Alternate Sorcerer 2014 (Final)

by cyri16

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Cyri's Alternate Sorcerer
Alternate Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known Sorcery Points Spell Limit Metamagics Known
1st +2 Sorcerous Origin, Sorcery 4 2 4 1st -
2nd +2 Metamagic 4 3 6 1st 2
3rd +2 Arcane Regeneration 4 4 14 2nd 2
4th +2 Ability Score Improvement 5 5 17 2nd 2
5th +3 5 6 27 3rd 3
6th +3 Sorcerous Origin Feature 5 6 32 3rd 3
7th +3 5 7 38 4th 3
8th +3 Ability Score Improvement 5 7 44 4th 3
9th +4 5 8 57 5th 4
10th +4 Font of Magic 6 8 64 5th 4
11th +4 Sorcerous Arcanum (6th level) 6 8 64 5th 4
12th +4 Ability Score Improvement 6 9 66 5th 4
13th +5 Sorcerous Arcanum (7th level) 6 9 66 5th 5
14th +5 Sorcerous Origin Feature 6 9 68 5th 5
15th +5 Sorcerous Arcanum (8th level) 6 10 68 5th 5
16th +5 Ability Score Improvement 6 10 70 5th 5
17th +6 Sorcerous Arcanum (9th level) 6 10 70 5th 6
18th +6 Sorcerous Origin Feature 6 11 72 5th 6
19th +6 Ability Score Improvement 6 11 72 5th 6
20th +6 Arcane Mastery 6 11 75 5th 6

Hit Points


  • Hit Dice: 1d4 per Sorcerer level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per Sorcerer level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, light crossbows, slings, and quarterstaffs
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Ability Score

You gain a +1 to your Charisma or Constitution score.

Starting Wealth

You start the game with 75gp or 3d4 x 10 gp which you can spend on equipment and supplies.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Origin Spells

Each Sorcerous Origin has a list of Origin Spells that you learn at the sorcerer levels noted in your Origin's description. These spells count as sorcerer spells for you, but they don't count against your total number of Spells Known.

Sorcery

You have been infused with a spark of arcane power that lets you spontaneously cast spells from within yourself. Starting at 1st level, this innate spark fuels your spells.

Cantrips

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

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.

Spell Level Point Cost
Cantrip 0
1 2
2 3
Spell Level Point Cost
3 5
4 6
5 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 equal to your Spell Limit or lower. For instance, when you reach 3rd level, you can learn one new sorcerer 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 equal to your Spell Limit or lower.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, so you use Charisma when a spell refers to your spellcasting ability, when setting the saving throw DC for a spell, or when you make a spell attack roll for one of your sorcerer spells.

Spell save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma modifier

Spellcasting Focus

Your body itself is a spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you must provide material components that are consumed by the spell or have a required gold cost.

Spellcasting Restrictions

Because of the delicate and precise gestures required to cast Arcane spells, you cannot cast Sorcerer or Wizard spells while you are wearing armor or wielding a shield, unless a feature says otherwise.

Metamagic

You can draw upon your intimate connection to the arcane to manipulate magic in ways only possible for a sorcerer. At 2nd level, you learn two Metamagic abilities of your choice from the list of Metamagic at the end of this class description. You can only apply one Metamagic ability to each spell you cast, unless the Metamagic's description says otherwise.

As you gain sorcerer levels, you learn additional Metamagic abilities, as shown in the Metamagics Known column of the Sorcerer table. When you gain a sorcerer level, you can alter your magical nature and replace one Metamagic ability you know with another Metamagic ability of your choice.

Arcane Regeneration

Starting at 3rd level, when you finish a short rest you can choose to regain expended sorcery points equal to your sorcerer level. Once you use this feature, you must finish a long rest before you can use it again.

Ability Score Improvement

When you reach 4th, 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.

Font of Magic

Beginning at 10th level, you can draw on your innate arcane power to cast spells currently unknown to you. Once per long rest, you can cast one spell of your choice from the sorcerer spell list, equal to your Spell Limit or lower. You must expend Sorcery Points as normal to cast this spell. You can apply any Metamagic you know to the spell as normal.

Sorcerous Arcanum

At 11th level, your inner arcane spark manifests a portion of its true power as a Sorcerous Arcanum. Choose one sorcerer spell of 6th-level or lower to be your Arcanum spell. You can cast this spell once, at 6th-level, without expending Sorcery Points. Once you cast that Sorcerous Arcanum spell, you must finish a long rest before you can cast it again.

Your Sorcerous Arcanum doesn't count against your total number of Spells Known. If you select a spell of 5th-level or lower to upcast as your Arcanum spell, it must also be one of your Spells Known in order to cast it with Sorcery Points.

You can apply a Metamagic ability to a Sorcerous Arcanum spell by expending Sorcery Points as you normally would.

When you gain a sorcerer level, you can replace one of your Sorcerous Arcanum spells with another spell of your choice.

As you gain levels, your spark manifests more powerful Sorcerous Arcanum spells, as shown in the Sorcerer table: a 7th-level Arcanum at 13th level, an 8th-level Arcanum at 15th level, and finally, a 9th-level Arcanum at 17th level. You can cast each Sorcerous Arcanum spell once per long rest.

Metamagic Mastery

You have realized the full potential of your innate magic, and the weave itself bends to your will. Upon reaching 20th level, each Metamagic ability you know has its Sorcery Point cost reduced by 1 (to a minimum of 1 Sorcery Point).

Also, you can apply an unlimited number of Metamagic abilities to each spell you cast, provided that you have the Sorcery Points to do so, and the spell you cast meets all the requirements for the Metamagic abilities you wish to apply.

Sorcerous Origins

The nature of the arcane spark within you determines your magic. You choose one of the following Sorcerous Orgins at 1st level: Emberheart, Stoneblood, Stormsoul, or Waveborn.

Rules for using the official Sorcerous Origins are included at the end of the Alternate Sorcerer class description.

Aberrant Mind

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

Psionic Spells

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

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

Sorcerer Level Spell
1st arms of Hadar, dissonant whispers
3rd calm emotions, detect thoughts
5th hunger of Hadar, sending
7th Evard's black tentacles, summon aberration
9th Rary's telepathic bond, telekinesis

Telepathic Speech

Starting at 3rd level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

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

Psionic Sorcery

At 6th level, when you cast one of your Psionic Spells, you can expend 1 additional Sorcery Point to cast it without requiring verbal or somatic components, and no material components, unless they are consumed by the spell.

Revelation in Flesh

By 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 2 or more sorcery points to magically transform your body for 10 minutes. For every 2 sorcery points you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • 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.

Warping Implosion

At 18th level, you can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage, is blinded until the end of your next turn and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't blinded or pulled.

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

Abyssal Bloodline

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

How did you come to be the bearer of this abyssal power? Were your parents cultists that dedicated you at birth, or did you acquire this sinister power through your own choices?

Abyssal Spells

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

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

Sorcerer Level Spell
1st hellish rebuke, wrathful smite
3rd crown of madness, scorching ray
5th bestow curse, blinding smite
7th shadow of moil, staggering smite
9th cloudkill, insect plague

Demonic Form

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

  • Your hands become wicked natural weapons that deal 1d8 slashing damage on hit, and you can use your Charisma, in place of Strength, for their attack and damage rolls.
  • When not wearing armor, you gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1).
  • As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier (minimum of 1).

Your transformation ends early if you are incapacitated, or you end it as a bonus action. You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses of your demonic form remaining, you can spend 3 Sorcery Points to transform again.

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

Extra Attack

Starting at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks

Infernal Strikes

Also starting at 6th level, your natural weapon attacks while in your demonic form count as magical for the purposes of overcoming resistances and immunity.

Fiendish Resistance

Beginning at 14th level, your hellish power can shield you from harm. As a reaction, when you take damage while in your demonic form, you can expend Sorcery Points to reduce the incoming damage. For each Sorcery Point you spend as part of this reaction, you reduce the incoming damage by 2

Archdemonic Form

You have mastered the fiendish power that dwells within you. Beginning at 18th level, your demonic form lasts until you choose to end it. Also, while you are in your demonic form, you gain the following additional benefits:

  • You can take the Dash action as a bonus action.
  • You are immune to bludgeoning, piercing, and slashing damage from non-magical attacks.
  • When you hit a creature with a natural weapon attack it takes an additional 1d8 magical slashing damage.

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.

Dragon Ancestor

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

Draconic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

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

Draconic Resilience

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

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

Draconic Spells

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

When you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals your Draconic Ancestry damage, from any spell list.

Sorcerer Level Spell
1st command, ancestry spell
3rd dragon's breath, ancestry spell
5th fear, ancestry spell
7th elemental bane, ancestry spell
9th dominate person, ancestry spell
Ancestry Spells
Level Black, Copper Blue, Bronze Brass, Red
1st caustic brew witch bolt burning hands
3rd acid arrow dust devil scorching ray
5th gaseous form lightning bolt fireball
7th vitriolic sphere storm sphere wall of fire
9th contagion control winds immolation
Level Gold Green White, Silver
1st sleep ray of sickness ice knife
3rd warding wind suggestion snowball swarm
5th slow stinking cloud sleet storm
7th resilient sphere dominate beast ice storm
9th flame strike cloudkill cone of cold

Elemental Sorcery

Whenever you cast a sorcerer spell that deals the damage type of your Draconic Ancestry, you can add your Charisma modifier (minimum of +1) to one damage roll of the spell.

In addition, you learn the Elemental Spell Metamagic, but it doesn't count against your number of Metamagics Known. You can use this Metamagic ability without spending Sorcery Points, so long as you use it change the damage type of the spell to the damage type of your Draconic Ancestry.

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

At 18th level, as an action, you can spend 5 Sorcery Points to emanate the aura of a dragon in a 60-foot radius, choosing awe or fear. For the next minute, creatures of your choice that start their turn within the aura must succeed on a Wisdom saving throw or be charmed (awe) or frightened (fear) until the aura ends. On a success, creatures are immune to this aura for 24 hours.

Divine Soul

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

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

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

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

Divine Spells

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

When you learn a sorcerer spell, you can also choose from the cleric spell list, and it becomes a sorcerer spell for you.

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

Sorcerer Level Spell
1st detect evil and good, guiding bolt
3rd aid, lesser restoration
5th beacon of hope, revivify
7th divination, guardian of faith
9th dispel evil and good, greater restoration

Favored by the Divine

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

Empowered Healing

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

Otherworldly Wings

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

Unearthly Recovery

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

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

Emberheart

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

Emberheart Spells

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

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

Sorcerer Level Spell
1st burning hands, hellish rebuke
3rd flaming sphere, scorching ray
5th fireball, minute meteors
7th summon elemental (fire), wall of fire
9th flame strike, immolation

Heart of Flame

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

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

Wild Fire

Starting at 6th level, you can cause fire to erupt from the ruin of your foes. When you reduce a Small or larger creature to 0 hit points with a spell that deals fire damage, you can use your reaction to force creatures of your choice within 10 feet of that creature to make Dexterity saving throw. They take fire damage based on the size of the creature, as indicated in the table below, on a failure, and half as much on a success.

Tiny 0
Small 1d6
Medium 2d6
Large 3d6
Huge 4d6
Gargantuan 5d6

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

Kindle the Flame

Your body is restored when you draw on the elemental flame. Beginning at 14th level, when you cast a fire spell of 1st-level or higher, you can choose to gain temporary hit points equal to the level of the fire spell + your Charisma modifier.

Primordial Inferno

Your flaming soul has become an inferno, making you more elemental then mortal. Starting at 18th level, you don't need to eat, drink, or sleep, and you are immune to fire damage.

When you take damage from a creature within 60 feet, you can use your reaction to force it to make Dexterity saving throw. On a failure, they take fire damage equal to your level.

Faeblood

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

Fey Spells

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

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

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

Sorcerer Level Spell
1st charm person, faerie fire
3rd enthrall, misty step
5th blink, hypnotic pattern
7th compulsion, dominate beast
9th dominate person, seeming

Heartsight

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

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

Seasonal Attunement

Beginning at 6th level, you can align yourself with one of the seasons like a true Fey. At the end of each long rest, choose a season and gain the benefits listed below. Each season grants you a resistance and advantage on certain rolls.

Spring Lightning Hit Die Rolls
Summer Fire Initiative Rolls
Autumn Poison Concentration Checks
Winter Cold Death Saving Throws

Gateway Magic

Your magic allows you to slip between the Feywild and the material plane. Starting at 14th level, after you cast a spell of 1st-level or higher, can choose to teleport to an unoccupied space of your choice within 30 feet that you can see.

When you use this feature, you can spend Sorcery Points to increase its range by 10 feet for each Sorcery Point.

Intoxicating Presence

You exude the intoxicating presence of an Archfey. Starting at 18th level, creatures of your choice within 15 feet of you have disadvantage on saving throws to resist enchantment spells.

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 Spells

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

When you gain a level in this class, you can replace one spell from this feature with an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list of the same level.

Sorcerer Level Spell
1st false life, ray of sickness
3rd darkness, shadow blade
5th feign death, vampiric touch
7th death ward, shadow of moil
9th enervation, negative energy flood

Beyond Sight

Starting at 1st level, you can cast darkness by spending 2 Sorcery Points, and when you do, you can see through the darkness you create.

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.

Lingering Omen

At 6th level, when you take damage, you can spend 4 sorcery points as a reaction to reduce that damage by an amount equal to 1d6 + your Charisma modifier + half your sorcerer level, as you wrap shadows around your form to block the blow.

If you reduce the damage to 0 hit points this way, you instantly vanish from your current plane of existence, teleporting to a harmless demiplane, and leave behind an omen, which is an exact clone of yourself made of dark magic.

If the omen is hit by and enemy attack or target of an enemy saving throw, it explodes in a wave of darkness, forcing all hostile creatures within 20 feet of the omen to succeed on a Wisdom saving throw or be frightened by an omniscient presence of you until you choose to return to the space you teleported from on your turn.

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.

In Every Shadow

At 18th level, you can veil your foes in shadow magic. As an action on your turn, you can spend 5 sorcery points to send a wave of darkness out from you that snuffs all sources of light, including magical light. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become blinded for 1 minute. A creature can use its action on its turn to attempt to regain its sight, repeating the save.

Stoneblood

You are a Stoneblood sorcerer, a mortal imbued with a shard of pure elemental earth who can access the powerful magics of rock and stone. Whether this power was given to you by a Dao warlord, the gift of an elder earth elemental, or you are a direct descendant of one of the ancient Dwarven fathers, you now wield the unyielding power of stone. Your magic makes you as rigid and unyielding as the mountains, and can subtly drives you to hoard precious gems and metals of the earth.

Stoneblood Spells

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

Whenever you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals only bludgeoning damage, from any spell list.

Sorcerer Level Spell
1st earth tremor, sanctuary
3rd earthen grasp, spike growth
5th erupting earth, meld into stone
7th stone shape, summon elemental (earth)
9th steel wind strike, wall of stone

Heart of Earth

Beginning at 1st level, you can use a bonus action to take on an earthen elemental form, encasing your body in elemental stone and granting you the following benefits for 1 minute:

  • You gain temporary hit points equal to your sorcerer level.
  • If you are not wearing any armor or wielding a shield, your Armor Class becomes 13 + your Constitution modifier.
  • Your unarmed strikes deal 1d10 bludgeoning damage. If you strike with two free hands, the d10 becomes a d12.
  • You use your Constitution modifier, in place of Strength, for the attack and damage rolls of your unarmed strikes.

You can transform in this way a number of times equal to your Charisma modifier (minimum of once), and you regain all of your expended uses when you finish a long rest. If you have no uses of this transformation remaining, you can spend 3 Sorcery Points to use this transformation again.

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

Crushing Blow

Upon reaching 6th level, you can empower your strikes with crushing force. When you hit a target with an unarmed strike or melee weapon attack, you can expend Sorcery Points to deal extra magical bludgeoning damage to the target.

This damage is 2d6 for 2 Sorcery Points, plus 1d6 for each additional Sorcery Point you expend, to a maximum of 6d6.

Also, while you are in your earthen elemental form, your unarmed strikes count as magical for the sake of overcoming resistances and immunities to non-magical attacks.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action. Moreover, you can cast one of your sorcerer cantrips in place of one of those attacks.

Aegis of Stone

You can ward others with the magic of elemental earth. Starting at 14th level, you can use your bonus action to expend 3 Sorcery Points and ward yourself, or a creature you can touch, with an Aegis of Stone. The creature gains resistance to all non-magical bludgeoning, piercing, and slashing damage for 1 minute.

When a creature, other then you, that is warded by your Aegis of Stone is hit by an attack, you can use your reaction to teleport to an unoccupied space within 5 feet of the attacker and make one melee attack against it. You can only teleport in this way if both you and the attacker are on the same surface. Only one creature can benefit from your Aegis of Stone at a time. Warding another creature ends the previous Aegis of Stone to immediately dissipate.

Primordial Bulwark

Your stalwart soul has become unbreakable diamond, making you more elemental then mortal. Starting at 18th level, you no longer need to eat, drink, or sleep, and you gain resistance to all bludgeoning, piercing, and slashing damage.

In addition, you can have up to three creatures of your choice under the effects of your Aegis of Stone at one time.

Stormsoul

Within you dwells a mote of pure elemental air, which grants you innate power over both breeze and storm. Whatever the origin of your power, your inner primal storm can drive you from whimsical and calm, to wild violence with little warning. Do you embrace the call of the winds, wandering the land, or do you seek to control the storm that rages inside you?

Stormsoul Spells

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

When you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals only lightning or thunder damage, from any spell list.

Sorcerer Level Spell
1st feather fall, thunderwave
3rd shatter, warding wind
5th call lightning, wind wall
7th storm sphere, summon elemental (air)
9th Bigby's hand, control winds

Heart of Winds

Drawing upon the tempestuous magic within you allows you to take flight. Beginning at 1st level, when you cast a spell of 1st-level or higher, you gain a temporary flying speed equal to your remaining movement speed, which lasts until the end of your current turn. This tempestuous flight does not provoke opportunity attacks, but If you end your movement while you are midair you fall to the ground at the end of your turn.

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

Stormborn

The power of your inner storm has grown. Upon reaching 6th level, you gain resistance to both lightning and thunder damage. Also, whenever you cast a spell of 1st-level or higher that deals lightning or thunder damage, you can force creatures of your choice within 15 feet to make a Dexterity Saving throw. Creatures take 2d6 lighting or thunder damage (your choice) on a failed save, and half as much on a successful save. When you use this feature, you can expend additional Sorcery Points to increase the damage dealt by 1d6 for each additional Sorcery Point, up to a maximum of 6d6 damage.

Storm Guide

Also starting at 6th level, the storm within your soul allows you to control existing weather in the following ways:

Rain. As a bonus action, you can stop (and start) the rain from falling in a 20-foot radius sphere centered on you.

Wind. As a bonus action, you can change the direction the wind is blowing within a 100-foot radius sphere centered on you. Changes to the wind last until the end of your next turn.

Windcaller

You bend the wind itself to your call. At 14th level, you gain a flying speed of 60 feet, and while flying in this way your lower half becomes a tempestuous gale of swirling winds.

You also learn the wind walk spell, and can expend 9 Sorcery Points to cast it. It counts as a sorcerer spell for you, but doesn't count against your total number of Spells Known.

Primordial Storm

Your stormy soul has become a raging tempest, making you more elemental then mortal. Starting at 18th level, you no longer need to eat, drink, or sleep, and you gain immunity to both lightning and thunder damage.

In addition, when you take damage from a creature within 60 feet that you can see, you can use your reaction to rebuke them with elemental air. The attacker must make a Strength saving throw, and on a failed save, it takes thunder damage equal to your sorcerer level and is knocked back 20 feet.

Waveborn

Within you dwells a drop of pure elemental water, connecting you to the waters of the deepest oceans, babbling brooks, and frozen lakes. The gentle lapping of waves, the spray of the sea foam on the wind, the crushing darkness of the ocean depths; all these call you. Your watery magic can be as refreshing as the rains, or as destructive as great waves and flood waters.

Waveborn Spells

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

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

Sorcerer Level Spell
1st armor of Agathys, fog cloud
3rd hold person, misty step
5th sleet storm, tidal wave
7th water sphere, summon elemental (water)
9th cone of cold, maelstrom

Heart of Water

The droplet of elemental water within your soul has altered your physical form so you can thrive in aquatic environments. At 1st level, you gain the features detailed below:

  • You are resistant to cold damage.
  • You gain darkvision out to radius of 60-feet.
  • You gain a swimming speed equal to your movement speed, and you can breathe both air and water.
  • You can speak, read, and write Aquan, the language of the Elemental Plane of Water. By understanding Aquan you can communicate with creatures that speak Primordial, or its four dialects; Aquan, Auran, Ignan, and Terran.

Curse of the Depths

Your magic carries a frozen curse. Starting at 1st level, when you deal cold damage to a creature, you can spend an additional Sorcery Point to cover a single target in frost, reducing its movement speed by a number of feet equal to five times your Charisma modifier (minimum of 5 feet).

This reduction lasts until the start of your next turn, unless a creature uses an action to scrape the frost off the target.

Watery Resilience

Beginning at 6th level, you can temporarily take on a watery form to avoid harm. As a reaction when you are hit by an attack, you can grant yourself resistance to any bludgeoning, piercing, or slashing damage from the attack and move up to your movement speed without provoking opportunity attacks.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses left, you can spend 2 Sorcery Points to use it again.

Shifting Form

The elemental water within your soul allows you to move as a flowing liquid. At 14th level, you gain the following benefits:

  • You are resistant to damage from opportunity attacks.
  • You can move through the space of an enemy creature but you cannot willingly end your movement there.
  • You can squeeze through gaps as narrow as 1 inch.
  • When you are underwater or using your swimming speed, you can take the Dash action as a bonus action.
  • As a bonus action, your body can extrude (or retract) a thin watery tentacle up to 10 feet long. You can use it to perform simple tasks, but it cannot attack, activate items, manipulate complex tools, or carry more than 10 pounds.

Primordial Deluge

Your watery soul has become a great sea, making you more elemental then mortal. Starting at 18th level, you don't need to eat, drink, or sleep, and you are immune to cold damage.

Also, as long as you are not incapacitated, when you are hit by an attack that is a critical hit, you can absorb the blow like flowing water, turning a critical hit into a normal hit.

Wild Magic

Within you dwells a drop of pure elemental water, connecting you to the waters of the deepest oceans, babbling brooks, and frozen lakes. The gentle lapping of waves, the spray of the sea foam on the wind, the crushing darkness of the ocean depths; all these call you. Your watery magic can be as refreshing as the rains, or as destructive as great waves and flood waters.

Wild Magic Spells

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

When you gain a level in this class, you can replace one spell from this feature with an evocation or transmutation spell from the sorcerer or wizard spell list of the same level.

Sorcerer Level Spell
1st chaos bolt, sleep
3rd enlarge/reduce, misty step
5th blink, hypnotic pattern
7th confusion, polymorph
9th animate objects, wall of force

Wild Magic Surge

After you cast a sorcerer spell of 1st-level or higher, roll a d10. If you roll a number equal to or less than the level at which you cast the spell, immediately make a d100 roll on the Wild Magic Surge table to create a random magical effect.

If that effect is a spell, it is too wild to be affected by your Metamagic, and if it requires concentration, it doesn't require concentration in this case, and the spell lasts its full duration.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, you must roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, you roll additional damage dice equal to the number of dice you rolled the highest number possible on. This repeats until you no have no longer rolled the highest number on any dice. You can use the feature only once per turn.

Metamagic

Listed below are the Metamagics available to a sorcerer. When you gain a level in this class, you can choose one of the Metamagics you know and replace it with another of your choice that you meet the prerequisites for.

You can only apply one Manifestation to each spell you cast, unless the Manifestation itself says otherwise.

Arcane Tenacity

When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can use your reaction to expend 3 sorcery points and gain Advantage on the saving throw.

Adamant Spell

When you cast a spell, you can spend Sorcery Points equal to 1 + the level of the spell to make it immune to anti-magic spells like counterspell, dispel magic, or anti-magic field.

Adjacent Spell

When you cast a spell that requires you to make a ranged spell attack while there is an enemy creature within 5 feet of you, you can spend 1 Sorcery Point to make your ranged spell attack without disadvantage.

Blinding Spell

When you cast a spell that deals fire or radiant damage, you can spend 1 Sorcery Point to force one target of the spell to make a Constitution saving throw. On a failed save, the target blinded for one minute. The creature can repeat their saving throw at the start of each turn, ending the effect on a success

Brutal Spell

When you cast a spell that deals damage, you can spend 2 Sorcery Points to empower the casting. If you roll the highest number of any of the spell's damage dice you can roll that die again and add it to the total damage. However, if you roll the lowest number on any of the spell's damage dice, you remove that die, and its damage, from the total damage of the spell.

Careful Spell

When you cast a spell that forces targets to make a saving throw, you can spend 1 Sorcery Point to protect a number of creatures equal to your Charisma modifier (minimum of 1). These creatures automatically succeed on their saving throw.

Cerebral Spell

When you cast a spell that forces an Intelligence or Charisma saving throw, you can spend 3 Sorcery Points and change the spell's saving throw to target the other ability score instead.

This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Concussive Spell

When you cast a spell that deals bludgeoning or thunder damage, you can spend 1 Sorcery Point to force one target of the spell to make a Strength saving throw. On a failed save, the target is knocked prone. Large or larger creatures have advantage on their Strength saving throw.

Distant Spell

When you cast a spell with a range of 5 feet or more, you can spend 1 Sorcery Point to double its range. If you use this on a spell with a range of touch, its range becomes 30 feet.

Dynamic Presence

Choose either Deception, Intimidation, or Persuasion. You gain proficiency in that skill, and when you make an ability check with that skill, you can spend 1 Sorcery Point to grant yourself advantage on the roll. If you are already proficient in that skill, you gain proficiency in another skill of your choice.

You can select this Metamagic ability more than once, but you must select a different skill proficiency each time.

Elemental Spell

When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 1 Sorcery Point to change the spell's damage type to another from the list above.

Empowered Cantrip

When you cast a sorcerer cantrip you can expend 1 Sorcery Point to increase the power of that cantrip to its next level.

For example, a 3rd level sorcerer, can spend 1 Sorcery Point to cast firebolt as if they were a 5th level sorcerer, and that firebolt will deal 2d10 fire damage in place of 1d10.

Empowered Spell

After you roll damage for a spell, you can spend 1 Sorcery Point to re-roll a number of the damage dice up to your Charisma modifier (minimum of 1), and use the new rolls.

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

Esoteric Spell

When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can spend 1 Sorcery Point to change the damage type of the spell to another from the list above.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double the spell's duration, up to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw, you can spend 3 Sorcery Points to force one target of the spell to make their initial saving throw with disadvantage. The target makes subsequent saving throws as normal.

Imbued Spell

When you cast a spell that has a range of self, you can spend Sorcery Points equal to 1 + the level of the spell to instead cast it with a range of touch, targeting a willing creature.

If the spell requires concentration, the creature you cast the spell on must concentrate on the spell.

Imbuing Touch

As a bonus action, you can touch a nonmagical weapon and spend 1 Sorcery Point to imbue it with a spark of your magic. For the next minute, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Immutable Will

When you would fail an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to spend 3 Sorcery Points to re-roll your saving throw, potentially turning failure into a success. You must use the result of the new roll.

Kinetic Spell

When you cast a spell that forces a Strength or a Dexterity saving throw, you can spend 2 Sorcery Points and change the spell's saving throw target the other ability score instead.

This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Linked Spell

When you cast a spell, you can spend 2 Sorcery Points and touch a willing creature within 5 feet, expending one of their spell slots to cast the spell in place of your Sorcery Points.

Magical Guidance

When you fail an ability check, you can use your reaction to spend 2 Sorcery Points to re-roll the d20. You must use the new d20 roll, potentially turning a failure into a success.

Misdirecting Spell

When you cast a spell that originates from you, you can spend 3 Sorcery Points to cause the spell to appear as if it had originated from a point you can see within 30 feet.

Overcharged Spell

When you cast a spell has only one target, and requires you to make a ranged spell attackroll, you can spend 2 Sorcery Points to increase the critical hit range of that spell, allowing you to score a critical hit on a roll of 19 or 20 on the d20.

Potent Spell

When you cast a spell that deals damage, you can spend 1 Sorcery Point to have the spell to ignore a single target's resistances to the damage of the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 Sorcery Points to cast it as a bonus action.

Recycled Spell

When you cast a spell, you can spend 1 Sorcery Point to possibly conserve your arcane energy. If the spell misses or fails to take effect, you can use your reaction to regain half of the Sorcery Points you spent to cast the spell, including the Sorcery Point spent on this Metamagic (rounded down).

This Metamagic cannot be used with Arcanum spells.

Resolute Spell

When you cast a spell that forces a Wisdom or a Constitution saving throw, you can spend 2 Sorcery Points and change the spell's saving throw target the other ability score instead.

This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Savage Spell

When you cast a spell that deals bludgeoning, piercing, or slashing damage, you can spend 1 Sorcery Point to change the spell's damage type to another from the list above.

Seeking Spell

When you make an attack roll for a spell and miss, you can spend 2 Sorcery Points to re-roll the d20. You must use the new d20 roll, potentially turning a missed attack into a hit.

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

Shielded Spell

When you cast a spell while you are within the area of effect of that spell, you can spend 2 Sorcery Points to ignore the effects of that spell for the spell's entire duration.

Silent Spell

When you cast a spell, you can spend 1 Sorcery Point to cast a version of that spell that produces no sound. However, you must still speak the verbal components of the spell aloud as this Metamagic only removes the sound of the spell itself.

Sorcerous Fortitude

As an action, you can spend a number of Sorcery Points, up to your Charisma modifier (minimum of 1), to grant yourself 1d4 temporary hit points per Sorcery Point you spend.

Sturdy Spell

When you cast a spell that requires your concentration, you can spend Sorcery Points, up to your Charisma modifier (minimum of 1), to empower your focus. For each Sorcery Point you spend, you gain a +1 bonus to the first saving throw you make to maintain your concentration on that spell

Subtle Spell

When you cast a spell, you can spend 1 Sorcery Point to cast it without providing any of the somatic or verbal components.

Twinned Spell

When you cast a spell that is incapable of hitting more than one target at the level at which you are casting it, and doesn't have a range of self, you can spend Sorcery Points equal to the level you cast the spell (1 Sorcery Point for cantrips) to target a second target within the range of the spell.

Unerring Spell

When you cast a spell that requires an attack roll or a Dexterity saving throw, you can spend 1 Sorcery Point to ignore the effects of half and three-quarters cover.

Unstable Spell

When you cast a spell that forces a target to make a saving throw, you can spend 2 Sorcery Points to have the initial saving throw target an ability score determined by random chance. Roll a d12, and the spell's initial saving throw is changed to target the ability score from the list below.

If you roll a 1, your spell immediately fails. However, only the 2 Sorcery Points you spent to use this ability are wasted. You regain any Sorcery Points you used to cast the spell.

Roll Saving Throw
1 Spell Failure
2-3 Strength
4-5 Dexterity
6-7 Constitution
Roll Saving Throw
8-9 Wisdom
10 Intelligence
11 Charisma
12 Your Choice
 

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