Sorcerous Origin Spell Variants
More Magic for Sorcerers
Boasting the fewest spells known and fewest unique spells of any class, Sorcerers are not quite the wellsprings of magic they claim to be. With the release of Tasha's Cauldron of Everything comes the new official way of improving the sorcerer's design: Sorcerous Origin spells. This homebrew aims to expand this concept outside the Aberrant Mind and Clockwork Soul, bringing more spells to each official Sorcerous Origin.
Divine Soul
Variant Divine Magic
1st level Divine Soul feature (enhances Divine Magic)
You learn additional spells when you reach certain levels in this class. Select two affinities from the following list: Good, Evil, Law, Chaos, Neutrality. Your chosen affinities can be different from your alignment, but you may not choose opposite ends of the same axis. You learn the spells from the tables below corresponding to your chosen affinities. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the cleric spell list.
Note: some may feel two spells per level is too much for a sorcerer that gets to choose spells from another spell list. In that case, only select one affinity.Good Affinity Spells
Sorcerer Level
Spells
1st
cure wounds
3rd
prayer of healing
5th
revivify
7th
death ward
9th
greater restoration
Evil Affinity Spells
Sorcerer Level
Spells
1st
inflict wounds
3rd
ray of enfeeblement
5th
animate dead
7th
blight
9th
danse macabre
Law Affinity Spells
Sorcerer Level
Spells
1st
bless
3rd
calm emotions
5th
remove curse
7th
banishment
9th
planar binding
Chaos Affinity Spells
Sorcerer Level
Spells
1st
bane
3rd
crown of madness
5th
curse
7th
freedom of movement
9th
destructive wave
Neutrality Affinity Spells
Sorcerer Level
Spells
1st
protection from evil and good
3rd
zone of truth
5th
spirit guardians
7th
divination
9th
dispel evil and good
Draconic Bloodline
Draconic Magic
1st level Draconic Bloodline feature
You learn additional spells when you reach certain levels in this class. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. You learn the spells from the Draconic Spells table below, as well as those on the table of your draconic ancestry.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the sorcerer or wizard spell list.
Draconic Spells
Sorcerer Level
Spells
1st
command
3rd
dragon's breath
5th
fear
7th
elemental bane
9th
dominate person
Black Dragon Spells
Sorcerer Level
Spells
1st
cause fear
3rd
acid arrow
5th
water breathing
7th
vitriolic sphere
9th
insect plague
Blue Dragon Spells
Sorcerer Level
Spells
1st
witchbolt
3rd
dust devil
5th
lightning bolt
7th
storm sphere
9th
wall of stone
Brass Dragon Spells
Sorcerer Level
Spells
1st
sleep
3rd
suggestion
5th
windwall
7th
charm monster
9th
telepathic bond
Bronze Dragon Spells
Sorcerer Level
Spells
1st
thunderwave
3rd
gust of wind
5th
tidal wave
7th
watery sphere
9th
control winds
Copper Dragon Spells
Sorcerer Level
Spells
1st
hideous laughter
3rd
spike growth
5th
slow
7th
confusion
9th
geas
Gold Dragon Spells
Sorcerer Level
Spells
1st
shield
3rd
scorching ray
5th
counterspell
7th
polymorph
9th
dream
Green Dragon Spells
Sorcerer Level
Spells
1st
ray of sickness
3rd
invisibility
5th
stinking cloud
7th
hallucinatory terrain
9th
cloudkill
Red Dragon Spells
Sorcerer Level
Spells
1st
burning hands
3rd
Aganazzar’s scorcher
5th
fireball
7th
wall of fire
9th
immolation
Silver Dragon Spells
Sorcerer Level | Spells |
---|---|
1st | identify |
3rd | hold person |
5th | tiny hut |
7th | ice storm |
9th | legend lore |
Note: spells for each dragon color were curated in part from the innate spellcasting variant feature of some dragons.
1st level Shadow Magic feature
You learn additional spells when you reach certain levels in this class, as shown on the Shadowfell Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list.
Note: Summon Shadowspawn is a new spell available in Tasha's Cauldron of Everything. Replace this spell with raise dead if you do not have access to that spell. The Eyes of the Dark feature includes learning the spell darkness. If you feel three 2nd-level spells is too much for your game, remove one of the 2nd-level spells made available on this list.
1st level Storm Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer or wizard spell list.
Note: the spell change upon level up could also include weather-based spells from the druid spell list, but as written in the above feature, this would allow for too many off-flavor spells. Talk to your GM to see if other weather-based spell are right for you. This could also include the selection of higher level spells, such as tsunami, control weather, and storm of vengeance which would normally not be available to a Storm Sorcerer.
White Dragon Spells
Sorcerer Level
Spells
1st
ice knife
3rd
snowball swarm
5th
sleet storm
7th
fireshield (chill shield only)
9th
cone of cold
Shadow Magic
Shadowfell Magic
Shadowfell Spells
Sorcerer Level
Spells
1st
inflict wounds, false life
3rd
pass without trace, shadow blade
5th
nondetection, summon shadowspawn
7th
blight, shadow of moil
9th
antilife shell, creation
Storm Sorcery
Storm Magic
Storm Spells
Sorcerer Level
Spells
1st
fog cloud, thunderwave
3rd
shatter, skywrite
5th
call lightning, fly
7th
ice storm, storm sphere
9th
control winds, destructive wave
Wild Magic
Wilder Magic
1st level Wild Magic feature
As an action, you can expend a spell slot of 5th level or lower to attempt to cast a Sorcerer spell you do not know of equal to or lower level than the spell slot you expended. Before you resolve the spell, you must make a Charisma saving throw. The DC is 10 + twice the level of the spell slot you expended.
On a successful save, you cast the spell as normal. On a failed save, you cast a different spell, randomly determined on the tables below. In addition, you trigger a Wild Magic Surge.
Starting at 14th level, any time you roll on the tables below you can roll twice and use either number.
Note: this class feature is almost exactly the same as the Mizzium Apparatus from GGR p179. This felt much more thematic than certain set spells and is much less clunky than randomly determining subclass spells every day, which was the original feature. Some might assume this is too strong, but it is only the equivalent of an uncommon magic item. Another potential issue is that a sufficiently high level wild magic sorcerer might get to the point of effectively knowing every 1st and 2nd level spell. This is not until very high levels, so should not be an issue. The guaranteed Wild Magic Surge was added to combat the issue that surging relies entirely on the DM. If the ability to choose is deemed too powerful, the entire feature can be replaced with the ability to roll on the table when the sorcerer chooses to do so. This triggers a Wild Magic Surge as normal. Alternatively, the DC for the save can be increased to 13 + twice spell level to make the casting of any spell a bit trickier.1st-Level Spells
d6
spell
1
burning hands
2
chaos bolt
3
color spray
4
faerie fire
5
fog cloud
6
thunderwave
2nd-Level Spells
d6
spell
1
blur
2
gust of wind
3
heat metal
4
acid arrow
5
scorching ray
6
shatter
3rd-Level Spells
d6
spell
1
fear
2
feign death
3
fireball
4
gaseous form
5
sleet storm
6
stinking cloud
4th-Level Spells
d4
spell
1
confusion
2
conjure minor elementals
3
black tentacles
4
ice storm
5th-Level Spells
d4
spell
1
animate objects
2
cloudkill
3
cone of cold
4
flame strike