Magic In The Blood
A revised version of the sorcerer class for D&D 5E made by Taima.
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The Sorcerer
Level | Proficiency Bonus | Sorcery Points | Feature | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | ─ | Spellcasting, Sorcerous Origin | 4 | 3 | 2 | — | — | — | — | — | — | — | — | |
2nd | +2 | 4 | Font of Magic | 4 | 4 | 3 | — | — | — | — | — | — | — | — | |
3rd | +2 | 6 | Metamagic, Sorcerous Restoration | 4 | 6 | 4 | 2 | — | — | — | — | — | — | — | |
4th | +2 | 8 | Ability Score Improvement | 5 | 7 | 4 | 3 | — | — | — | — | — | — | — | |
5th | +3 | 10 | ─ | 5 | 9 | 4 | 3 | 1 | — | — | — | — | — | — | |
6th | +3 | 12 | Sorcerous Origin Feature | 5 | 10 | 4 | 3 | 2 | — | — | — | — | — | — | |
7th | +3 | 14 | Metamagic | 5 | 12 | 4 | 3 | 3 | 1 | — | — | — | — | — | |
8th | +3 | 16 | Ability Score Improvement | 5 | 13 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
9th | +4 | 18 | ─ | 5 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | |
10th | +4 | 20 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | |
11th | +4 | 22 | ─ | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
12th | +4 | 24 | Ability Score Improvement | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
13th | +5 | 26 | ─ | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
14th | +5 | 28 | Sorcerous Origin Feature | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
15th | +5 | 30 | ─ | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
16th | +5 | 32 | Ability Score Improvement | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
17th | +6 | 34 | Metamagic | 6 | 19 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
18th | +6 | 36 | Sorcerous Origin Feature | 6 | 19 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | 38 | Ability Score Improvement | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | 40 | Sorcerous Mastery | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Behind The Revision
For as long as I can remember, the idea of sorcerers have been fascinating to me. The idea of these people with often overwhelming innate powers they might not quite understand. Powers they did not even choose to have, but must learn to control not to hurt anyone around them nor themselves.
Naturally, I was excited to play one for 5E as well, but came to be disappointed in how lackluster the class was compared to what my party members. After playing a Wizard later on, my dissatisfaction and disappointment with the class just grew. Because why play a sorcerer when you can play a wizard, who get many of the same things except more? Only metamagic putting them apart, Sorcerers felt like little more than the Wizard's less talented but charismatic cousin who dropped out of school.
By now I've not only played RAW sorcerer, but about three different Revised versions, yet none of them quite had what I was looking for. I wished for something more than the spell slots swapped for spell points and mixed in with sorcery points. I don't enjoy having to do math at every turn for
something not fully unique, an optional rule already available as an alternative for all spell casters to use in The Dungeon Master's Guide.
So what is changed?
My main focus with this revision has been the following: more versatility, higher power level comparable to wizards and to really make their magical talents feel innate.
I started this process by reading up on the complaints and ideas from the 5E community which can be found across forums, reddit, various facebook groups and asked friends and patrons for opinions and inspiration. Next, I listed the UA Class Feature Variants from 2019 in this document to take WoTC's own fixes into account before I continued working on my own.
Some of the first fixes, most commonly asked for, was more spells, metamagic and sorcery points, all which you can find in this document, as well as what I hope is a less lackluster level 20 feature. You'll just have to keep reading to find all the details.
I hope you enjoy this PDF, and if you decide to playtest it, feel free to send feedback and let me know what you think!
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
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
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 "Casting a Spell" for the general rules of Spellcasting and "Sorcerer Spells by Level" 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 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 three 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.
Spell Flexibility
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.
Spell Casting 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 save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spell Attack modifier = your Proficiency Bonus + your Charisma modifier
Innate Focus
You do not need an arcane focus as a Spellcasting focus for your Sorcerer Spells. Your body and mind work as your magic focus unless the spell requires a material component of monetary value.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power, these can be found detailed in the official play books and works with this revision.
Your choice grants you features when you choose it at 1st Level and again at 6th, 14th, and 18th level.
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 4 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.
When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Suggestion: Spell Point System
In The Dungeon Master Guide you find an alternative to Spell Slots. This system can be used to give the Sorcerer (and other magic users) even more flexibility.
If you use the Spell Point System you should separate spell points and sorcery points for balance purposes. Discuss with your Dungeon Master.
Empowering Reserves
When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.
Imbuing Touch
As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
Sorcerous Fortitude
As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
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. Any spell slots of level 6 or higher are especially taxing, and this feature can only be used for one such spell per long rest. The created spell slots vanish at the end of a long rest.
Creating Spell Slots
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2d | 3 |
3d | 5 |
4th | 6 |
5th | 7 |
6th | 9 |
7th | 10 |
8th | 11 |
9th | 13 |
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You gain another one at 7th, 10th and 17th level. Additionally, you can swap one metamagic feature for another at the end of a long rest so long as you meet its qualifications.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Brutal Spell
When you roll damage for a spell you can spend 3 sorcery points to max out the result of a number of the damage dice up to half your Charisma modifier rounded up (minimum of 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.
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.
Draconic Spell
Prerequise: Draconic Bloodline
When you cast a spell using a spell slot, and it deals the same damage type as your Dragon Ancestor, you can spend 2 sorcery points to channel this draconic energy through your body. Once on your next turn, you can exhale energy of this damage type as if you were under the effect of a 2nd level Dragon's Breath spell.
Elemental Spell
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, thunder.
Empowered Spell
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
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.
Feign Spell
When you cast a spell that deals damage, you can spend 1 sorcery point to make it into a lifelike illusion, so lifelike that the targets could truly believe they're taking real damage. The target makes a Wisdom saving throw, on a fail, they instead take the same amount of Psychic damage, which is considered nonlethal. On a successful saving throw the spell has no effect.
Gambling Spell
Prerequise: Wild Magic Bloodline
When you roll damage for a spell, you can spend 2 sorcery points and flip a coin to pull at the strings of fate. State Heads or Tails before you flip the coin. If your favored side lands face up, your spell deals max damage, otherwise, it deals minimum damage instead.
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.
Overcharged Spell
When you use a spell slot to cast a spell you can spend 4 sorcery points to upcast it to one level higher than the slot used. To be eligible for Overcharged Spell, the spell must be cast using a spell slot no higher than 5.
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.
Seeking Spell
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Unerring Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.
You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.
Sorcerous Restoration
At 3d level, you regain sorcery points equal to your proficiency bonus + your Constitution modifier whenever you finish a short rest.
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 Mastery
When you reach level 20, nobody could deny your sorcerous might. You've by now gained complete control over your Font of Magic and are able to turn your Sorcery Points into spells and the other way around as a free action. Additionally, when casting a spell, you can infuse it with up to 3 of your chosen metamagic options at once. The regular rules for applying metamagic to one spell per turn still apply.
Origin Spells
This is an alternative feature that you could give to your sorcerer with your DM's permission. The additional spells does not count against the spells known table but cannot be swapped for any other spells.
Aberrant Mind Origin Spells
Sorcerer Level | Spell | Source |
---|---|---|
1 | Command | Player's Handbook |
3 | Suggestion | Player's Handbook |
5 | Enemies Abound | Xanathar's Guide to Everything |
7 | Confusion | Player's Handbook |
9 | Modify Memory | Player's Handbook |
Clockwork Soul Origin Spells
Sorcerer Level | Spell | Source |
---|---|---|
1 | Mage Armor | Player's Handbook |
3 | Arcane Lock | Player's Handbook |
5 | Slow | Player's Handbook |
7 | Dimension Door | Player's Handbook |
9 | Dispel Evil and Good | Player's Handbook |
Draconic Bloodline Origin Spells
Sorcerer Level | Spell | Source |
---|---|---|
1 | Chromatic Orb | Player's Handbook |
3 | Dragon's Breath | Xanathar'ss Guide to Everything |
5 | Fly | Player's Handbook |
7 | Elemental Bane | Xanathar's Guide to Everything |
9 | Hold Monster | Player's Handbook |
Divine Soul Origin Spells
Sorcerer Level | Spell | Source |
---|---|---|
1 | Guiding Bolt | Player's Handbook |
3 | Spiritual Weapon | Player's Handbok |
5 | Spirit Guardians | Player's Handbook |
7 | Banishment | Player's Handbook |
9 | Dispel Evil and Good | Player's Handbook |
Shadow Origin Spells
Sorcerer Level | Spell | Source |
---|---|---|
1 | False Life | Player's Handbook |
3 | Shadow Blade | Xanathar's Guide to Everything |
5 | Hunger of Hardar | Player's Handbook |
7 | Shadow of Moil | Xanathar's Guide to Everything |
9 | Enervation | Xanathar's Guide to Everything |
Storm Origin Spells
Sorcerer Level | Spell | Source |
---|---|---|
1 | Valkur's Thunder | Taima's Homebrewery |
3 | Gust of Wind | Players Handbook |
5 | Call Lightning | Player's Handbook |
7 | Storm Sphere | Xanathar's Guide to Everything |
9 | Control Wind | Xanathar's Guide to Everything |
Wild Magic Origin Spells
Sorcerer Level | Spell | Source |
---|---|---|
1 | Chaos Bolt | Xanathar's Guide to Everything |
3 | Mirror Image | Player's Handbook |
5 | Blink | Player's Handbook |
7 | Confusion | Player's Handbook |
9 | Animate Objects | Player's Handbook |
Extended Sorcerer Spell List
PHB: Player's Handbook, XGE: Xanathar's Guide, THB: Taima's Homebrewery
Cantrips (0 Level)
- Dead Man's Grasp (THB)
- Primal Savagery (XGE)
- Scintillation (THB)
- Toll The Dead (XGE)
1st Level
- Cause Fear (XGE)
- Create or Destroy Water (PHB)
- Grease (PHB)
- Longstrider (PHB)
- Protection from Evil and Good (PHB)
- Valkur's Fury (THB)
2nd Level
- Circle of Blood (THB)
- Continual Flame (PHB)
- Flaming Sphere (PHB)
- Heat Metal (PHB)
- Lightning Charge (THB)
- Pass Without Trace (PHB)
- Snatcher's Portal (THB)
- Strike of The Copycat (THB)
- Vampiric Touch (PHB)
- Web of Lies (THB)
3rd Level
- Fire Shield (PHB)
- Life Transference (XGE)
- Magic Circle (PHB)
- Wall of Sand (XGE)
4th Level
- Control Water (PHB)
- Stone Shape (PHB)
5th Level
- Dawn (XGE)
- Dream (PHB)
- Maelstrom (XGE)
- Wall of Force (PHB)
6th Level
- Demiplane (PHB)
- Flesh to Stone (PHB)
- Wall of Ice (PHB)
7th Level
- Whirlwind (XGE)
8th Level
- Control Weather (PHB)
- Maddening Darkness (XGE)
- Tsunami (PHB)
9th Level
- Foresight (PHB)
Edits in Short
- More sorcery points
- More spells
- Metamagic earlier
- More metamagic overall
- Versatility
- Taking away the magic focus to really put them apart - their magic is innate, after all.
More metamagic options will be added in future iterations!
References
Some features found in this revised version can be found in UA: Class Feature Alternatives:
- Spell Flexibility
- Empowering Reserves
- Imbuing Touch
- Elemental Spell
- Seeking Spell
- Uneering Spell
Thank You
To my beloved patrons and friends for all of your support.
Special shout outs to:
- My 10$+ Patrons: Egg and Patrick Feeney
- My lovely roleplaying guild: Champions of The Sky
- Millie for listening to my long rant about sorcerers
- Shleyy for being my partner in crime and listening and giving feedback to all ideas I've pitched.