shape the ice to harm a creature. Make a spell attack against a target in range. Shards, tendrils, or spears race towards it. On a hit, the creature takes 2d6 cold damage and their speed is reduced by half until the end of their next turn. The damage increases to 4d6 at 5th level, 6d6 at 11th, and 8d6 at 17th. The ice can also freeze an object that isn't being worn or carried, can shatter nonmagical metals, and can crack stone.
You have a number of uses of this ability equal to twice your Charisma modifier (minimum of 2) and regain all expended uses when you finish a long rest.
Cutting Northern Wind
At 6th level, you can emanate a wind whirling with snow. You can release or suppress this wind as a bonus action. When released, the area 15 feet around you is difficult terrain for all creatures except those of your choice, who, along with you, gain resistance to cold damage while in the radius. The wind moves with you, centered on you. At 18th level, the range increases to 30 feet.
Sorcerous Blizzard
Starting at 6th level, when you or a willing creature casts a spell within your Cutting Northern Wind that deals a damage type other than cold, you can change it to cold damage with 1 sorcery point.
When you or a willing creature within your Cutting Northern Wind deals cold damage to creature with a spell of 1st level or higher, your Cutting Northern Wind expands by 15 feet until the start of your next turn. At 18th level, it expands by 30 feet.
Permafrost
At 14th level, you gain immunity to cold damage, cold damage you deal ignores resistance, and as a reaction when you or a creature within your Cutting Northern Wind are hit by an attack or fail a Dexterity saving throw, you can reduce the damage taken by half your sorcerer level + your Charisma modifier (minimum of 1).
Snow Castle
Beginning at 14th level, over the course of one minute, you can choose an area of ice no larger than 150 feet on a side within 600 feet of you, or you can freeze an area of water of that size. You can reshape the ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 150 foot square, you can create a pillar up to 75 feet high, raise or lower the square's elevation by up to 75 feet, and so on. You can't shape the ice to damage a creature in the area, but you can shape it to trap them. Each 5 foot section of the ice has an AC and hitpoints equal to your sorcerer level.
Additionally, you can designate one structure of your choice that you have created and shaped with this feature as your Snow Castle. Doing so makes the surrounding landscape in a 10 mile radius change to winter over the course of one month, and your Cutting Northern Wind extends to the entire 10 mile radius of the Snow Castle. You can't designate a structure as your Snow Castle again for 7 days, and once you do, the previous one melts.
Winter's Regal Armor
Starting at 18th level, you have gained a frozen heart and can don the attire of a winter monarch. You can spend 5 sorcery points as an action to don Winter's Regal Armor. Its appearance is up to you, it replaces or goes over your present clothes, and only you can wear it. For 1 minute or until you lose your concentration (as if you were concentrating on a spell), you gain the following benefits:
- You have resistance to all damage.
- Creatures who deal damage to you with a melee attack take your sorcerer level in cold damage.
- Cold damage you deal treats immunity as resistance.
- Creatures you kill with cold damage become petrified and stand as statues or shatter (your choice). They can only be returned to life by true resurrection and if you die.
Once you use this feature, you can't do so again until you finish a long rest.
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Pillars of Winter
3rd-level transmutation
- Classes: Druid
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You cause moisture in the air to condense into up to 2 icy pillars within range, or 3 if you are in a snowstorm. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 15 feet, and they conjured floating 15 feet above the ground.
At the start of your next turn, the pillars fall to the ground. If a pillar falls onto a Medium or smaller creature, it must make a Dexterity saving throw. On a failure, it takes 2d6 cold and 2d6 bludgeoning damage and is restrained, pinched between the pillar and the ground. On a success, the creature takes half as much damage and must move 5 feet in any horizontal direction or fail the save automatically. A restrained creature who could move 5 feet can make a Strength or Dexterity check (their choice) as an action against your spell save DC. On a success, the creature is no longer restrained and must move from under the pillar.
Once the pillars fall, you can use your bonus action to cause one or more of the pillars to shatter. Each creature within 5 feet of the shattered pillar must make a Dexterity saving throw, taking 2d6 cold and 2d6 bludgeoning damage on a failed save, or half as much on a success. After the damage is dealt, a creature restrained by the pillar is no longer restrained.
If you maintain your concentration on this spell for its full duration, the pillars become permanent and can't be dispelled. Otherwise, they fade when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional pillar for every two slots above 3rd.
Ice Shield
2nd-level abjuration
- Classes: Druid, Sorcerer
- Casting Time: 1 reaction, which you take when you fail a Dexterity or Constitution saving throw that deals damage
- Range: Self
- Components: V, S
- Duration: 1 round
A shield of ice coalesces to protect you from oncoming danger. Until the start of your next turn, you gain 2d6+6 temporary hitpoints, which can be lost by the triggering effect.
Freeze
3rd-level transmutation
- Classes: Druid, Sorcerer
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You grasp the flesh or armaments of a creature and disperse their heat to the air, freezing them. The target must make a Constitution saving throw. On a failure, it is paralyzed. At the end of its next turn, it must make another Constitution saving throw, and it does so with advantage if it is Large or larger. The spell ends on a success, but on a failure, they are petrified, turned to ice. The creature can repeat the saving throw at the end of each of its turns, ending the effect completely on a success.
If the spell lasts for its entire duration and the creature failed every save, it is permanently turned to ice, which does not melt naturally, even through a blazing summer.
Mass Freeze
5th-level evocation
- Classes: Druid, Sorcerer
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You choose up to 6 creatures within range who must each make a Constitution saving throw. On a failure, they are paralyzed. At the end of their next turn, they must make another Constitution saving throw, and they do so with advantage if they are Large or bigger. The spell ends on a success, but on a failure, they are petrified, turned to ice. The creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.
If the spell lasts for its entire duration for a creature that failed every save, it is permanently turned to ice, which does not melt naturally, even through a blazing summer.
Crown of Ice
4th level abjuration
- Classes: None
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 hour
You don a crown of ice, marking your connection to an ancient ice monarch. Until the spell ends, any creature who targets you with an attack or a harmful spell must first make a Constitution saving throw. On a failed save, their speed is reduced to 0 and they become prone before they make their attack or cast the spell, and you gain advantage on any saving throw you must make against the attack or spell. Once a creature succeeds on the saving throw against this spell, they are immune to it for its duration.
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Vampiric Blood
The blood of vampires runs thick with power, the same blood runs in your veins, granting you powerful magic and enhancing you with a taste of vampiric abilities. You may have inherited this bloodline directly from a vampire in your family, or perhaps you survived a near-death attack by a vampire, or were a thrall to a vampire for a time. You may reject your inner vampirism, attempting to abstain from blood and hiding the source of your power, or perhaps you embrace these powers, and seek to drain the blood of your foes on a quest to become a true vampire.
Vampiric Origin Spells
Sorcerer Level | Spells |
---|---|
1st | charm person |
3rd | darkness |
5th | vampiric touch |
7th | Mordenkainen's private sanctum |
9th | dominate person |
11th | wind walk |
Blood Thirst
Starting at 1st level, while you may not be a vampire yourself, lacking their fangs or hatred of sunlight, your heritage bestows upon you a certain taste for blood. Drinking a pint of blood fulfills your need for food and water for a day. As an action, you can drink blood from the wounds of an incapacitated humanoid, or one that has died in the past minute, and gain temporary hitpoints equal to your spellcasting modifier. Additionally, you have advantage on Wisdom (Perception) checks and Wisdom (Survival) checks to find or track creatures that are bleeding.
Draining Spells
At 1st level, the arcane power granted by your bloodline drains your foes of their vitality. Once per turn, when you deal damage to a creature using a spell of 1st level or higher, you can regain a number of hitpoints equal to the spell's level.
Creature of the Night
Starting at 6th level, you have resistance to necrotic damage, and you gain darkvision with a radius of 60 feet. If you already have darkvision, its radius increases by 30 feet.
You can use your action to shapeshift into a Tiny bat-like form. While in this form, you can’t attack, speak or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check while in bat form. Your statistics, other than your size and speed, are unchanged.
Your equipment merges into your new form. You remain in bat form until you use an action to return to your normal form, or you are reduced to 0 hitpoints. You can shapeshift using this feature twice, and regain expended uses when you finish a short or long rest.
Greater Draining
Starting at 6th level, when you regain hitpoints using your Draining Spells feature, you can spend 1 sorcery point to triple the number of hitpoints you regain. You can only do so once per turn.
Blood Magic
Starting at 14th level, you can drain your own magical blood to empower your spells. Once per turn when you use one of your Metamagic features, you can choose to lose hitpoints instead of spending sorcery points. The number of hitpoints equals five times the spell's level (5 hitpoints for cantrips) per sorcery point the Metamagic would normally cost.
True Vampirism
At 18th level, your immense power allows you to fully embrace your vampiric heritage. You can cast the shapechange spell targeting yourself without components or expending a spell slot. When you do so, you can't assume any other form than a Vampire (Monster Manual page 297), and can't cast the spell again using this feature until you complete a long rest.
If you spend 1 hour inside a coffin, you can designate it your resting place for the purposes of your Vampire form's Misty Escape feature. If you cast shapechange on yourself using this feature while in the coffin, the spell lasts as long as you stay in the coffin. If you stay in the coffin for 10 continuous years in vampire form, the spell no longer requires concentration, and the duration becomes permanent.
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Infernal Heritage
Your innate magic comes from infernal power that can be traced back to the Nine Hells of Baator, power infused into your blood or that of your ancestors. Such power most often manifests itself as the result of a pact or bargain made with a powerful devil, such as a Pit Fiend or an Erinyes. You may have endured a near death experience at the hands of a devil and been forever tainted by the encounter, or perhaps your bloodline includes a powerful Tiefling whose ancestry has manifested in an unusual way. Regardless of circumstance, fell power now surges through you, both a blessing and a curse.
Infernal Origin Spells
Sorcerer Level | Spells |
---|---|
1st | command |
3rd | detect thoughts |
5th | tongues |
7th | banishment |
9th | infernal calling |
11th | soul cage |
Devil's Progeny
At 1st level, the infernal blood you possess grants you innate understanding of devils and their machinations. You can speak, read, and write Infernal, and gain proficiency in one of the following skills of your choice: Deception, Persuasion, or Intimidation.
Additionally, whenever you make an ability check to conceal or discover a hidden agenda or other deceptive loophole in a contract, deal or other type of bargain you make, you can add double your proficiency bonus to the check.
Legions of Avernus
At 1st level, you can harness the tyrannical nature of Baator to guide your allies, imbuing your barked orders and commands with magical impetus. Whenever an ally within 60 feet of you that can hear you misses an attack, you can use your reaction to allow them to reroll the die and take the new result. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and these uses recover once you finish a long rest.
Iron Above, Iron Below
At 6th level, your magic begins to take on aspects of the Iron City of Dis, fortifying your mind against trickery and outside intrusion, as well as the City of Chains that lies in
the layer below anchored perilously its underside. You have advantage on ability checks to discern illusions, and on saving throws against being charmed or frightened.
As an action, you can spend 2 sorcery points to cause infernal chains to erupt from the ground underneath a creature up to 60 feet away. That creature must make a Dexterity saving throw. On a failed save, the chains coil around them and they are restrained. A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and the effect ends.
Infernal Concordat
At 14th level, you gain the unearthly glibness of infernal pactmakers, and the ability to enforce contracts as they do. Whenever you make an ability check using the skill gained by your Devil's Progeny feature, you have advantage on the roll.
Additionally, whenever you personally conduct a deal, transaction, or other form of bargain, you can spend 3 sorcery points and use an action to conjure a magically binding contract. The contract states, with exact wording, the obligations and terms that each party is bound to, and the consequences of breaking the agreement.
If all involved parties sign the contract of their own volition, they are subjected to the effects of a geas spell, as if cast by you, and cannot make a saving throw. When cast in this manner, the spell does not charm affected creatures, compels them to carry out their obligations as listed in the contract, and lasts until the obligations are completed. If a creature breaks the agreement, or geas is successfully dispelled from them, all involved parties are instantly made aware of the event.
Will of Asmodeus
At 18th level, you take on the inscrutable nature of the Lord of the Ninth himself. Any magic or ability that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.
Additionally, you can use the full force of your infernal magic to impose your will on a creature that would otherwise do you harm. When you are targeted by an attack or spell, you can use your reaction and spend 5 sorcery points to force the attacking creature to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn, and you can choose to have the creature immediately move up to its speed and perform the attack or spell against a new target of your choice. While charmed, the creature uses your spell save DC in place of its own.
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Abyssal Legacy
The Infinite Layers of the Abyss are realms of chaos and evil incarnate, every layer populated by demons - horrifying extensions of the plane's power that exist only to kill and destroy, and each one more hostile and violent than the last. Your innate magic stems from the chaotic, churning energies of this plane, a terrible force that grants you great capacity for destruction and corruption. Some sorcerers of this origin can trace their powers back to extensive exposure to Abyssal corruption, or perhaps due to influence on their lineage from demonic forces, while others may have wrested their capabilities from a subdued demon in a dark ritual, tearing away its power and infusing it into themselves.
No matter the method of acquisition, those who wield the powers of Abyss tread a dangerous path, for their very blood yearns to be used in pursuit of devastation. A strong will is required to keep these compulsions in check, and those who succumb to them can be just as cruel and malevolent as a demon - or worse.
Abyssal Origin Spells
Sorcerer Level | Spells |
---|---|
1st | chaos bolt |
3rd | sunder |
5th | fireball |
7th | summon greater demon |
9th | dominate person |
11th | disintegrate |
Unholy Speech
At 1st level, the tongue of demons comes as naturally to you as breathing. You can speak, read and write Abyssal.
Dark Reconstitution
Also at 1st level, you take on the unnatural resilience of a demon, allowing you to shrug off blows that would fell lesser mortals. Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.
Additionally, when you take damage, you can use your reaction to halve the damage taken. Afterwards, you gain temporary hit points equal to your Charisma modifier + your sorcerer level (minimum of 1). Once you use this feature, you can't use it again until you finish a short or long rest.
Unhallowed Ground
At 6th level, you can infuse abyssal power into your destructive spells, leaving chaotic energy in their wake. When you cast a spell of 1st level or higher that deals damage and has an area of effect, you can spend 1 sorcery point to fill its area of effect with chaotic energy. The energy is difficult terrain, and at the start of your next turn it explodes, dealing force damage equal to your Charisma modifier to any creatures within it. The chaotic energy then disappears.
Obliterate
Also at 6th level, your power can eliminate any obstacle in your path, living or otherwise. Sorcerer spells you cast deal double damage to objects and structures.
Demonic Assimilation
At 14th level, the vile corruption that flows in your veins grants you abilities common to the greatest of demons. You have advantage on saving throws against poison and gain resistance to poison damage, as well as either fire, cold, or lightning damage. As an action, you can speak a word of power and magically teleport up to 60 feet to an unoccupied space you can see.
Reality Breach
At 18th level, you have attained true mastery over your demonic blood and can rend wide reality itself, creating a gateway to the chaotic and destructive forces of the Abyss. As an action, you can spend 6 sorcery points to tear open an abyssal breach in an unoccupied space within 60 feet of you, which persists for 1 hour or until you lose your concentration (as if you were concentrating on a spell). Each creature within 30 feet of the breach as it opens must make a Constitution saving throw, taking 7d6 force damage on a failed save or half as much on a successful one. A creature must also make this saving throw whenever it comes within 30 feet of the breach or starts its turn there.
If you maintain concentration on the breach for its whole duration, it stabilizes, no longer dealing damage and becoming dormant for 1 month, when it can be closed by dispel magic cast at 5th level or above or if you use your action to do so. After 1 month, it becomes a 10 feet tall, 10 feet wide stable portal, serving as a gateway between a random layer of the Abyss (determined by the DM) and the plane on which this feature was originally used. The presence of such a breach is anathema to natural life, killing and withering all plants within a mile radius. The breach remains until a month passes, you die, you create another stabilized breach, or it is forcibly closed by the will of a demon lord, dispel magic cast at 9th level, or similarly powerful effects.
Sunder
2nd-level necromancy
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S, M (a piece of broken stone)
- Duration: Instantaneous
You send out a blast of dark chaos energy in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 2d4 necrotic damage and 2d4 force damage on a failed save, or half as much damage on a successful one. Any objects or structures in the path of the spell takes twice as much damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic and force damage each increase by 1d4 for each slot level above 2nd.
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Ysgardian Ancestry
The magic that flows through your veins stems from the Heroic Domains of Ysgard, a plane of warfare, battle and revelry where nothing is truly permanent - the dead are resurrected every dusk and dawn, and the landscape shifts and moves even as its crossed. The martial prowess infused in its halls, battlefields and peoples has been inherited by you. You may have been blessed by the spirit of a mighty warrior, or been touched by the energies of Ysgard in the aftermath of a great battle. No matter the cause, your warlike magic makes you adept in all theatres of battle and drives you on to ever more grand and dangerous challenge.
Ysgard Origin Spells
Sorcerer Level | Spells |
---|---|
1st | heroism |
3rd | enhance ability |
5th | speak with dead |
7th | death ward |
9th | steel wind strike |
11th | heroes' feast |
Veteran of a Thousand Battles
Starting at 1st level, the magic of Ysgard makes war second nature to you. You're as comfortable in armour as you are clothing, and you can wield a weapon you've never seen before with the adroitness of a trained professional. You are proficient in light armour, medium armour and heavy armour, as well as simple and martial weapons.
Additionally, you can meditate on the corpse of a creature within 10 feet of you, gaining visions of it's final moments after the first continuous minute of meditation. The length and detail of this vision may vary depending on how heroic or valiant the death was. Once you use this feature, you can't do so again until you finish a long rest.
Shattering Strikes
At 6th level, your blows become mightier, piercing armour and rending flesh with ease. Once on each of your turns when you hit with a melee weapon attack, you can roll one additional weapon damage die.
Additionally, when you roll the maximum on a damage die for a melee weapon, you can push the creature you damaged 5 feet away from you.
Call to War
At 14th level, you become infused with the heroic energies of Ysgard, making you bold, fearless, and brimming with vitality. You are always under the effects of a heroism spell, and are immune to being charmed.
Unending Valour
At 18th level, your magic has assimilated the most potent aspect of Ysgard - the ability to return to life after death, and you can call upon the spirits of the plane to aid you in times of great need. As an action, you can spend 5 sorcery points to summon three warrior spirits that appear in unoccupied spaces you can see within 60 feet.
These warrior spirits take the form of Veterans (MM 350), except their hit points are equal to twice your sorcerer level, their weapon attacks count as magical, and they have a bonus to attack rolls equal to your Charisma modifier. The spirits are friendly to you and your companions, acting on your initiative. They linger and obey your verbal commands (no action required) for 1 minute, until you lose concentration (as if you were casting a concentration spell) or they die. If you don't issue a command to the spirits, they attack the most dangerous hostile creature they can see. Once you've summoned these spirits, you can't do so again until you finish a long rest.
Additionally, when you die, you are revived next dawn at the last location you finished a long rest, as if true resurrection had been cast on you. You possess all the equipment you wore or carried at the time of your death, even if your body was destroyed by disintegrate or similar effects; equipment taken from your body after death reappears with you, vanishing from its current location. Once you are resurrected by this feature, you cannot be resurrected by it again until 7 days have passed.
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Phoenix Soul Origin
Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power is costly. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a torch or sitting near a campfire.
Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
Phoenix Origin Spells
Sorcerer Level | Spell |
---|---|
1st | burning hands |
3rd | flaming sphere |
5th | fireball |
7th | wall of fire |
9th | immolation |
11th | investiture of flame |
Ignite
At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
Phoenix Mantle
At 1st level, after you cast a spell that deals fire damage of 1st-level or higher, you can wreath yourself in a bird-shaped column of flame until the end of your next turn. For the duration, you gain the following benefits:
- Once on each turn, when a creature within 5 feet of you damages you, you can deal fire damage to it equal to 1d6 + your Charisma modifier.
- You shed bright light in a 30-foot radius around you, and dim light for an additional 30 feet.
Violent Rebirth
At 6th level, the elemental fire within you refuses to let you die. When you are reduced to 0 hit points, you can spend 2 sorcery point (no action required). You are instead reduced to 1 hit point, and each creature within 10 feet of you takes 1d6 fire damage.
If you use this feature while under the effects of your Phoenix Mantle, it deals that damage to every creature within 20 feet instead.
Rejuvenating Flame
Starting at 14th level, the magic from your flames restores your form. 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
At 18th level, whenever you use your Phoenix Mantle, you can choose to enhance it. If you do so, your phoenix mantle lasts for 1 minute and gains the following additional benefits:
- You have a flying speed of 40 feet and can hover.
- When you cast a spell or use a class feature that deals fire damage, you can add your Charisma modifier to one damage roll of that spell or feature.
- If you use your Violent Rebirth feature, it deals an additional 3d6 damage to each creature.
Once you use this feature, you can't do so again until you finish a long rest.
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Aberrant
Your being has been touched by forces beyond this world. Mind Flayers, Aboleths, Beholders, Great Old Ones, aberrations such as these wield strange and chaotic powers, often psionic in nature. You and your magic seems to exist in many states at once, arcane and psionic, here and not here, regular person and eldritch mutant.
Aberrant Origin Spells
Sorcerer Level | Spell |
---|---|
1st | dissonant whispers |
3rd | detect thoughts |
5th | hunger of hadar |
7th | black tentacles |
9th | telekinesis |
11th | true seeing |
Awakened Mind
Starting at 1st level, your alien influence gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. The creature doesn't gain telepathy itself, and can't respond in kind.
Psionic
At 1st level, your particular magics are intertwined with the psionic powers of alien creatures. 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 psionic spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. When you cast a spell that appears on the psionic spell list, you can cast it without any verbal or non-costly material components.
Mutant
Starting at 6th level, the aberrant powers coursing through your body can incur unpredictable physical alterations. When you cast a sorcerer spell of 1st level or higher, you can choose to mutate. If you do so, roll on the mutations table to gain a magical mutation for 1 minute, or until you gain a new mutation.
d6 | Mutation |
---|---|
1 | Antennae grow from your forehead, constantly probing the environment around you. You gain blindsight with a radius of 30 feet, and have advantage on Wisdom (Perception) checks. |
2 | Your grounding to this reality grows unstable. Once per turn when you move, you instead teleport to a unoccupied space of your choice within a number of feet equal to your movement speed. This costs an amount of movement equal to the distance you teleported, and does not provoke attacks of opportunity. |
3 | Hazardous beams of light shoot from your eyes. As a bonus action, you can make a ranged spell attack against a creature of your choice within 30 feet of you. On a hit, the target takes radiant damage equal to half your Sorcerer level. |
4 | Your visual form becomes beyond description. Creatures within 30 feet of you that can see you have disadvantage on attack rolls against you. |
5 | Your skin sprouts pulsing crystals that conduct magical energy away from you. Damage you take from spells is reduced by an amount equal to half your Sorcerer level. |
6 | Your arms transform into tentacles. You have advantage on Strength (Athletics) checks made to grapple a creature, and your unarmed strikes use a d8 for damage and have their reach extended to 15 feet. You can make one unarmed strike as a bonus action. |
Warp Spells
Starting at 14th level, when you cast a spell that affects an area, you can spend 1 sorcery point change its shape into one of the following shapes of your choice: cone, cylinder, line, sphere, or square.
If you choose cylinder or sphere, the radius becomes a number of feet of your choice up to 20 feet, and if the spell's range is self or less than 30 feet, it becomes 30 feet.
If you choose cone, line, or square, the length becomes a number of feet of your choice up to 40 feet, and the spell's range becomes self.
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Walk the Timescape
At 18th level, you slip the shackles of reality and walk freely across the planes. You can cast plane shift targeting willing creatures without expending a spell slot. If you target a location on the Material Plane, you can also cast the spell without components. Once you cast the spell using this feature, you can't do so again until you complete a short or long rest.
Variant: Intelligent Psionic
Psionic powers are traditionally associated with Intelligence. At your DM's discretion, you can gain the following additional feature at 1st level:
Your spellcasting ability for your Sorcerer spells becomes Intelligence. Whenever a Sorcerer feature refers to your Charisma modifier, you can use your Intelligence modifier instead.
Enhance Pain
enchantment cantrip
- Casting Time: 1 action
- Range: 15 ft.
- Components: V, S
- Duration: 1 round
You momentarily heighten a creature's sense of pain. The target makes an Intelligence saving throw. On a failed save, the target takes 1d8 psychic damage the next time it takes damage before the spell ends. If the triggering damage is psychic damage, it instead takes 1d12 psychic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Cantrips (0 Level)
enhance pain
friends
guidance
mage hand
message
thaumaturgy
1st Level
bane
catapult
cause fear
charm person
command
compelled duel
comprehend languages
dissonant whispers
heroism
hex
inflict wounds
magic missile
sanctuary
tasha's hideous laughter
sleep
wrathful smite
2nd Level
augury
crown of madness
enthrall
hold person
levitate
mind spike
see invisibility
suggestion
zone of truth
3rd Level
beacon of hope
bestow curse
catnap
clairvoyance
enemies abound
fear
haste
hypnotic pattern
nondetection
sending
speak with dead
tongues
4th Level
charm monster
compulsion
confusion
dominate beast
locate creature
5th Level
dominate person
dream
geas
hold monster
modify memory
Rary's telepathic bond
scrying
synaptic static
telekinesis
wall of force
6th Level
find the path
globe of invulnerability
mass suggestion
mental prison
move earth
Otto’s irresistible dance
true seeing
7th Level
mirage arcane
power word pain
project image
reverse gravity
8th Level
antipathy/sympathy
dominate monster
feeblemind
glibness
mind blank
power word stun
telepathy
9th Level
astral projection
foresight
psychic scream
weird
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Astral Ghost
You are an astral ghost. You are a spirit that is cyclical in its journey of life and death: life is not a line, but a cyclical hierarchy, ever moving forwards and upwards to come round again. Who can say if your soul is native to the astral plane or the material? Who can say if you are a 'real' person, or a symptom of a mistake, one small error on the part of the gods, that let a soul escape the standard cosmological path and wander forever?
An astral ghost dies, moves on to the Astral Plane, and after some time is reborn into new flesh in the world. Only when an astral ghost gives up the worldly life and is content to live within the Astral, thus unable to be resurrected back, do they once again remember fully their past lives, their complete self (even if miniscule parts did slip through the cracks previously). Such is their tragedy - or their privilege - for what is the life of an immortal soul if it can't experience new life?
Consider if your character knows the details of their origin. Have you met another astral ghost? Are there any other astral ghosts in the world - would you be privy to such knowledge? It's likely your character doesn't know the cyclical nature of their soul, but may have an astral facet that betrays the essence of their magical nature. If you wish, you can roll on or select from the table below to determine an astral facet.
Astral Facet
d10 | Facet |
---|---|
1 | You see yourself in the shoes of all different races and genders easily, and can empathize across differences with others readily. |
2 | Once in a while, you can remember the names of old rulers, a name of who is represented by statues, and put faces to names on ancient headstones. |
3 | You feel that there is nothing inside you and nothing holding you to this world, the things in it, or the people around you. |
4 | You find beauty in the smallest blades of grass, the most rough rocks on a beach, and mundanity of life. |
5 | You anxiously cherish every positive memory shared with others, and time seems to fly by much faster for you than it does for people around you. |
6 | You have a spiritual feeling and connection to wide open spaces such as the tops of plateaus and mountains and being out at sea. |
7 | Death and loss are refutable to you - though to your knowledge you've seen about as much as others, you are unwilling to let someone die or lose them. |
8 | Your dreams are filled with echoes of the psychic wind - a storm of thoughts, composed of broken ideals, tragedy, and faltered wills. |
9 | Your limbs appear ethereal and transparent, but only in the corner of your eye. |
10 | You have an undeniable and irrepressible urge to travel and experience the world to its fullest. |
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Astral Origin Spells
Sorcerer Level | Spell |
---|---|
1st | feather fall |
3rd | pass without trace |
5th | spirit guardians |
7th | banishment |
9th | legend lore |
11th | planar ally |
Wanderlust
At 1st level, it is only natural for you to explore and meet the world. Your speed increases by 10 feet. Addtionally, you can learn to speak and understand a language after only a week of exposure to others speaking it.
Unworldly Ties
Starting at 1st level, reality and the planes bind you a little less than they do everyone else. You can teleport up to the remaining speed you have to an unoccupied space you can see, which takes movement as if you had walked. You can't teleport up into midair, but can teleport through chasms.
You have a number of uses of this ability equal to your Charisma modifier + half your sorcerer level (rounded up), and you regain all expended uses when you finish a short or long rest. You have an unlimited number of uses of this ability when you reach 18th level.
Touch of Memory
At 6th level, you can add your Charisma modifier to Intelligence (History) checks when you use the skill for an object or creature you touch. You can add twice your Charisma modifier at 18th level.
Astral Soul
Also at 6th level, you can reveal the pure spirit that you are. As an action, you are revealed as an astral ghost. Until the start of your next turn, you have resistance to all damage and advantage on all saving throws.
You can use this feature as a bonus action by spending 3 sorcery points.
Timeless Body
At 14th level, your spirit nourishes your body until its passing. You suffer none of the frailty of old age, and you can't be aged magically. However, you can still die of old age, and if you do, your body fades away.
All My Pasts
Also at 14th level, the experience of your past selves aid you tremendously. You can add half your proficiency bonus to any ability check and saving throw you make that doesn't already include your proficiency bonus, and you gain proficiency in all tools, weapons, armor, and shields.
Material-Astral Soul Separation
At 18th level, you know the spell astral projection, and it doesn't count against your sorcerer spells known. You can cast it to change its effects as an action with 13 sorcery points, and it doesn't take a slot. If you do, the astral bodies are only projected 5 feet in front of the creatures' bodies.
Because the connection is so short, the material bodies left behind remain conscious. In addition to being a separate incarnation, the astral body has its own independent resources and features from the material body. The material and astral body of the same creature act on the same initiative and are controlled by the same player. After the end of a creature's turn, their bodies reunite, and features with limited uses are only expended by the creature if they were used with the material body.
Once you use this feature, you can't do so again until you finish a long rest.
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