Sorcerer, Remastered

by drognbork

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The Sorcerer, Remastered
The Sorcerer, Remastered
The Sorcerer, Remastered
The Sorcerer, Remastered
The Sorcerer, Remastered
The Sorcerer, Remastered
The Sorcerer, Remastered
The Sorcerer, Remastered

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.

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 gift.

Quick Build

You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the entertainer background. Third, choose the fire bolt, message, prestidigitation, and shocking grasp cantrips, along with the 1st-level spells shield and burning hands.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the sorcerer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a 13 in Charisma to take a level in this class, or to take a level in another class if you are a sorcerer.

Sorcery. If you have both the Spellcasting class feature and the Sorcery class feature from the warlock class, you can use the sorcery points you gain from the Sorcery feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast sorcery spells you know.

Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known Sorcery Points Spell Limit Metamagics Known
1st +2 Sorcery, Sorcerous Origin, Metamagic 4 2 5 1st 2
2nd +2 Font of Magic, Spell Catalyst 4 3 8 1st 2
3rd +2 Sorcerous Recovery 4 4 17 2nd 4
4th +2 Ability Score Improvement 5 5 19 2nd 4
5th +3 5 6 29 3rd 4
6th +3 Sorcerous Origin feature 5 7 35 3rd 6
7th +3 5 8 40 4th 6
8th +3 Ability Score Improvement 5 9 46 4th 6
9th +4 5 10 60 5th 6
10th +4 Font of Sorcery 6 10 66 5th 8
11th +4 Sorcerous Arcanum (6th level) 6 11 66 5th 8
12th +4 Ability Score Improvement 6 11 68 5th 8
13th +5 Sorcerous Arcanum (7th level) 6 12 68 5th 8
14th +5 Sorcerous Origin feature 6 12 71 5th 10
15th +5 Sorcerous Arcanum (8th level) 6 13 71 5th 10
16th +5 Ability Score Improvement 6 13 76 5th 10
17th +6 Sorcerous Arcanum (9th level) 6 14 76 5th 10
18th +6 Sorcerous Origin feature 6 14 80 5th 12
19th +6 Ability Score Improvement 6 15 83 5th 12
20th +6 Sorcerous Actualization 6 15 90 5th 12

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: Simple weapons
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
  • 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.

Sorcery Points

The Sorcerer table shows how many sorcery points you have to cast your Spells of 1st-level and higher. To cast one of these sorcerer spells, you must expend the amount of sorcery points indicated in the table below. You regain all expended sorcery points when you finish a long rest.

For example, as a 3rd level sorcerer, you can cast the spell burning hands at 2nd-level by spending 3 sorcery points.

Sorcery Point Cost
Spell Level Point Cost
Cantrip 0
1st 2
2nd 3
3rd 5
4th 6
5th 7

Spell Limit

Your sorcerer level limits the potency of spells that you can cast. This is reflected in the Spell Limit column of the Sorcerer Table. For example, as a 5th-level sorcerer, you are limited to casting spells of 3rd-level or lower.

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.

Sorcerous Versatility

When you finish a long rest, you may replace one of your known sorcerer spells (including cantrips) with another spell from the sorcerer spell list. The new spell must be of the same spell level as the spell you replace.

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 = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma 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

Your sorcerous origin defines your power. At 1st, 3rd, 5th, 7th and 9th levels, you learn additional spells as shown on the Origin Spells feature. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Metamagic

The rules of magic are your plaything as you twist and shape spells into your own sorcerous design. You master two metamagics of your choice. When you cast a spell, you may declare which metamagics (if any) you are applying to it — you can apply only one metamagic to a spell that you are casting, unless otherwise noted.

Mastering New Metamagics: You master additional metamagics as you gain more sorcerer levels, as shown in the Metamagics Known column of the Class Features (Sorcerer) table.

Replacing a Mastered Metamagic: Each time you gain a sorcerer level, you may replace any or all of your mastered metamagics with a different choice. In addition, you may change one known metamagic at the end of a long rest.

Origin Metamagic

You gain access to one unique metamagic from your Sorcerous Origin. Add this to your list known of metamagic options. You can use your origin metamagic even if you have already used a different metamagic option during the casting of the spell.

Metamagics

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 throws against the spell on each turn. Chosen creatures take no damage if they would take half.

Measured Spell

When you reduce a creature to 0 hit points with a spell, you can spend 1 sorcery point to knock the creature out, rendering it unconscious, rather than deal a killing blow.

Shaped Spell

When you cast a spell with a range that affects an area, you can change the area's shape in one of the following ways (rounding down to the nearest 5 when needed):

  • If the spell's range is a line, you can change it to a cone of one quarter of the range or a single target spell with twice the range.
  • If the spell's range is a cone, you can change it to a 5-foot- wide line with double range.
  • If the spell's range is a cube, you can change it to a 5-foot- wide line with range of twice the size of the cube.
  • If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height or a 5-foot-wide line with range equal to twice the radius.
  • If the spell's range is a cylinder, you can change its area to a sphere of the same radius or a 5-foot-wide line with range equal to twice the radius.

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

Maximized Spell

When you cast a spell of 1st level or greater that deals damage, you can spend 2 sorcery points to deal maximum damage with the spell to one affected target of your choice.

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.

Contingent Spell

When you cast a spell of 5th level or lower, you may spend 2 sorcery points to delay the spell, casting it when certain circumstances have been met. These circumstances are designated when you cast the spell and cannot be changed afterwards. The spell’s energy fades after 8 hours if it has not been triggered.

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.

Potent Spell

When one or more creatures would take no damage following a successful saving throw against a spell you cast either as part of the spell's effect, a feature, or some other effect other than having immunity to all of the spell's damage types, you can spend sorcery points equal to the spell's level to deal half the spell's damage to one of those creatures (1 sorcery point if the spell is a cantrip). The creature suffers no additional effect from the spell.

Coordinated Spell

When you cast a spell using a spell slot, you can spend 2 sorcery points and touch a willing creature within reach to expend their spell slot instead of yours. The creature must have an available spell slot of the necessary level, and must knowingly allow it to be expended in this way.

Incantated Spell

When you cast a spell with the ritual tag, you can spend 1 sorcery point to cast the spell as a ritual.

Brutal Spell

When you cast a spell that requires an attack roll or affects a weapon, you may spend 1 sorcery point. If you do, the spell scores a critical hit on a 19 or 20. You can use Brutal Spell even if you have already used a different Metamagic option during the casting of the spell.

Stable Spell

When a spell you cast would affected by counterspell or dispel magic, you may spend 2 sorcery points as a reaction to impose disadvantage on the check made by those spells. If your spell would be countered or dispelled without a roll, you instead force the roll to occur.

You may use this metamagic option even if you have used another on the same spell, and can use this option multiple times per 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 or self, 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 can choose the higher of the rolls.

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

Enduring Spell

When you cast a spell, you can spend 2 sorcery points to reinforce it. The first time you fail a saving throw to keep your concentration on the spell, you do not lose concentration.

Extended Spell

When you cast a spell that has a duration of 1 minute, you can spend 2 sorcery points to change the duration to 10 minutes.

When you cast a spell that has a duration of 10 minutes, you can spend 2 sorcery points to change the duration to 1 hour.

When you cast a spell that has a duration of 1 hour, you can spend 2 sorcery points to change the duration to 8 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Piercing Spell

When you choose this Metamagic option, choose a damage type.

When you roll damage of that type for a spell, you can spend 1 sorcery point to make the damage ignore resistance to that damage, and treat immunity to that damage as resistance.

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

Prepared Spell

When you ready a spell using the Ready action, you can spend 1 sorcery point to make holding onto the spell not take up your concentration.

Additionally, if you did not cast the spell you readied before the start of your next turn, you regain any spell slot you spent readying the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 1 sorcery point 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 missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Font of Magic

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

Magical Guidance

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

Imbuing Touch

As a bonus action, you can touch one non-magical weapon and spend 1 sorcery point 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 non-magical attacks. The weapon does not count as magical for the purposes of spells such as magic weapon, or elemental weapon.

Sorcerous Fortitude

As an action, you can spend any number of sorcery points to reinforce your defences. Roll a d6 for each point expended. You gain a number of temporary hit points equal to the result.

Spell Catalyst

At 2nd level, as your control over your innate magic grows, you can function as an arcane focus. You can allow a creature touching you to use you as an arcane focus for spells they cast until the end of your next turn.

When a creature casts a spell while using you as an arcane focus, you can use your reaction and spend 2 sorcery points to influence the spell in one of the following ways. You must use this reaction before the spell's effects activate.

  • Guided Spell. You add half your proficiency bonus (rounded down) to the attack or damage roll of the spell.

  • Strengthened Spell. You add half your proficiency bonus (rounded down) to the spell save DC or damage roll of the spell.

At 6th level, you gain the ability to directly shape the magical energies around you. When a creature casts a spell while using you as an arcane focus, you can use your reaction to affect the spell with a metamagic you know, spending sorcery points as per normal.

Sorcerous Recovery

Your sorcerous body feeds on magic, turning the raw energies of the world into powerful sorcery. At 3rd level, your innate connection to magic allows you to regain some of your arcane energy when resting.

At the end of a short rest you can recover sorcery points equal to your sorcerer level. Once you use this ability you must complete a long rest before you can use it again

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.

Spontaneous Sorcery

Starting at 10th level, you can use your inborn talent for arcane casting to spontaneously learn new spells. As a bonus action, choose a Sorcerer spell from your list of spells known, expend a number of Sorcery Points equal to the spell's level, and replace it with a Sorcerer Spell of the same level or lower.

Once you use this ability you must complete a long rest before you can use it again.

Sorcerous Arcanum

At 11th level, your innate sorcerous power manifests as a Sorcerous Arcanum, a powerful arcane spell. Choose one 6th-level spell from the sorcerer spell list as this arcanum. It does not count against your number of Spells Known.

You can cast your arcanum spell once, without expending sorcery points, and you regain all uses of your Sorcerous Arcanum when you finish a long rest.

At higher levels, you gain more spells that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level.

When you cast your Sorcerous Arcanum spells you can apply a Metamagic you know to the spell as long as the spell is eligible. At the end of a long rest you can replace one of your Sorcerous Arcanum spells with a spell of the same level from the sorcerer spell list.

Sorcerous Actualization

At 20th level, your ability to freely manipulate magic goes unparalleled. You gain the following benefits:

  • You regain 10 expended sorcery points whenever you finish a short rest.

  • Your Metamagic options all have their sorcery point cost reduced by 1 (to a minimum of 1).

  • You can use your 6th- and 7th-level Sorcerous Arcanum spells twice per long rest.

  • You can apply any number of Metamagic options to a spell, as long as you have the sorcery points to do so.

Sorcerous Origins

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 command, chromatic orb
3rd dragon's breath, hold Person
5th fear, fly
7th dominate beast, elemental bane
9th dominate person, hold Monster

Origin Metamagic

Draconic Spell. When you cast a spell that deals the type of damage associated with your draconic ancestry feature, you may spend 1 sorcery point. If the spell affects an area or multiple targets, you must spend 1 sorcery point for each target you wish to affect. After a target takes damage from the spell, they become immersed in magical energy and take 1d10 damage each round of the same damage type. An affected creature can spend an action and all of their movement to end this effect.

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. When you cast a sorcerer spell that deals damage you can change the damage type dealt by the spell to the type indicated by your draconic ancestry. 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. Additionally, you have resistance to the damage type associated with your draconic ancestor.

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 3 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 until the start of your next turn.

Additionally, you gain immunity to the damage type associated with your draconic ancestor.

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, detect magic
3rd blur, mirror image
5th blink, counterspell
7th confusion, polymorph
9th modify memory, synaptic Static

Origin Metamagic

Chaotic Spell. When you cast a spell of 1st level or higher, you may spend between 1-3 sorcery points and immediately roll on the Wild Magic Surge table that many times.

Raw Magic

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st-level or higher, roll a d10. If you roll a number equal to, or lower than, level of the spell you cast, roll on the Wild Magic Surge table to create a random magical effect.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

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 the Wild Magic table, causing a random side magical effect.

Twisted Fate

At 6th level, when a creature you can see makes an attack roll or saving throw, you can use your reaction to spend 1 sorcery point to apply a bonus or penalty of 1d6 to the roll (your choice). You can do so after the creature rolls, but before any effects of the roll occur. If that creature then makes an attack roll or saving throw within one minute, it applies a bonus or penalty of 1d6 to the roll. If you applied a penalty, it gains a bonus, and vice versa.

Surge Control

At 14th level, you gain a measure of control over your raw magic surges. Whenever you roll on the Wild Magic table, you can reroll the die. You may use either roll. Additionally, when you are imperiled, the magic within you can lash out; immediately after you take damage or fail a saving throw, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

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.

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

At 1st level, choose a cleric domain. You cannot change this choice later. These domain spells become your origin spells, and you gain them at the listed levels.

Orign Metamagic

Restorative Spell. When you cast a spell that targets a single creature, you can spend 2 sorcery points to end either one disease or one condition affecting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Divine Soul

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

Finally, you can speak Celestial, and you are able to use a holy symbol as your spellcasting focus.

Favored 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 2d6 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 1d10 + 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.

Arcane Scion

You are the descendant of an arcanist of great renown, a specialist in one of the eight schools of magic, whose mastery was so complete that their very blood was imbued by magic. Whether this ancestor was many generations past, or your own parent, their arcane mastery has again manifested in you, giving you an innate access to magic that others would have to study and learn. You have a particular affinity for your ancestor's favorite school of magic, and are able to wield it to great effect.

Arcane Scion Origin Spells

At 1st level, and again when you reach 3rd, 5th, 7th, and 9th level in this class, choose two spells from your ancestor's school of magic. These spells can be from any spell list. A spell you choose must be 1st-level or higher, and of a level you can cast, as shown on the Sorcerer table. The chosen spells count as your origin spells for this sorcerous origin.

Origin Metamagic

Resistant Spell. When you cast a sorcerer spell, you can spend 1 sorcery point to focus your will. When you do, you have advantage on all saving throws against spells and magical effects until the end of your next turn.

Arcane Intuition

At 1st level, choose one type of school of magic that was your ancestor's special focus. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell, you can choose the new spell from the bard, warlock, or wizard spell list if it is from your ancestor's school of magic.

In addition, you learn a cantrip and 1st-level spell from the bard, warlock, or wizard spell lists in that school of magic. The cantrip and spell are always a sorcerer spell for you, but they don't count against your number of sorcerer spells or cantrips known. If you later replace the spell, you must replace it with a spell from the bard, warlock, or wizard spell lists in your ancestor's school of magic.

Ancestral Knowledge

You inherited more than just an instinct for magic from your ancestor. At 1st level, choose Arcana, History, Investigation, or Religion. You gain proficiency in that skill. If you already have proficiency with your chosen skill, you add double your proficiency bonus to checks you make with the skill. You use Charisma as the ability for your chosen skill.

Sorcerous Consumption

At 6th level, you learn how to consume and repurpose magical energies for your own usage. When you take damage from a spell, or successfully end a spell (via means such as counterspell or dispel magic) cast by another creature or object, you can use your reaction to regain a number of expended sorcery points equal to the level of that spell.

You can do this twice per short or long rest.

At 9th level, you can do this three times per short or long rest.

In addition, you have resistance to damage dealt by spells and other magical effects.

Spell-tinkering Savant

At 14th level, your study into the ways of magic allows you to alter the effects of a spell from your ancestor's school of magic beyond the capabilities of most spellcasters. When you cast a spell from your ancestor's school of magic, you may apply one of the following effects. You may do this a number of times equal to half your Charisma Modifier (rounded down, min 1). You may only use one of these effects per spell, per turn. You regain all expended uses after finishing a long rest.

  • If you cast a spell that requires concentration, you can spend 2 sorcery points to gain advantage on concentration saving throws for that spell. If you already have advantage, you can instead reroll one of the d20s, taking the higher result.

  • If the spell has a range of self, you can spend 4 sorcery points to target a number of willing creatures up to your charisma modifier (minimum of one), within 30 feet. You can only use this option on spells of 5th-level and lower.

  • If you cast a spell that deals damage, you may change all damage dealt by the spell to force damage.

Boundless Intuition

Starting at 14th level, your ancestor's influence has allowed you to learn spells normally unavailable to those of your ilk. When your Spellcasting feature allows you to learn a cantrip or a spell of 1st level or higher, you may learn a Spell from your ancestor's school. This spell can be from any class's spell list.

Spell Master's Legacy

At 18th level, the innate influence of your ancestor grants you their own power, the ability to cast one of your ancestor’s signature spells.

Choose a spell of 1st or 2nd-level in your ancestor’s school of magic that you know. You can cast that spell at will as if expending a 2nd-level spell slot. If you want to cast the spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in self reflection, you can exchange the spell you chose for a different spell of 1st or 2nd-level in your ancestor's school of magic that you know.

Stoneblood

Your blood comes from a steadfast lineage, touched by the elemental forces of the earth itself. Be it the blood of ancient dwarves first formed from stone or from a dao lineage from another plane, your blood runs thicker and your heart beats more steady than others. While particularly common among the genasi and the dwarves, these sorcerers can appear in any bloodline with ancient roots.

Blessed with natural resilience and command over the stones on which they stand, most these sorcerers are solid and deliberate in both action and thought, slow to act, but once set on a course they become stubborn and immovable from their chosen path.

Stoneblood Spells
Sorcerer Level Spells
1st earth tremor, heavy blow
3rd earthen grasp, earth ripple
5th erupting earth, meld into stone
7th resilient sphere, stoneskin
9th wall of stone, xorn movement

Origin Metamagic

Crushing Spell. When you cast a sorcerer spell that affects a hostile creature, you can spend 1 sorcery point to enforce the crushing weight earth. The target must make a Strength saving throw against your spell save DC, or be restrained until the start of their next turn.

Heart of Stone

The influence of the Elemental Plane of Earth has hardened your body beyond its mortal limitations. Starting at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition, when not wearing any armor or using a shield your armor class is equal to 13 + your Constitution modifier.

Your blood is infused with the magic of elemental earth. You can speak, read, and write Primordial. This allows you to understand and be understood by those that speak it's dialects: Aquan, Auran, Ignan, and Terran.

Earthen Armament

As a descendant of the Dao you have inherited their ability to manipulate the earth and stone to defend yourself. Starting at 1st level, you can use a bonus action to plunge your arm into any earth or stone and draw material from the Plane of Earth to create a weapon known as an earthen armament. This weapon has both the heavy and two-handed properties, and you are considered proficient with it. When you attack with your earthen armament you can use your Constitution modifier, in place of Strength, for attack and damage rolls, and it deals 1d12 bludgeoning damage on hit.

Your earthen armament lasts for one minute, or until you let go of it, at which point it dissipates into fine dirt or stone.

Heavy Blows

Starting at 6th level, you can infuse your earthen armament with the crushing weight of the Elemental Plane of Earth. When you hit a creature with a your earthen armament you can expend sorcery points to deal force damage to the target, in addition to the weapon damage. The extra damage is 2d6 for 2 sorcery points, plus 1d6 for each additional sorcery point you spend.

The maximum number of sorcery points you can expend on this ability is equal to half your sorcerer level, rounded down (minimum of 1).

In addition, attacks you make with your earthen armament count as magical for the sake of overcoming resistances.

Aegis of Stone

Beginning at 14th level, your connection to the Elemental Plane of Earth deepens. As a bonus action, you can expend 2 sorcery points and grant an aegis of protective earth magic to yourself, or one creature you can touch. The creature gains resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 minute. If you use this ability again the effect immediately ends for the first creature.

In addition, when a creature hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space within 5 feet of the attacker and make one melee weapon attack against them. You can teleport in this way only if you and the attacker are on the same surface.

Primordial Bulwark

Starting at 18th level, your being is altered by the power of Elemental Earth. You no longer need to eat, drink, or sleep, and you have permanent resistance to bludgeoning, piercing, and slashing damage.

In addition, you can use your Aegis of Stone to protect up to three creatures at one time.

Stone Forming

transmutation cantrip


  • Classes: Druid, Sorcerer
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous.

You touch a stone surface or the ground, and call forth stone that shapes itself to your command. You can make any roughly shaped item from the stone, including functional simple or martial melee weapons. You are proficient with these weapons. Items crumble to pebbles after 1 minute.

Heavy Blow

1st-level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute.

You impart great heft to a weapon you are holding. The first time you hit with a melee weapon attack with that weapon during the spell's duration, your blow strikes with great force, and the attack deals an extra 2d6 bludgeoning damage to the target and must succeed a Constitution saving throw, or become stunned until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. When cast with a spell slot of 4th level or higher, a target that fails the constitution saving throw is stunned until the end of its next turn.

Earth Ripple

2nd-level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a cracked pebble)
  • Duration: Instantaneous.

You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects of your choice:

  • It is pulled into the earth, taking 1d6 bludgeoning damage and have their movement speed reduced to zero until it or another creature spends an action to dig them free.
  • It is slammed in a direction of your choice, taking 2d8 bludgeoning damage, being moved 5 feet, and knocked prone.
  • It is impaled by a spike of rock, taking 4d8 piercing damage.

Orbital Stones

4th-level transmutation


  • Classes: Druid, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 Minute.

You lift three small to medium rocks or similar objects from within 10 feet of you, causing them defy to gravity and slowly circle you. While all three are in orbit around you, you have total cover against ranged attacks. While two are in orbit, you have three quarters cover, and while only one remains, you have half cover. The spell ends when none of them are orbiting you.

As a bonus action while at least one object remains in orbit, you can magically fling it at target within 60 feet. Make a ranged spell attack roll. On hit, the target takes 2d12 bludgeoning damage and is knocked 5 feet directly away from you.

Xorn Movement

5th-level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a scale from a xorn's hide)
  • Duration: Concentration, up to 1 minute

You or a creature you touch can travel through the earth itself without leaving any mark of passage. The target gains a burrow speed equal to its walking speed. In addition, when burrowing through nonmagical, unworked earth and stone, the target leaves its hands free and doesn't disturb the material it moves through. The recipient can extend the magical aura of this spell to bring any object or creature it is carrying or grappling as it burrows. The target enjoys no special protections from this effect except for the cover of the stone or earth around it.

If this spell or its effects end on the target or any other object or creature placed within stone or earth by means of this spell, you or any such object or creature are expelled from the earth, moving at 60 feet per round toward the nearest open space large enough to fit into comfortably and taking 6d6 bludgeoning damage upon exiting into that space.

Entomb

6th-level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a chip of granite)
  • Duration: 8 hours

You cause slabs of rock to burst out of the ground or another stone surface to form a 10-foot cube within range. When the cube forms, a creature inside must succeed on a Dexterity saving throw or be trapped in the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. Divide the time evenly between the number of creatures trapped within. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.

The tomb has an AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.

Fault Line

6th-level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

This spell thrusts the ground sharply upward along a 60-foot line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in an affected space are knocked prone and take 10d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half damage and are not knocked prone. This spell doesn't damage permanent structures.

Greater Stone Shape

7th-level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the object)
  • Duration: Instantaneous

This spell functions like stone shape, but you may shape a stone object of Huge size or smaller. The stone object you touch can be up to 15 feet in any dimension. You can also mold intricate detail into your creation, such as a stone set of double doors carved with intricate designs and up to four hinges.

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, thunderwave
3rd gust of wind, shatter
5th call lightning, lightning bolt
7th conjure minor elementals, storm sphere
9th cone of cold, control winds

Origin Metamagic

Tempest Spell. When you cast a spell that deals damage, you can spend 1 sorcery point to change the damage dealt into lightning or thunder damage (your choice). When you do so, one target of the spell must make a Constitution saving throw. On a failed save, they are stunned until the start of their next turn.

Heart of the Storm

You have inherited certain properties from your air-infused ancestry. Starting at 1st level, you are under the effects of the featherfall spell as long as you are conscious, and you can take the disengage action as a bonus action on your turn.

Your blood is infused with the magic of elemental air. You can speak, read, and write Primordial. This allows you to understand and be understood by those that speak it's 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.

Eye 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.

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, ice knife
3rd ice shield, snilloc's snowball swarm
5th pillars of winter, freeze
7th crown of ice, ice storm
9th cone of cold, mass freeze

Origin Metamagic

Frigid Spell. When you cast a spell that deals cold damage, you can spend 1 sorcery point to reduce one target's speed to zero until the start of your next turn.

Tundra Soul

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

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.

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 4th level or higher, you create one additional pillar for every spell slot 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 evocation


  • 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. They must make a Constitution saving throw. On a failure, they are 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 bigger. 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 on a success.

If the spell lasts for its entire duration and the creature failed every save, it is permanently turned to ice.

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.

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.

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, inflict wounds
3rd scorching ray, sunder
5th fireball, summon lesser demons
7th blight, summon greater demon
9th dominate person, destructive wave

Origin Metamagic

Wrathful Spell. When you deal damage with a spell, you can spend 1 sorcery point to force one target to make a Charisma saving throw. The target takes additional damage equal to your sorcerer level plus your Charisma modifier on a failed save, or half as much on a successful one.

Unholy Bearing

At 1st level, the tongue of demons comes as naturally to you as breathing. You can speak, read and write Abyssal, and have proficiency with Intimidation. Additionally, when you cast a sorcerer cantrip, increase its damage die by one step, to a maximum of d12. A cantrip that initially deals 1d12 damage instead deals an additional 1d4 damage per damage die. (Die progression is as follows: d4 → d6 → d8 → d10 → d12)

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 2, and increases by 2 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 half your sorcerer level (rounded down) + 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, and if a sorcerer spell would deal no damage to a target as a result of a successful saving throw, or a missed attack roll, it deals half damage instead.

Demonic Assimilation

At 14th level, the vile corruption that flows in your veins grants you abilities common to the greatest of demons. You gain immunity to poison damage and the poisoned condition, as well as resistance to two damage types from the following list: acid, cold, fire or lightning damage. You can change the damage types you have resistance to at the end of a short or long rest. Additionally, as an action, you can speak a word of power and magically teleport up to 80 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 of your choice within 30 feet of the breach as it opens must make a Constitution saving throw, taking 6d12 force damage on a failed save or half as much on a successful one. A chosen creature must also make this saving throw whenever it comes within 30 feet of the breach or starts its turn there.

Additionally, if you expend a spell slot of 5th-level or higher when tearing open the breach, you can cast summon greater demon. The spell is cast at the same level as the expended spell slot. Demons summoned by this spell are fiercely loyal to you, obey your every command, are treated as allies, have a bonus to their hit points equal to your sorcerer level, and deal an additional 1d6 force damage whenever they deal damage.

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 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 you die or if it is forcibly closed by the will of a demon lord of enough power (DM discretion).

Additional Spells

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.

Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Origin Spells
Sorcerer Level Spells
1st arms of hadar, inflict pain
3rd aura of shade, clinging shadows
5th hunger of hadar, flicker
7th shadow of moil, rend shadows
9th negative energy flood, shadow stride

Origin Metamagic

Tenebrous Spell. When you cast a spell that targets an area, you may spend 2 sorcery points to cause magical darkness to cover the area until the end of your next turn.

Eyes of the Dark

Starting at 1st level, you can see perfectly in darkness, out to a range of 120 feet. If you possess darkvision, this range is increased by the range of your darkvision. Additionally, as a bonus action, you can spend 1 sorcery point to be able to see normally in magical darkness for 1 hour.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Beast of Ill Omen

At 6th level, you gain the ability to call forth creature of darkness. As a bonus action, you can spend 3 sorcery points to summon a beast of ill omen to target one creature you can see within 120 feet of you. The beast uses the dire wolf’s statistics, with the following changes:

  • The beast is size Medium, and counts as a monstrosity.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The beast takes 5 - force damage if it ends its turn inside an object.
  • At the start of its turn, the beast automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The beast appears in an unoccupied space of your choice within 30 feet of the target. It shares your initiative and takes its turn immediately after you. On its turn, it can move only toward, and make attacks against its target. Additionally, while the hound is within 5 feet of the target, they have disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Inflict Pain

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature, inflicting them with negative energy and racking them with excruciating pain. The target must succeed on a Constitution saving throw or take 1d10 necrotic damage and become incapacitated with pain until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Aura of Shade

2nd-level illusion


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a deep black stone)
  • Duration: 1 minute

You create a 15-foot radius sphere of shadow magic centered on a point within range. The area appears to be wreathed in swirling shadows and darkness, and is easily identifiable when it is in an area of bright or dim light. The sphere spreads around corners, and each creature that ends their turn within the area becomes invisible. This invisibility ends for a creature if they attack, cast a spell, or leave the area. Anything they are wearing or carrying is also invisible as long as they are.

Clinging Shadows

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (bat fur)
  • Duration: Concentration, up to 1 minute

You choose an area of dim light or darkness that you can see within range and that fits within a 20-foot cube. Each creature within the area must succeed on Strength saving throw or be restrained by shadows until the spell ends. A creature restrained by the shadows can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Until the spell ends, you can use an action on each of your turns to cause a tendril of shadow to reach out and grab a creature within 15 feet of the area. The creature must repeat the saving throw. On a failed save, the creature is pulled into the area and becomes restrained.

If the area becomes bathed in bright light, the spell has no effect until the bright light fades.

Flicker

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (displacer beast fur)
  • Duration: Concentration, up to 1 minute

Your body begins to flicker in and out of existence as shadow magic envelops you. For the duration of the spell, you can use your bonus action to teleport 5 feet. Additionally, when you are targeted by an attack you can use your reaction to attempt to teleport out of harm's way. Roll a d20. On a roll of 11 or higher, the attack automatically misses, and you teleport 5 feet. Otherwise, the attack is made as normal and you teleport 5 feet shortly after.

Rend Shadows

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose up to 4 creatures within range. Each creature has their shadow forcibly ripped from their body, conjuring a Shadow (Monster Manual pg. 269) in an unoccupied space next to them. As long as the shadow is separate from their body, they do not cast a shadow. A shadow created through this spell reforms with its host when it drops to 0 hit points or when the spell ends, and it disappears if its host dies. If its host dies, a new shadow does not rise from the corpse.

The shadows seek only to attack the creature they were separated from, and disappear when that creature is killed. Roll initiative for the shadows as a group, which has its own turns. They spend their turns attacking their host, without any thought for strategy or tactics.

The DM has the creature's statistics.

At Higher Levels. When you cast this spell using certain higher level spell slots, you can target more creatures: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Shadow Stride

5th-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You gain the ability to blink from one shadow to another. When you are in dim light or darkness, you can use 5 feet of movement to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.

You can use this teleportation ability twice per round for the duration.

Heroic Ancestry

Your innate magic comes from your connection to an ancient hero—an ancestor of yours that defeated mighty foes and reached the peak of physical ability. In the years beyond their death, your ancestor’s deeds have been immortalized by history, and their bloodline has been blessed by the gods. Through your blessed blood, you can channel the abilities of your ancestor, mimicking their unmatched strength and prowess. Most of these bloodlines are well-established, and deeply connected to the bloodlines of nobility and royalty. Some of these bloodlines have been obscured by time, however, and many sorcerers of this origin have no knowledge of their history. Not all members of a heroic bloodline awaken this magic, so it can remain hidden for generations and slowly forgotten before suddenly re-emerging.

Oftentimes, these bloodlines are plagued with conflict. The enemies of your ancestor might become your enemies, as they seek revenge for the deeds of the past or recognize you as a threat to their continued existence. Entire organizations or even entire nations might seek your death, and you might find ancient, powerful monsters as your foes. However, you might also find friends due to your lineage. Creatures or societies that knew your ancestor might be willing to offer you assistance as repayment for the great deeds your ancestor did for them.

Heroic Origin Spells
Sorcerer Level Spells
1st heroism, defiant smiteCOFSA
3rd enhance ability, branding smite
5th almighty assault,COFSA crusader's mantle
7th death ward, staggering smite
9th holy weapon, steel-wind strike

Origin Metamagic

Favored Weapon Spell. When you cast a spell that affects a weapon or requires a weapon attack roll, you can spend 1 sorcery point to roll 2d4 and add the result to either the weapon's next attack or damage roll.

Hero's Training

You have inherited your ancestor’s skills with weaponry. At 1st level, you gain proficiency with shields, all martial melee weapons and one skill of your choice. Your AC equals 12 + your Charisma modifier if it isn’t already higher. You can use a shield and still gain this benefit.

Additionally, when your Spellcasting feature lets you learn or replace a sorcerer spell, you can choose the new spell from the gish spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Finally, you can use any weapon you hold as a spellcasting focus for your sorcerer spells, and any weapon you wield does not count as magical for the purposes of spells such as magic weapon, or elemental weapon.

Ancestral Avatar

Also at 1st level, you can call upon the strength of your ancestor to aid you. Whenever you roll initiative, or as a bonus action, you can temporarily augment your musculature and harden your body against attack. You gain 3 temporary hit points per sorcerer level, and for 1 minute, you gain the following additional benefits:

  • You can use your Charisma for anything that would normally require Strength. This includes, but is not limited to: Strength-based attacks, carrying capacity, Strength (Athletics) checks, and other Strength-based checks or saves.

  • As a bonus action, you can attempt to shove or grapple a creature within 5 feet of you.

You can use this feature twice per short or long rest.

Ancestral Champion

By 6th level, your connection with your ancestor has improved. The AC granted by your Hero's Training feature is improved to 13 + your Charisma modifier, and you add your charisma modifier to the amount of temporary hit points you gain from your Ancestral Avatar feature. Also, if you don’t have a use of Ancestral Avatar remaining, you can spend 3 sorcery points as an alternative requirement for activating the feature.

War Magic

Beginning at 6th level, your sorcerous power infuses your weapons with greater ease. When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. At 14th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Inspiring Presence

At 14th level, you become an inspiring beacon like your ancestor before you. Friendly creatures within 30 feet of you are immune to the frightened condition. Additionally, whenever a friendly creature other than you within 40 feet of you misses with an attack, you can use your reaction to roll a d6 and add the result to its attack roll, potentially causing the attack to hit. When you use this reaction, you can spend up to 4 sorcery points to empower it. For every sorcery point you spend, you roll an additional d6.

Hero of Legend

By 18th level, you have reached your full potential, and can become just as much of a heroic figure as your ancestor. When you activate your Ancestral Avatar feature, you can spend additional sorcery points to further improve the feature. For every 2 sorcery points you spend, you can gain one of the following benefits for the duration of the feature:

  • The number of temporary hit points gained from your Ancestral Avatar feature is doubled.

  • You deal an additional 1d8 damage with weapon attacks affected by your Ancestral Avatar feature.

  • You gain resistance to bludgeoning, piercing, and slashing damage.

  • You have advantage on all rolls affected by your Ancestral Avatar feature.

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 disintegration 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.

Gish Spell list


Cantrips (0 Level)
  • arcane strike
  • booming blade
  • distortion blade
  • echoing strike
  • green-flame blade
  • flashburst blade
  • lustre-strike blade
  • mage hand
  • prestidigitation
  • shocking grasp
  • siphoning blade
  • rimeshard blade
  • vexatious blade
  • voltaic blade
1st Level
  • absorb elements
  • black lotus assault
  • compelled duel
  • courageous rebuttal
  • defiant smite
  • frigid wrath
  • grasp of the specter
  • heart sunder
  • hellish rebuke
  • inflict wounds
  • malice of arachia
  • masterful focus
  • meteor strike
  • searing smite
  • shield
  • shield of faith
  • slashing step
  • starlight shroud
  • storm of arrows
  • thunderous smite
  • wrathful smite
  • zephyr strike
2nd Level
  • branding smite
  • dissociative edge
  • hold person
  • magic weapon
  • misty step
  • focus fire
  • polyphemus’ might
  • shadow blade
  • sporecaller's smite
  • strikethrough
3rd Level
  • almighty assault
  • blinding smite
  • conjure barrage
  • crusader's mantle
  • eldritch blow
  • elemental weapon
  • haste
  • irreversible smite
  • phantom steed
  • protection from energy
  • spirit shroud
  • thunder step
  • vaporous smite
4th Level
  • dark empowerment
  • flashing blades
  • freedom of movement
  • furtive armory
  • lathander's blessing
  • staggering smite
  • stoneskin
5th Level
  • angelic rebuke
  • armor of bones
  • banishing smite
  • destructive wave
  • far step
  • fell onslaught
  • hold monster
  • punishing smite
  • steel-wind strike
  • swift quiver
  • vengeance of talos
6th Level
  • grimlore's aphotic armor
  • tenser's transformation
  • zariel's memento
7th Level
  • diamondblade

Arcane Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and you choose acid, cold, fire, or lightning. The target takes an extra 1d8 damage of the chosen type.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Distortion Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and you distort their past and current movement slightly, teleporting them to a different space within range.

At 5th level, the melee attack deals an extra 1d8 force damage to the target. This extra damage increases to 2d8 at 11th level, and 3d8 at 17th level.

Echoing Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and a faint spectral echo of your weapon appears hovering over its head. If you hit the target with an weapon attack before the end of your next turn, it immediately takes 1d4 force damage, and the spell ends.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Flashburst Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and is blinded until the start of your next turn.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target. The damage rolls increase by 1d8 at 11th level and 17th level.

Lustre-strike Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes an additional 1d8 radiant damage, and has disadvantage on Dexterity (Stealth) checks and can't benefit from being invisible until the start of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Siphoning Strike

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. The attack deals necrotic damage. On a hit, the target suffers the attack's normal effects and it can't regain hit points until the start of your next turn.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target. The damage roll increases by 1d8 at 11th level and 17th level.

Rimeshard Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spells range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and is wreathed in frost until the start of your next turn, halving the target's speed. On its turn, the target may use its action to cause the spell to end. When the spell ends, the target immediately takes 1d6 cold damage.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 cold damage to the target, and the damage the target takes when the spell ends increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Vexatious Blade

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and their mind is shrouded in dark intent until the start of your next turn. If the target doesn't target you with an attack or spell before then, they take 1d8 psychic damage.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for not targeting you increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Voltaic Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in crackling energy until the start of your next turn. If the target willingly takes a reaction before then, it immediately takes 1d8 lighting damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for taking reactions increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Black Lotus Assault

1st-level illusion


  • Casting Time: 1 free action, while taking the Attack action
  • Range: Self
  • Components: V, S, M (a melee weapon)
  • Duration: 1 minute.

The first time you take the Attack action during your turn, you can cast this spell to summon a swirl of black lotus petals to surround your weapon, distracting your foes and enabling you to strike with great power. Each successful hit you make with this weapon before the spell ends, the target must make a Wisdom saving throw or have a new effect apply. Once you've made three weapon attacks, the spell ends.

  • 1st Hit. If the target fails their saving throw, their movement speed is halved until the end of their next turn.

  • 2nd Hit. If the target fails their saving throw, they take 1d6 psychic damage and cannot take reactions until after the end of your next turn.

  • 3rd Hit. If the target fails their saving throw, they take 2d6 psychic damage and cannot take bonus actions during their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the psychic damage of the 2nd hit increases by 1d6 per spell slot level above 1st.

Courageous Rebuttal

1st-level abjuration


  • Casting Time: 1 reaction, which you take when a creature makes a melee attack against you
  • Range: 10 feet
  • Components: S, M (a weapon)
  • Duration: Instantaneous

As part of the reaction used to cast this spell, you use a weapon to make a melee weapon attack against the creature that attacked you, after the outcome of their attack is decided. If you hit, the target suffers the weapon’s normal damage, and you gain half the damage dealt in temporary hitpoints that last for up to 1 minute.

Defiant Smite

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration, wrathful energy rushes through your weapon. The attack deals an extra 1d6 force damage to the target. Additionally, if the target is a creature, its ability to attack is hindered. Until the spell ends, the creature must make a Charisma saving throw at the start of each of its turns. If it fails, the first time it hits with an attack before the end of its turn, it is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d6 per spell slot level above 1st.

Grasp of the Specter

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The weapons in your hands glow with an ethereal light, which persist briefly even when they leave your hands. At the end of your turn, you can choose for any weapons you have thrown in the last turn to teleport to your hands or back onto your person.

If you hit with a weapon it instead stays transfixed in the target until the end of your next turn. You can use your action to wrench all such weapons back, dealing 2d8 force damage for each weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above second.

Heart Sunder

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You cause a melee weapon you are holding to thirst for blood, opening a creature’s weaknesses. The first attack you make with that weapon on this turn adds 1d6 to the attack roll. On a hit, the target suffers the attack’s normal effects and the next weapon damage rolled against the target is automatically maximized.

Malice of Arachia

1st-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a weapon)
  • Duration: 1 hour

You coat a weapon in a deadly enchanted venom. The first time this weapon inflicts damage to a creature, the venom enters the target's veins, cursing them with terrible hallucinations and compulsions. The cursed target must make a Constitution saving throw at the start of each of its turns for one minute. Each time it fails, choose a creature within 5 feet of it that you can see. The cursed target uses its reaction to make a single melee weapon attack targeting the creature. Once it lands a successful attack caused by this effect, the effect ends. A creature that is immune to the poisoned condition is immune to this effect.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the effect on the cursed target lasts for one additional successful hit using its reaction per slot level above 1st.

Masterful Focus

1st-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes

You whisper a word and weave magic over your own mind, heightening your senses and reflexes. Until the spell ends, your attacks can result in critical hits more easily. Whenever the result of the d20 roll is 18-20, you critically hit. If you've made an attack with disadvantage and one of the results was in this range, you can ignore the disadvantage and critically hit regardless. Once you've critically hit, the spell ends at the end of the current turn.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the range you can critically hit within expands by 1 (17-20, 16-20, and so on) per slot level above 1st.

Meteor Strike

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during the spell's duration, your weapon strikes with the momentum of a meteor. The attack deals an extra 1d6 fire damage, and the target must succeed on a Strength saving throw or be knocked prone or pushed 5 feet away from you (your choice). A Large or larger creature has advantage on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Frigid Wrath

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

Until the start of your next turn, your attacks send out a wave of piercing cold. Immediately after you make a melee weapon attack every creature in a 15 ft cone centered on you must make a Constitution saving throw or take 2d4 cold damage.

At Higher Levels: When you cast this spell using a spell lot of 2nd level or higher the cold damage increases by 1d4 for each spell slot level above 1st.

Slashing Step

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As part of the action used to cast this spell, you must use the Dash action. When doing so, you enter a semi-incorporeal state and move with increased grace, allowing you to move without provoking an attack of opportunity.

Additionally, you may make a single melee attack against any creature that is within 5 feet of your chosen path, doing your normal attack damage on a hit.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st.

Starlight Shroud

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

Ghostly starlight surrounds your body, casting bright light in a 10-foot radius and dim light for an additional 10 feet. The first time you take damage after casting this spell, the starlight explodes outward and the spell ends. Each creature within 10 feet of you, other than you, must make a Dexterity saving throw, taking 2d10 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Storm of Arrows

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a feather)
  • Duration: Instantaneous

You chant a minor incantation, brushing the arrows in your quiver with a feather. Upon finishing the casting, spectral duplicates of your arrows appear at a point in the sky you can see with in range, forming a 10-foot radius cylinder up to 40 feet tall. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st.

Disassociative Edge

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self (30-foot line)
  • Components: V, S, M (any melee weapon)
  • Duration: Instantaneous

When you cast this spell, your weapon hums with violent energy. The first time you could make a melee weapon attack before the end of your current turn, you can launch a scything blade of force from your weapon instead.

Each creature within a line 5 feet wide and 30 feet long must make a Dexterity saving throw, starting from the creature closest to you. The first creature that fails takes 2d8 force damage and suffers damage and effects as though you had hit them with a successful attack using that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d8 per slot level above 2nd.

Focus Fire

2nd-level enchantment


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You choose a creature you can see within range, and conjure a mark on it. Until the spell ends, whenever another creature makes a weapon attack against it, you can use your reaction to make a weapon attack against it if it's within your attack range.

Additionally, if you make a weapon attack against the marked creature on your turn and miss, you can make an additional weapon attack against it as a bonus action.

Polyphemus’ Might

2nd-level enchantment


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S, M (a giant eye)
  • Duration: Concentration, up to 1 minute

You imbue one creature of your choice within range a shadow of giant’s might. The target gains a number of d4s equal to your level in temporary hitpoints, and while those hitpoints last, they have advantage on saving throws against being charmed or frightened, and roll damage dice twice for melee attacks, choosing the higher result.

Sporecaller's Smite

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon is followed by a trail of spores, and the attack deals an extra 2d6 poison damage to the target. Additionally, the target must succeed on a Constitution saving throw or be stunned until the start of your next turn as pacifying spores enter their body.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Strikethrough

2nd-level Conjuration


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Until the spell ends, when you make a melee attack on a target, your attack deals an additional 1d8 force damage. Additionally, on a hit, you can teleport to an unoccupied space within 5 feet of your target. This effect only occurs on the first attack against the target during that turn.

If you teleport at least 10 feet, you discombobulate the target, who isn't able to make an opportunity attack against you until the start of its next turn.

Almighty Assault

3rd-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (any weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee weapon attack against one creature or location within the spell's range. Depending on the damage type the weapon deals, the spell has a different area of effect:

  • Slashing. A crescent of energy races from the attack, and each creature in a 20-foot cone in the direction of the target must make a Dexterity saving throw.
  • Piercing. A pure beam of energy streams from the attack, and each creature in a 60-foot line, 5 foot wide line must make a Dexterity saving throw.
  • Bludgeoning. Explosive energy emanates from the attack, and each creature other than you within 10 feet of the target must make a Strength saving throw.

Creatures that fail their saving throw take 2d10 radiant damage, are pushed 10 feet back, and fall prone. A creature that was hit by your attack has disadvantage on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d10 per slot level above 3rd.

Irreversible Smite

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration, cruel shadows creep down your weapon and into your target's wounds. The attack deals an extra 3d6 necrotic damage to the target. Additionally, if the target is a creature, its flesh festers and refuses to repair. Until the spell ends, the target cannot regain hit points.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 per spell slot level above 3rd.

Eldritch Blow

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, M (a weapon)
  • Duration: 1 minute

As part of the action to cast this spell, you grasp a weapon. For the duration of the spell, the weapon deals an additional 2d6 force damage.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage dealt increases by 1d6 for each slot level higher than 3rd.

Spirit Shroud

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable, and they are good or evil (your choice).

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can't regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.

Vaporous Smite

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with a misty white shroud and the attack deals an extra 3d8 radiant damage to the target. Immediately after the attack, your form turns into a gaseous vapor and you are able to travel up to 15 feet without provoking attacks of opportunity. You return to your normal form at the end of your turn.

Dark Empowerment

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You channel dark energy into your body, distorting your form and making you fearsome to behold. Your size increases to Large if it is smaller, and your equipment grows to suit your expanded form. If there is insufficient space, you grow as large as you safely can. While in this form, your weapon attacks inflict an additional 1d12 damage of their normal type, and you gain temporary hit points equal to twice your spellcasting modifier at the start of each of your turns that last for the duration of the spell

Flashing Blade

4th-level necromancy


  • Casting Time: 1 action
  • Range: self
  • Components: S, M (a sheathed melee weapon)
  • Duration: Concentration, up to 1 minute

Whenever you make an attack on your turn, you can draw the weapon you use to cast this spell and move up to 15 feet without provoking opportunity attacks prior to the attack. Immediately after that attack, you return to your original position and sheathe your weapon.

Additionally, when a creature moves into or within a 15 foot radius of you, you can have it take 2d8 slashing damage for every 5 feet it travels.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell increases by 1d8 for each slot level above the fifth.

Furtive Armory

4th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (An exquisite weapon rack, 10 feet wide by 6 feet tall, constructed from rare materials worth at least 6,000 gp, and a Tiny replica made from the same materials worth at least 60 gp)
  • Duration: Instantaneous

You hide a weapon rack, and all its contents, on the Ethereal Plane. You must touch the rack and the miniature replica that serves as a material component for the spell. The weapon rack can hold 15 pieces of adventuring gear, weapons or armor. While the weapon rack remains on the Ethereal Plane, you can use an action and touch the replica to recall the rack. It appears in an unoccupied space on the ground within 10 feet of you. You can send the weapon rack back to the Ethereal Plane by using an action and touching both the rack and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica rack is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger weapon rack is on the Ethereal Plane, it is irretrievably lost.

Lathander's Blessing

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You invoke the blessing of Lathander, god of birth and renewal, to aid you in your quest by protecting you against being slain by your foes. For the duration, if a single attack would knock you unconscious or kill you outright, you are instead lowered to 1 hit point and may roll 4d6 and receive that many temporary hit points.

Angelic Rebuke

5th-level evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see.
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

With a word, you invoke the searing radiance of the higher planes to strike down your attacker. The creature must make a Charisma saving throw. If they fail, they are blinded until the start of your next turn and take 5d10 radiant damage. If they succeed, they take half as much damage and are not blinded.

Armor of Bones

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of bone dust)
  • Duration: Concentration, up to 1 minute

You encase the armor of a willing creature that you can see within range in solid bone. While not impervious to degradation, this bone armor will grant the target a +3 bonus to AC for the duration.

Additionally, every time a creature within 5 feet lands a successful attack against the target, the attacker takes 3d6 piercing damage as bone shrapnel chips off and strikes the assailant.

Fell Onslaught

5th-level evocation


  • Casting Time: 1 free action, while taking the Attack action
  • Range: Self
  • Components: V, S, M (a martial melee weapon)
  • Duration: 1 minute

The first time you take the Attack action during your turn, you can cast this spell to make your weapon glow with eldritch power and cleave the fabric of reality with every swing. The first time you hit during this turn, your attack inflicts an additional 2d10 force damage, and the target becomes afflicted by a malignant curse. Until the spell ends, whenever you take the Attack action, you can choose to attack the cursed creature regardless of distance or obstacles, and these attacks deal an additional 1d10 force damage, ignore cover, and cannot suffer disadvantage.

Punishing Smite

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, radiant fire and chilling shadow pours forth from opposite sides of your weapon. The attack deals an extra 2d10 necrotic damage and 2d10 radiant damage to the target. Additionally, if the target is a creature, a terrible judgment descends upon them, leaving them vulnerable to attack. Whenever the target takes damage from an attack before the spell ends, they take an additional 1d10 force damage.

Vengeance of Talos

5th-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a weapon)
  • Duration: Instantaneous

You channel the rage of Talos, god of storms, to strike down a foe where it stands. Make a melee attack with a weapon. On hit, the target suffers the attack's normal effects plus 6d8 lightning damage and becomes stunned until the start of its next turn. Additionally, every creature of Large size or smaller other than yourself within 20 feet of the target must make a Dexterity saving throw or be knocked prone, regardless of whether the initial attack was successful.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Grimlore's Aphotic Armor

6th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

You pull forth shadows that reside in the deepest corners of the realm, forming a shroud of darkness around yourself. Upon casting this spell, you gain 3d12 + 12 temporary hit points. Additionally, while you have these hit points, you to become heavily obscured to others. If you take damage from any source, your attacker must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn.

Zariel's Memento

6th-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a weapon)
  • Duration: Instantaneous

You lash out at a creature, searing its flesh with the spiteful fires that burn in Avernus. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spells range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, suffers 10d12 fire damage, and it is branded with the mark of Zariel for 1 minute. While branded, each time the creature takes critical damage from an attack, the critical damage is doubled.

Diamondblade

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 100 gp)
  • Duration: Concentration, up to 1 minute

One bladed weapon you touch becomes incredibly sharp. You may then use the weapon or give it to someone else; you are considered to have proficiency with it.

The sword grants +3 to hit and damage. If you score a critical hit with this weapon, you inflict an additional 4d10 slashing damage and an additional 1d10 damage on each of the target's next 3 turns, due to excessive bleeding.

Fey Magic

You have been touched by the chaotic powers of the feywild, and imbued with magic by this connection. This influence may be the result of an ancient elven bloodline vested with magic, a stay in that sylvan realm, or perhaps you are the result of a union between a fey and a mortal. The fey magics flowing through your body grant you an otherworldly aspect, your enhanced emotions spilling out into the world around you.

Fey Origin Spells
Sorcerer Level Spells
1st charm person, faerie fire
3rd calm emotions, enthrall
5th blink, enemies abound
7th confusion, dominate beast
9th dominate person, geas

Origin Metamagic

Fey Spell. When you deal damage with a spell, you can spend 1 sorcery point to force one target to make a Charisma saving throw. On a failed save, they are charmed until the start of your next turn.

Heart Sight

The feywild is a realm of extreme emotions, of great ecstasy and deep melancholy. At 1st level, your fey influence imparts some of these highs and lows onto your own psyche, and causes you to be acutely aware of the emotions of the creatures around you. You gain proficiency in Insight, and you have advantage on Insight checks to determine the emotional state of other creatures. You also can't be put to sleep by magic, and are immune to the effects of the calm emotions spell.

Additionally, you can speak, read, and write Sylvan and druidic, and can use a druidic focus as your spellcasting focus.

Alternative Spellcasting Ability

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

Sylvan Soul

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

Trickster's Jaunt

Starting at 6th level, you can spend 2 sorcery points to turn invisible and magically teleport up to 30 feet to an unoccupied space you can see as a bonus action. You remain invisible until the start of your next turn or until you attack or cast a spell.

Nature's Armor

At 6th level, you can use a bonus action to make thorny vines cover your skin. The vines last for 1 hour. While this feature is active, your AC can’t be less than 16, regardless of what kind of armor you wear, and creatures that hit you with melee attacks take piercing damage equal to half your sorcerer level (minimum 1). This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You must finish a short or long rest before you can use this feature again.

Beguiling Spells

Starting at 14th level, when a creature fails the initial saving throw imposed by one of your spells, you can choose for them to become charmed by you until the end of your next turn.

Evoke Feywild

Starting 18th level, your mere presence can warp the world around you into something resembling the feywild. You are immune to being charmed and frightened, and as an action, you can cause the following effects in a 60-foot radius around you for 10 minutes:

  • The terrain in the area is reshaped as if effected by the mirage arcane spell. As a bonus action, you can modify one aspect of the illusion, such as changing the types and locations of trees in the area.
  • You can use 5 feet of movement to enter a tree within the area, moving from inside it to another tree of your choice within the area. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
  • When a creature starts their turn in the area, it must succeed on a Wisdom saving throw against your sorcerer spell save DC or be charmed by you until the start of their next turn. Once you use this feature, you can't do so again until you finish a long rest.

Ocean Heritage

Your heritage ties you to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers, such as the mighty leviathan. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea. With this magic, you can control and manipulate water, using it to do battle with those that would oppose you.

Ocean Origin Spells
Sorcerer Level Spell
1st create or destroy water, ocean pulse
3rd geyser, moonbeam
5th tidal wave, watery tentacle
7th control water, depthsurge
9th maelstrom, red tide

Origin Metamagic

Tidal Spell. When you deal damage with a spell, you can spend 1 sorcery point to force one target to make a Strength saving throw. On a failed save, they are pushed back 20 feet and are knocked prone.

Soul of the Sea

Starting at 1st level, your Marid heritage fundamentally alters the nature of your body. You gain the following abilities:

-cYou can breathe both air and water.

  • You have Darkvision out to a radius of 60 feet.
  • You gain a swim speed equal to your movement speed.
  • You are resistant to cold damage.

Your blood is infused with the magic of elemental water. You can speak, read, and write Primordial. This allows you to understand and be understood by those that speak it's dialects: Aquan, Auran, Ignan, and Terran.

Grasp of the Tide

Starting when you choose this origin at 1st level, your innate magic allows you to manipulate and control water. You learn the shape water cantrip, which doesn't count against your number of sorcerer cantrips known. It is considered a sorcerer spell for you.

Additionall, you can infuse your spells with a watery curse. When you hit a creature with a spell that deals cold damage, forces movement, or reduces movement speed, you can choose to mark them with a watery curse. While the creature is cursed, anytime you deal cold damage, force them to move, or reduce their movement speed, it must make an additional Strength saving throw. On a failed save, its movement speed is reduced to 0 until the beginning of their next turn.

The watery curse lasts for one minute, until the target is reduced to 0 hit points, or you mark another creature with your watery curse. Upon cursing a new creature any previous watery curses immediately end.

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

Aqua Ring

At 6th level, you can manipulate water to circle you, protecting you from harm. As a bonus action on your turn, you can spend 2 sorcery points to create a ring of water that circles around you in your space. This ring moves with you, and lasts for 1 minute, or until you dismiss it on your turn (no action required).

While this ring of water circles around you, you can use your reaction to interpose the water between yourself and your foes. When a creature hits you with a melee weapon attack, you can use your reaction to cause the water to absorb some of the blow. When you do so, the damage you take from the attack is reduced by 1d6 + your Charisma modifier + half your sorcerer level.

If you reduce the damage to 0, you can push the creature up to 10 feet directly away from you and knock it prone.

Shifting Form

Starting at 14th level, you gain the ability to enter a liquid state while moving.

When you move on your turn, you only take half damage from opportunity attacks, and you can move through an creature's space but cannot willingly end your turn there.

On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space that is smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Into the Roil

Starting at 18th level, you can call the ocean to propel a creature into the air. As an action on your turn, you can spend 5 sorcery points to begin creating a waterspout at a point within 60 feet of you. You create a 20-foot-radius sphere of churning water. Creatures inside the sphere at the time of its creation must make a Strength saving throw against your spell save DC, being pulled 10 feet towards the center of the sphere and knocked prone on a failed save.

At the beginning of your next turn, all creatures inside of the sphere must make a Strength saving throw as the churning water shoots skyward. On a failed save, a creature is thrown 100 feet into the air, and is thrown half as far on a successful save. If a creature impacts with a solid object as it is thrown upwards, calculate the damage it takes as if it was taking fall damage.


Additional Spells

The following spells are additional spells for the Ocean Heritage Sorcerer, and are a part of their Origin Spells list.

Geyser

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a point on the ground within range. A geyser with a base of 5 feet by 5 feet and a height of 10 feet erupts from this point. If a creature sized Large or smaller is on top of this point, it must make a Dexterity saving throw. If it succeeds, the creature moves to the closest avaiable space of its choice not occupied by the geyser. If the creature fails this saving throw, however, it takes 3d6 bludgeoning damage, is rendered prone, and is carried to the top of the geyser.

The geyser clocks line of sight, and creatures within or at the top of the geyser are both swimming and in difficult terrain. The geyser lasts until the end of your next turn, at which point it recedes into the earth. Any creatures still atop or within the geyser when this happens immediately begin falling, and take damage from this fall as normal.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage done by this spell increases by 1d6 and the height of the geyser increases by up to 10feet, for each slot level above 2nd.

Ocean Pulse

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a seashell)
  • Duration: Instantaneous

You attempt to hit a creature within range with a blast of salty water, making a ranged spell attack against it. On a hit, the target takes 2d6 bludgeoning damage and must make a Strength saving throw. On a failed save, the target is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Watery Tentacle

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a water source, such as a vial of water)
  • Duration: Concentration, up to 1 minute

You create a watery tentacle at a point you choose within range on top of solid ground or a body of water. This tentacle is size medium, has an AC of 13 and 30 hit points, has resistance to fire damage and to piercing, slashing, and bludgeoning damage from non-magical sources, and is vulnerable to cold damage. The tentacle uses your spellcasting ability score and modifier in place of its Strength score and modifier, but otherwise uses your statistics for determining its saving throws. This tentacle disappears when it drops to 0 hit points, or when the spell ends.

When you first cast this spell, you can cause the ten-tacle to make a melee spell attack with your statistics against a creature within 10 feet of it. On a hit, the target takes bludgeoning damage equal to 3d6 + your spellcasting ability modifier. As a bonus action on your turn, you can command the tentacle to move up to 15 feet and repeat the attack against a creature within 10 feet of it. If the tentacle's attack hits, you may direct it to grapple a target instead of dealing damage. If it does, any attempts to escape the grapple are made against your spellcasting ability modifier plus your proficiency bonus.

You may also use an action on your turn to direct the tentacle to act in accordance to your somatic gestures, performing functions such as lifting objects or moving up to 15 feet, but the tentacle will not attack unless you command it to do so with a bonus action, as above.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the hit points of the tentacle increase by 10 and the damage of spell's attack increases by 1d6 for each slot level above 3rd.

Depthsurge

4th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, M (a shattered vial of water)
  • Duration: Instantaneous

You conjure a powerful explosion of water, scattering creatures affected by it. Choose a point within range. Creatures within a 10-foot radius sphere centered on that point must make a Strength saving throw. If a creature fails this saving throw, it takes 4d10 bludgeoning damage, and is knocked 15 feet away from the center of this explosion, and is rendered prone. A creature that succeeds on this saving throw takes half damage and is subject to no other effects from this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage done by this spell increases by 1d10 and the distance pushed increases by 5 feet, for each slot level above 4th.

Red Tide

5th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a pinch of brine)
  • Duration: Instantaneous

Choose a point within range that is either or or within a body of water, or on solid ground. A torrent of frothing red water issues forth, mercilessly battering all creatures within a 5 foot tall, 20 foot radius cylinder centered on that point. Creatures within this area must make a Constitution saving throw, taking 2d10 bludgeoning and 2d10 acid damage if they fail this save, and half that amount if they succeed. A creature that fails this saving throw is also poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bludgeoning damage or the acid damage (your choice) increases by 1d10 for each slot level above 5th.

Aqua Blast

6th-level conjuration


  • Casting Time: 1 action
  • Range: Self (120-foot line)
  • Components: S, M (a piece of coral)
  • Duration: Instantaneous

A blast of gushing water pulled from the depths of the elemental plane of water shoots from you hands in a line 120 feet long and 5 feet wide out from you in a direction you choose. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 6d12 bludgeoning damage and is pushed 30 feet directly away from you. On a successful save, a creature takes half as much damage and is only pushed 15 feet directly away from you.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d12 for each slot level above 6th.

Galaxy Magic

Your magic comes from the void of space itself. You might have been born just as an ancient star died, or perhaps you came across a fallen comet and were transformed by the power inside it. These sorcerers often hear a call from the void, feeling a strange kinship with the night sky, and the urge to take their place with amongst the stars above.

Galaxy Origin Spells
Sorcerer Level Spells
1st feather fall, push/pull
3rd earthbind, levitate
5th pulse wave, slow
7th gravity well, power word crush
9th telekinesis, wall of force

Origin Metamagic

Gravity Spell. When you deal damage with a spell, you can spend 1 sorcery point to force one target to make a Strength saving throw. On a failed save, they are restrained until the start of your next turn.

Arcane Orbit

At 1st level, the sheer weight of your magic has its own gravitational pull. Once on each of your turns, you can capture an object you can see within 15 feet of you that weighs a number of pounds equal to your sorcerer level x 5 or less and isn't being worn or carried. The object begins a lazy orbit around you, following you in your space as you move, which lasts until you release it (no action required).

You can exert fine control on objects within your orbit, such as manipulating a simple tool or pouring the contents from a vial. You can't use your orbit to attack or activate magic items.

You can hold a number of objects in your orbit at a time equal to your Charisma modifier (minimum of 1).

Additionally, you learn the missile cantrip, which doesn't count against your number of sorcerer cantrips known. When you cast missile, you can propel any object in your orbit.

Untethered

Also at 1st level, you can escape the tethers binding you to the earth. You have a flying speed equal to your base walking speed. You can't fly more than a foot above the ground using this feature, and you slowly fall if you are above that height, taking no damage from the fall.

Asteroid Belt

Starting at 6th level, you can use your bonus action and spend 2 sorcery points to form a belt of debris using your orbit. For 1 minute, any damage except psychic damage you take is reduced by the number of objects in your orbit.

Additionally, when a creature misses you or a creature within 15 feet of you with a ranged weapon attack, you can capture the projectile in your orbit (no action required).

Lost In Space

By 14th level, you are unbound. Your flying speed can carry you to any height, and you can hover.

Additionally, you no longer need to eat, drink, or breathe, and you can survive in the vacuum of space.

Singularity

At 18th level, you can take on the aspect of a black hole. As an action, you can spend 9 sorcery points to consume everything within 5 feet of you in an all-devouring void, which lasts for 10 minutes, or until you lose concentration (as if you were concentrating on a spell).

Only you can see through the void, and no light can illuminate it. A creature within 30 feet of the void must spend 5 feet of movement for each foot it moves away from you.

When you create the void, and at the start of each of your turns thereafter, everything within the void other than you takes 10d6 bludgeoning damage and 10d6 cold damage. A creature or object reduced to 0 hit points by this damage is obliterated, and leaves no remains. In addition, at the start of each of your turns, the void expands 5 feet in all directions.

While within the void, your speed is 0, you cannot teleport or be moved by any means, your weight is multiplied by 1,000, and you are immune to all damage from attacks and effects originating from outside of the void.

If you maintain concentration on this feature for its whole duration, the void stops expanding and becomes permanent. Your body discorporates, joining the void, and you become dormant for 1d4 centuries, or until you are forcibly woken by the will of a godlike being, a dispel magic cast at 9th level, or similarly powerful effects. When you wake, your body reforms, and the void vanishes.

New Spells

The following spells are additional spells for the Galaxy Magic Origin, and are added to the sorcerer spell list.

Missile

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You propel an object through the air. Choose one object weighing 5 pounds or less within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.

If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 1d8 force damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Push / Pull

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You call or repel a Medium or smaller creature or object within range that isn't being worn or carried. The target is pushed or pulled up to 30 feet in a straight line away from or towards you (your choice). A creature can make a Strength saving throw to avoid being affected.

When you cast this spell, you can choose to violently lurch the target when you push or pull them. If you do so, the target suffers 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10, and the spell's range and the distance the target is pushed or pulled each increase by 10 feet for each slot level above 1st.

Gravity Well

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You alter your mass, magnifying or rupturing your own gravity. Each creature within 30 feet of you must succeed on a Strength saving throw. A Large or larger creature has advantage on this saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is pushed or pulled up to 30 feet away from or towards you (your choice). On a successful save, a creature takes half as much damage and isn't pushed or pulled.

A object that isn't being worn or carried and is within the spell's area is also affected.

Meteor

6th-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a piece of earth from another plane)
  • Duration: Concentration, up to 1 minute

You draw chunks of loose earth, small trees, and other unsecured objects within range into the air above you, forming them together into a meteor in the shape of a 10-foot radius sphere. The spell fails if you can't see a point in the air where the meteor could appear (for example, if you are in a room that can't accommodate it).

When the spell ends, the meteor launches forwards and crashes into a point you choose within range. Each creature within 30 feet of the meteor when it crashes must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The meteor then collapses.

If at the end of your turn the meteor has not yet been launched, the sphere's radius increases by 10 feet.

A object that isn't being worn or carried also takes the damage if it's in the spell's area. This spell deals double damage to objects and structures.

At Higher Levels. When you cast this spell using a spell slot of 9th level, its duration is concentration, up to 1 hour.

Classes Wizard

Power Word Crush

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of overwhelming power. Choose an object or construct that you can see within range that is Large or smaller. If you choose a non-magical object, it instantly crumples and disintegrates into dust. If you choose a magical object, it temporarily loses any magical properties for one minute, but it cannot be destroyed by a second casting of this spell. If you choose a construct, it takes 30 force damage. Artifacts and other incredibly powerful magical objects are immune to this effect. If the spell has no effect, you regain the spell slot or resource expended to cast it.

Classes Bard, Wizard, Warlock

Pulse Wave

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

Subclasses: Chronurgy Wizard, Graviturgy Wizard

Flametouched

The arcane energies within you are a manifestation of raw primordial fire. Perhaps you were born in a border region between the Material Plane and the Plane of Elemental Fire. Or perhaps you trace your heritage back to a powerful Efreeti. You have an innate understanding of fire magic, and are able to manipulate it in the battlefield to great effect. Some sorcerers who claim this origin are consumed by pyromaniac urges, as their desire to burn and destroy overtakes reason. Others become references in the applied study of evocation magic. Whatever the circumstances, the control of embers comes as naturally to you as breathing.

Flametouched Origin Spells
Sorcerer Level Spells
1st burning hands, flaming bolts
3rd scorching ray, ignite
5th fireball, melf's minute meteors
7th ashen pack, wall of fire
9th immolation, ruin

Origin Metamagic

Flaring Spell. When casting a spell that deals fire damage, you can spend 2 sorcery points to cause creatures that were hit by, or failed the save against the spell to make a Constitution saving throw. Those who fail the save are blinded until the end of their next turn.

Fire Within

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

Additionally, whenever you deal damage with a sorcerer spell, you change the damage dealt to fire damage.

Burning Soul

At 1st level, you gain the ability to subtly control heat and fire around you.

You can use your action to dramatically increase the temperature in a 20-foot radius sphere centered on you. The heat is enough to make creatures sweat and liquid simmer. During this effect, light flames dance across your body, and your eyes shed dim light in a 10 foot radius. You may end this effect as a bonus action.

Additionally, you can speak, read and write Ignan. You also learn the produce flame and fire bolt cantrips, which doesn't count against your number of cantrips known.

Fire in the Blood

At 6th level, you gain resistance to fire damage. Additionally, you learn how to bend your flames in order to favor your side of the battle, causing them to avoid your allies and concentrate on your enemies. When you cast a spell that deals fire damage to one or more creatures you can see, you can choose one of those creatures to either take extra damage from the spell, or to automatically succeed on its saving throw against it and take no damage if they would normally take half damage on a successful save (your choice). The extra damage equals your sorcerer level.

When you use this feature, you can spend up to 3 sorcery points to choose additional creatures to be affected by it. You can choose one additional creature for each sorcery point spent, and you choose whether a creature takes extra damage or succeeds on its saving throw for each of them.

Fleeting Flames

At 6th level, your magic begins to rekindle your spirit. When you cast a spell of 1st level or higher, your speed increases by 10 feet until the end of the turn. This speed bonus is increased to 20 feet at 14th level, and 30 feet at 18th level.

Ashen Form

At 14th level, you gain the ability to avoid serious injury by taking on a form of ashes and smoke. When you suffer damage that would drop you to 0 hit points but not kill you outright, or from a critical hit, you can use your reaction to instead take no damage and turn yourself into a cloud of smoke. While in this form, you gain the effects of a gaseous form spell, with the exception that its flying speed is 30 feet. This form lasts until the end of your next turn or until you dismiss it (no action required).

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

Fireborn

At 18th level, you gain immunity to fire damage. Additionally, you become so deeply attuned to your primordial magic that you are able to manifest it as a blazing avatar of fire. You can use an action to magically polymorph into a Fire Elemental for 1 minute or until you are incapacitated, die, or dismiss this form as a bonus action.

In the new form, you retain your alignment and personality, your hit points and hit dice, your ability to speak, your proficiencies, your Intelligence, Wisdom and Charisma scores, and your sorcerer features. Your statistics and capabilities are otherwise replaced by those of a Fire Elemental. Any equipment you are wearing or carrying is absorbed by the new form. You can perform the somatic and verbal components of a spell while in this form, but you aren't able to provide material components.

When you use your Ashen Form feature, you can activate this feature instead of turning into a cloud of smoke. Once you use this feature, you can't use it again until you finish a long rest.

Additionally, fire damage that you deal ignores resistance, and treats immunity to fire damage as resistance.

New Spells

Flaming Bolts

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create three bolts of fire that you direct at one or more creatures you can see within range. Each bolt hits automatically and does 1d6 fire damage. The bolts all strike simultaneously.

At Higher Levels. For each spell slot used higher than 1st level, you create one additional bolt.

Classes Sorcerer, Wizard, Warlock

Ignite

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You send a blast of corsucating flame at one creature you can see. Make a ranged spell attack; if it hits, the creature takes 4d6 fire damage and catches fire. At the end of each of its turns, it takes 2d6 fire damage. A burning creature or an adjacent ally can spend an action to extinguish the fire.

At Higher Levels. For each spell slot used higher than 2nd level, the initial damage increases by 1d6.

Classes Sorcerer, Wizard, Warlock

Ashen Pack

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

With a gesture, you summon three flaming wolves made from ash and metal into your space. When you cast this spell, and as an action on each of your turns while it is in effect, you can choose a point within 60 feet of you. When you do, one of the flaming wolves rushes to the target point, and then seeks out the nearest creature within 30 feet of it, making a melee spell attack using your spell attack modifier. If the attack hits, the target takes 4d10 fire damage and must make a Strength saving throw. If the target fails, they are knocked prone. The flaming wolf then immediately returns to your space, coiling around your feet. The wolves have an AC equal to your spell save DC. If a flaming wolf is struck by a weapon or spell attack or is prevented from returning to your space after making an attack, it vanishes. The spell ends when all three wolves are lost, or you lose concentration.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage of the wolf's attack increases by 1d10 per spell slot level above 4th.

Classes Druid, Sorcerer, Wizard, Warlock

Ruin

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a maelstrom of fire and brimstone in a 20-foot-radius sphere at a point you can see within range. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 5d8 fire damage or half as much on a success. Constructs and structures automatically fail the save and the spell deals maximum damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Classes Wizard, Warlock

Aberrant Mind

An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered.

Aberrant Mind Origin Spells
Sorcerer Level Spells
1st arms of Hadar, dissonant whispers
3rd calm emotions, detect thoughts
5th hunger of Hadar, sending
7th compulsion, Evard's black tentacles
9th modify memory, Rary's telepathic bond

Origin Metamagic

Painful Spell. When you cast a spell that deals damage, you can spend 1 sorcery point to force one creature affected by it to make an Intelligence saving throw. On a failed save, the first time it makes an attack roll or saving throw before the end of your next turn, it must roll a d6 and subtract the number rolled from the roll.

Psionic Intellect

Starting at 1st level when you choose this origin, 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.

Alternative Spellcasting Ability

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

Invasive Mind

At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.

Additionally, you can speak, read and write Deep Speech.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Psionic Sorcery

Beginning at 6th level, you have grown familiar with your psionic ability. When you cast an origin spell, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no components.

Revelation in Flesh

Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
  • Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.

Warp Reality

At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.

As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can't use it again until you finish a long rest.

Psionic Spell list


Cantrips (0 Level)
  • enhance pain
  • friends
  • guidance
  • mage hand
  • mind fist
  • mind sliver
  • mind strike
  • message
  • thaumaturgy
  • vicious mockery
1st Level
  • bane
  • catapult
  • cause fear
  • charm person
  • command
  • compelled duel
  • comprehend languages
  • dissonant whispers
  • heroism
  • hex
  • id insinuation
  • inflict wounds
  • magic missile
  • sanctuary
  • tasha's hideous laughter
  • sleep
  • wrathful smite
2nd Level
  • augury
  • crown of madness
  • enthrall
  • hold person
  • levitate
  • mental barrier
  • mind spike
  • mind thrust
  • see invisibility
  • suggestion
  • thought shield
  • zone of truth
3rd Level
  • beacon of hope
  • bestow curse
  • catnap
  • clairvoyance
  • enemies abound
  • fear
  • haste
  • hypnotic pattern
  • nondetection
  • psionic blast
  • sending
  • speak with dead
  • tongues
4th Level
  • charm monster
  • compulsion
  • confusion
  • dominate beast
  • ego whip
  • locate creature
5th Level
  • dominate person
  • dream
  • geas
  • hold monster
  • intellect fortress
  • 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
  • psychic crush
  • 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

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).

Mind Fist

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 fee
  • Components: V
  • Duration: Instantaneous

You point at one creature you can see within range and project a focused beam of telekinetic power at it. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be pushed up to 15 feet away from you.

This spell's damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mind Sliver

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mind Strike

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You point at one creature you can see within range, and a psychic bolt pierces its mind. Make a ranged spell attack against the target. On a hit, the target takes 1d10 psychic damage.

This spell's damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Id Insinuation

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

Mental Barrier

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw
  • Range: Self
  • Components: V
  • Duration: 1 round

You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

Mind Thrust

2nd-level enchantment


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can use its action only to Dash or Disengage on its next turn. On a successful save, the target takes half as much damage, and this spell doesn't limit its action options.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Thought Shield

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You weave a clouding veil over the mind of one creature you touch. For the duration, the target's mind can't be read or detected, creatures can't telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.

Psionic Blast

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V
  • Duration: Instantaneous

You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn't pushed or knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Ego Whip

4th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can't cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

Intellect Fortress

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a faintly shimmering barrier of protective psychic power around you. For the duration, you have advantage on all saving throws.

When another creature that you can see within 30 feet of you fails a saving throw, you can use your reaction to allow them to reroll the save. They must use the new roll.

Psychic Crush

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn't stunned.

The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.

Startouched (Luxonborn)

By either an ancient ritual, or a birthright passed down through generations, you are able to use magic that reflects the power of stars. This magic, both old and powerful, can shape worlds or destroy them, and lets you shine the light from above down onto those who would face you.

Startouched Origin Spells
Sorcerer Level Spells
1st guiding bolt, faerie fire
3rd starlight spear, fortune's favor
5th daylight, dawn nova
7th field of stars, spear of the luxon
9th falling star, wall of light

Origin Metamagic

Stellar Spell. When you deal damage with a spell, you can spend 1 sorcery point to limn one target in stellar radiance. Until the end of your next turn, attacks roll against this creature can't have disadvantage, and the creature has disadvantage on Dexterity (Stealth) checks and can't benefit from being invisible.

Flickering Starlight

Starting when you choose this origin at 1st level, the power of starlight is ingrained into your magic, and you shine as it does. Whenever you cast a sorcerer spell of 1st level or higher, a small mote of starlight begins orbiting you in your space, which lasts for 10 minutes. You can have a maximum number of motes equal to your sorcerer level (minimum 1). While you have at least one mote orbiting you, you shed bright light in a 10 foot radius, and dim light for an additional 10 feet. Whenever you are hit by an attack or you fail a saving throw, you can expend a mote you have orbiting you as a reaction and roll a d4, and add the number rolled to your AC against that attack or that saving throw.

Guiding Light

Also at 1st level, your attunement to the stars grants you magic, and allows you to find your way. You learn the shooting star cantrip, which doesn't count against the number of cantrips you know.

Additionally, while you can see the night sky, you gain advantage on Wisdom (Survival) checks to navigate, and you always know which way is north.

Brilliant Radiance

At 6th level, your cosmic magic allows you to manipulate your other spells. Whenever you cast a spell that deals damage, you can substitute one of the damage types it deals with radiant damage for that casting of the spell.

Gleaming Defence

Also at 6th level, when you expend a mote to roll a d4 when you're hit by an attack or fail a saving throw, you can spend 1 sorcery point to expend an additional mote and roll another d4, adding it to your AC or saving throw. Once you do so, you can't do so again until the start of your next turn.

Additionally, you have resistance to radiant and fire damage.

Swirling Cosmos

At 14th level, the motes that orbit you become blinding lights. While you have at least one mote orbiting you, hostile creatures that start their turn within 10 feet of you must make a Constitution saving throw against your spell save DC or become blinded until the start of its next turn.

Volley of Starlight

At 18th level, you can cause your motes to strike a nearby target. As an action on your turn, you can send your motes streaking towards creatures within 120 feet of you, spending 1 sorcery points per mote. Each mote hits a creature of your choice that you can see within range. A mote deals 3d12 radiant damage to its target. The motes all strike simultaneously and you can direct them to hit one creature or several.

You also gain immunity to radiant and fire damage.

Shooting Star

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 round

When you cast this spell, choose a point you can see within range, which begins to glow with a radiant light. A mote of starlight crashes down on that point. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 1d10 radiant damage.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Twinkle

Evocation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You create or manipulate lights you can see within range and that fit within a 5-foot cube:

  • You create a small burst of light, providing bright light in a 5-foot radius and dim light for an additional 5 feet until the start of your next turn.
  • You cause a non magical light to dim until the start of your next turn. An object that usually casts dim light no longer casts light, and an object that casts bright light now casts dim light.
  • You change the color of a light for 1 minute.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Classes: Bard, Cleric, Druid, Sorcerer, Wizard

Starlight Spear

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You weave threads of starlight together to create a spear of solidified light in your hand. This magic spear lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It uses your Dexterity or spellcasting ability modifier. It deals 2d12 radiant damage on a hit and has the reach and thrown (20/60 ft.) properties. In addition, if you move at least 20 feet straight toward a target, your next attack with this weapon deals an additional 1d12 radiant damage on a hit.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the spear to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d12. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d12. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d12.

Classes: Cleric, Paladin, Sorcerer, Wizard

Dawn Nova

3rd-level evocation


  • Casting Time: 1 action
  • Range: 150 ft
  • Components: V, S, M (a shard of sunstone)
  • Duration: Instantaneous

A bright streak flashes from your two fingers to a point you choose within range and then erupts with a chiming crash into an explosion of consecrated light. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. If aberrations or undead are in the blast zone, they take an additional 3d6 radiant damage, regardless if they succeed the save.

The light spreads around corners. It leaves behind a dim glow of sunlight in the area of effect for 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. If a spell slot of 5th level or above is used, the 3d6 damage to aberrations and undead becomes 6d6.

Field of Stars

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You conjure into existence four motes of starlight, each in an unoccupied space you can see within range. Each mote provides dim light in a 5-foot radius and lasts for the duration or until it explodes.

When a creature moves within 5 feet of a mote or moves away from a mote within 5 feet of it, the mote explodes. Each creature within 5 feet of the mote must make a Dexterity saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional mote for each slot level above 4th.

Classes: Bard, Druid, Ranger

Falling Star

5th-level evocation


  • Casting Time: 1 action
  • Range: 600 feet
  • Components: V, S
  • Duration: Instantaneous

You create a fraction of the celestial power of a star above a point within range and cause it descend, crashing into the ground in a 40-foot radius. All creatures within the area must make a Constitution saving throw. If they fail, they take 6d6 radiant damage, or half as much damage if they succeed. This spell creates bright light that shines in a 100-foot radius until the end of your next turn, and this light counts as natural sunlight.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d6 per spell slot level above 5th.

Classes: Cleric, Paladin, Sorcerer, Wizard

Spear of the Luxon

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A bolt of light streaks from your hand to a creature you can see. Make a ranged spell attack against that creature. If you hit, the creature takes 5d8 radiant damage and must make a Constitution saving throw. If the saving throw fails, the creature is blinded. A blinded creature can repeat the saving throw at the end of each of its turns; a successful save ends the blindness.

At Higher Levels. For each spell slot used higher than 4th level, the spell does an additional 1d8 damage.

Classes: Sorcerer, Wizard

The Serpentine

Situated within her palace of gold and turquoise, the Serpent Empress sleeps in serene silence, guiding her slaves to serve in her secret business. Envious and vain, the Empress personifies greed and avarice in the hearts of man. Jealousy, spite, and simple pride have driven her servants to her side. She whispers in a sibilant voice, speaking of wealth and power promised but so rarely delivered. The sins she offers are subtle at first, but grow in style and salaciousness with every slow cycle of the hourglass.

Your blood has been infused with her sibilant power, her toxic nature twisting your magic.

Serpentine Origin Spells
Sorcerer Level Spells
1st command, serpent's gaze
3rd protection from poison, venom whip
5th venom blast, serpent's bite
7th compulsion, serpentine ward
9th constriction, geas

Origin Metamagic

Ophidian Spell. When you deal damage with a sorcerer spell, you can spend 1 sorcery point tocause the spell to deal poison damage instead. When you do this, any saving throw the spell would normally cause instead requires a constitution saving throw. On a failed save, the target(s) are poisoned, in addition to the spell's regular effects.

Blood of the Serpents

Starting at 1st level, the venom of the Serpent Empress runs through your veins shielding from lesser poisons. You have resistance to poison damage, and you gain advantage on saving throws against poison and effects that inflict the poisoned condition.

You can speak to snakes, serpents, and other reptiles as though you were under the effects of the speak with animals spell. Whenever you cast a spell that has a verbal component, you can suppress the senses of those around you.

Choose one creature that can hear you within 30 feet of you. Your spellcasting is silent to that creature, and it has disadvantage on its next Wisdom, Intelligence, or Charisma check within 1 minute.

Toxic Empowerment

At 1st level, when you cast a spell which has a target other than self, you can cause one of the targets of the spell to make a Constitution saving throw against your Sorcerer spell save DC. On a failed save, they take 1d8 poison damage and be poisoned for 1 round, taking half damage and not suffering the poisoned condition on a success. You can spend 2 sorcery points to instead affect every target of the spell with the poison damage. The poison damage increases to 2d8 at 6th level, 3d8 at 10th level, and 4d8 at 14th level.

You can use this ability three times, you regain all uses of this ability when you finish a long rest.

Hair of Snakes

At 6th level, you can cause a swarm of serpents to grow from your head as a bonus action, and they remain until you dismiss them. While they are out, you can see through the eyes of these serpents. As long as the serpents can see, you have advantage on Perception checks, gain darkvision out to 30 feet, and gain immunity to the blinded condition. While you are within 10 feet of a creature, you can use your action to have your serpents whisper a sinful secret to the creature. The target must make a Wisdom saving throw against your warlock spell save DC. If it fails, it is charmed by you until the end of your next turn or until it takes damage.

Additionally, you can have poison damage you deal treat poison immunity as poison resistance. You can have creatures immune to the poisoned condition lose their immunity against your attacks and effects, but they gain advantage on saving throws to resist the poisoned condition.

Viper's Escape

At 14th level, you can slough off your skin in response to harm. When you take damage, you can use your reaction to become a snake (using the statistics of a Giant Constrictor Snake except it is large instead of huge) and immediately move up to your speed (this movement does not provoke opportunity attacks). This ability is treated as Wild Shape and lasts for 1 minute, or until you revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can use this feature twice per short or long rest.

Additionally, you gain immunity to poison damage and the poisoned, grappled, and restrained conditions.

Serpent's Rebirth

At 18th level The timeless power of the Empress empowers your soul and grants you immortality. You no longer age, and if you are killed, you can choose to regenerate in a new healthy adult body 1d6 days later in the same place you died previously and regain all of your hit points, you must choose to when you die. Once you use this ability you cannot do so again for 1 week. Only a wish spell can prevent this ability from functioning.

Serpent's Gaze

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You select a creature you can see and fix it with your gaze. For the duration of the spell, the targeted creature must make a successful Charisma saving throw at the start of each of its turns or it becomes restrained until the start of its next turn.

Venom Whip

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (the shed skin of a snake)
  • Duration: Concentration, up to 1 minute

You create a coiled serpent in your hand, which you wield like a whip. This serpent lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 poison damage on a hit and has the finesse, light, and reach properties. In addition, when you hit a creature with this whip, it must succeed on a Constitution saving throw or become poisoned for the spell's duration. At the end of each of its turns, a poisoned creature can make a Constitution saving throw, ending the effect on a success.

If you drop the serpent, you can use a bonus action to summon it back to your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Serpent's Bite

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Massive, venomous fangs spring from your mouth. Make a melee spell attack against a target within your reach. On a hit, the target takes 3d10 poison damage, and the target must make a Constitution saving throw. If they fail, they are poisoned until the start of your next turn. Until the spell ends, you can make the attack again on each of your turns as an action.

When you do, you can make a single melee weapon attack as a bonus action.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 per slot level above 3rd.

Serpentine Ward

4th-level transmutation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a living snake)
  • Duration: 1 minute

When you cast this spell, you throw the serpent to a point within range and empower it with magical energy. The serpent freezes and becomes still, waiting to strike. Whenever a hostile creature starts its turn or enters a space within 5 feet of the serpent, the serpentine ward bites at the creature. The target must make a Dexterity saving throw. If it fails, it takes 4d10 poison damage and is poisoned until the start of its next turn. The serpentine ward has 18 AC, 20 hit points, and is immune to magic. When the spell ends, the serpent attempts to return to your possession.

At Higher Levels: When you cast this spell using a slot of 5th level, the duration increases to 1 hour. When you cast this spell using a slot of 6th level, the duration increases to 8 hours. When you cast this spell using a spell slot of 7th level, the duration is 1 year. When you cast this spell using a spell slot of 8th level or higher, the spell becomes permanent and cannot be dispelled.

Constriction

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your body becomes eerily serpentine and you strike forward, attempting to grasp a creature within range. Make a melee spell attack. If you hit, you grapple your target using the body part you attacked with and squeeze them, dealing 5d10 bludgeoning damage.

Until the spell ends, the grappled target is also restrained, and whenever they make a (Strength) Athletics check to escape the grapple, they must make it against your spell save DC. As a bonus action on each of your subsequent turns while you have restrained the creature, you can continue to crush the target. The creature must make a Strength saving throw. If they fail, they take an additional 5d10 bludgeoning damage. If the target escapes the grapple, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, each instance of bludgeoning damage increases by 1d10 per spell slot level above 5th.

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 Heritage Origin Spells
Sorcerer Level Spells
1st command, burning hands
3rd detect thoughts, scorching ray
5th fireball, fear
7th fire shield, wall of fire
9th flame strike, hallow

Origin Metamagic

Infernal Spell. When you target a creature with a sorcerer spell, you can spend 1 sorcery point to exert your devilish will. If the spell deals damage, the target takes additional damage equal to your charisma modifier. If it doesn't, the target must make a Charisma saving throw against your sorcerer spell save DC, or be charmed or frightened by you.

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.

Changelog

  • Changed Sorcery points progression

  • Font of magic revised

  • Changed Metamagic Progression

  • Added Sorcerous Recovery

  • Spells known increased to 15

  • Proficiency in all simple weapons

  • Sorcerer counts as their own arcane focus, and can function as an arcane focus

  • Font of Magic feature gains additional features.

  • Added new Origins, origin metamagics, and origin spells.

  • Sorcerer Capstone Revised

Credits

Image Credits

Disclaimer

This is all personal work I do for myself and my players - these are not meant to be published, or used for monetary gain - Everything is for the tables I play and DM at.

Magic In
the Blood...

A complete revision and rebalance of the Sorcerer class for Dungeons and Dragons, Fifth Edition. With new features and metamagics, as well as completely original subclasses, this rework revitalizes the Sorcerer class, fixing its many design flaws, while still maintaining its flavour and the design goals associated with the fifth iteration of the world's greatest roleplaying game.