XGtE* |
| 9th | *mislead* |
#### Wild Magic Surge
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 d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
#### 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 can 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.
#### Metamagic Option: Explosive Spell
At 6th level, you gain the following metamagic option:
When you roll damage for a spell, you can expend up to 4 spell points and deal 1d6 damage per spell point expended to creatures of your choice within 5 feet of one target of the spell. The damage type is the same as the spell's damage type.
#### Tumultuous Physique
At 10th level, your body is able to adapt its form to deter magical attacks. The first time you take damage after finishing a long rest, you can use your reaction to gain resistance to the triggering damage for 1 hour, provided it isn't bludgeoning, piercing, or slashing damage.
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#### Spell Bombardment
Beginning at 14th 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, choose one of those dice, roll it again and add that roll to the damage. You can use this feature a number of times per turn equal to your Charisma modifier.
#### Embodiment of Chaos
At 20th level, you have learned to shift your form into a sentient storm of chaos. You can use your action to transform, gaining the following benefits:
* You can move through creatures and objects, but you take 5 force damage if you end your turn inside of a creature or object.
* You have a 60 foot flying speed and can hover.
* You have resistance to all damage except force and psychic damage.
* Whenever a creature within 60 feet of you casts a spell of 1st level or higher, you can force it to roll on the Wild Magic Surge table to create a magical effect, which targets the creature instead of you.
While in this form, you can use a bonus action on each of your turns to shoot a beam of crackling energy at a creature within 90 feet of you. When you do so, make a ranged spell attack. On a hit, the creature takes 4d12 damage. You choose the damage's type.
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.
Once you use this ability, you cannot do so again until you finish a long rest, unless you expend 9 spell points to regain the use of this feature.
> ##### Using the Wild Magic Sorcerer
> The wild magic sorcerer is not suited for every campaign. Talk with your DM before playing as a wild magic sorcerer to make sure that it is a valid option.
>
> If you play as a wild magic sorcerer, you may want to tweak the conditions in which you roll a d20 as part of the Wild Magic Surge feature so that it is more fitting for your character. Some examples include:
>
> * When you cast a spell from a particular school of magic.
> * When you use a metamagic option on a spell.
> * When you cast a spell after having taken damage in the last round.
>
> You may also want to tweak the probability of causing a Wild Magic Surge. For example, you could decide that it occurs on a roll of 1-3.
>
> Before making any of these changes, make sure you consult with your DM for approval.
\pagebreak
## Metamagic Options
A metamagic option that references spell points expended refers to the number of spell points expended to use the metamagic option, not the spell it modifies.
You can use only one metamagic option on a spell when you cast it, unless otherwise noted.
If a metamagic option has a prerequisite, you must meet it to learn it. You can learn an option at the same level you meet its prerequisite. A level prerequisite refers to your level in this class.
#### Archaic Spell
When you cast a spell that has the ritual tag, you can expend 1 spell point to cast the spell without expending the required amount of spell points.
You can use Archaic Spell even if you have already used a different metamagic option during the casting of the spell.
#### Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can expend 1 spell point and double the range of the spell.
When you cast a spell that has a range of touch, you can expend 1 spell point and make the range of the spell 40 feet.
#### Extended Spell
When you cast a spell that has a duration of 10 minutes or longer, you can expend 1 spell point and double its duration, to a maximum of 24 hours.
When you cast a spell that has a duration of 1 minute, you can expend 1 spell point and change its duration to 10 minutes.
#### Subtle Spell
When you cast a spell, you can expend 1 spell point to cast it without any somatic or verbal components.
#### Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can expend 1 spell point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
You can use Transmuted Spell even if you have already used a different metamagic option during the casting of the Spell.
#### Empowered Spell
*Prerequisite: 6th level*
___
When you roll damage for a spell that targets multiple creatures, you can expend a number of spell points equal to the spell’s level (1 spell point if the spell is a cantrip) and cause each creature damaged by the spell to take extra damage equal to your Charisma modifier.
If a spell deals multiple types of damage, you choose which type the extra damage is.
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#### Quickened Spell
*Prerequisite: 6th level*
___
When you cast a spell that has a casting time of 1 action, you can expend a number of spell points equal to the spell’s level (1 spell point if the spell is a cantrip) to change the casting time to 1 bonus action for this casting.
#### Twinned Spell
*Prerequisite: 6th level*
___
When you cast a spell that targets only one creature and doesn't have a range of self, you can expend a number of spell points equal to the 2 + spell's level to target a second creature in range with the same spell (2 spell points if the spell is a cantrip).
To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
#### Enduring Spell
*Prerequisite: 10th level*
___
When you cast a spell that requires concentration, you can expend 2 spell points and gain a +5 bonus to all Constitution saving throws you make to maintain concentration on the spell.
You can use Enduring Spell even if you have already used a different metamagic option during the casting of the spell.
#### Heightened Spell
*Prerequisite: 10th level*
___
When you cast a spell that forces a creature to make a saving throw to resist the spell’s effects, you can expend 3 spell points to impose disadvantage on the creature's first saving throw made against the spell.
#### Seeking Spell
*Prerequisite: 10th level*
___
When you make an attack roll for a spell, you can expend up to 3 spell points. For each spell point you expend, add a +1 bonus to the attack roll.
You must use Seeking Spell when you have seen the result of the attack roll but before any of the attack’s effects occur.
#### Amplified Spell
*Prerequisite: 17th level*
___
When you cast a spell that has an area of effect, you can expend 5 spell points to double one dimension of the area of effect, to a maximum of 100 feet. For example, you could double the radius of a sphere or the height of a cylinder.
#### Auxiliary Spell
*Prerequisite: 17th level*
___
When you cast a spell that targets only one creature, you can expend 5 spell points to cast a second, different spell on the same target. The second spell must also target only one creature, and it cannot require concentration. You must expend the appropriate number of spell points for both spells.
\pagebreak
#### Malleable Spell
*Prerequisite: 17th level*
___
When you use a metamagic option on a spell, you can expend 3 spell points and use another metamagic option on the spell, even if you would not normally be able to do so. You must expend the required amount of spell points for both metamagic options.
You can use Malleable Spell even if you have already used a different metamagic option during the casting of the spell.
## Feat: Metamagic Adept
*Prerequisite: the ability to cast at least one spell*
You have learned to exert your will on your spells to alter how they function:
* You learn one metamagic option of your choice from the sorcerer class, choosing from the following list: empowered spell, quickened spell, twinned spell.
* You can use the chosen option once without expending any any of the required spell points before you must finish a short or long rest to do so again.
## Multiclassing
This is a list of rules designed to be combined with the optional multiclassing rules found in the *Player's Handbook*.
### Metamagic
You can only use metamagic options you know on your sorcerer spells, unless it is a metamagic option you learned through the Metamagic Adept feat.
### Spellcasting
These are additional rules and modifications to the spellcasting section of multiclassing rules:
***Spell Slots.*** Do not add any of your sorcerer levels when determining your available spell slots.
***Innate Magic.*** You can use spell points you gain from the Innate Magic class feature to cast spells you know or have prepared from classes with the Spellcasting or Pact Magic feature, and you can use spell slots you gain from classes with the Spellcasting or Pact Magic class features to cast your sorcerer spells.
When you use a spell slot to cast one of your sorcerer spells, you cast it at the level of the slot expended, even if the slot is of a higher level than your Maximum Spell Level. Likewise, when you use spell points to cast a spell that is not a sorcerer spell, you cannot cast it at a level higher than your Maximum Spell Level.
\pagebreak
### Sorcerer Spells
##### Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Chill Touch
- Control FlamesXGtE
- Create BonfireEEPC
- Dancing Lights
- Fire Bolt
- Friends
- FrostbiteXGtE
- GustXGtE
- Light
- Mage Hand
- Message
- Mind SliverTCoE
- Minor Illusion
- Mold EarthXGtE
- Poison Spray
- Ray of Frost
- Shape WaterXGtE
- Shocking Grasp
- ThunderclapEEPC
- True Strike
##### 1st Level
- Absorb ElementsXGtE
- Burning Hands
- CatapultEEPC
- Chaos BoltXGtE
- Charm Person
- Chromatic Orb
- Color Spray
- Comprehend Languages
- *Darklight* *
- Detect Magic
- Disguise Self
- Earth TremorXGtE
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Fog Cloud
- Frost FingersID:RotF
- Grease
- Ice KnifeXGtE
- Jump
- Longstrider
- Mage Armor
- Magic Missile
- Ray of Sickness
- Shield
- Silent Image
- Sleep
- *Static Shock* *
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- Tasha's Caustic BrewTCoE
- Tasha's Hideous Laughter
- Thunderwave
- Witch Bolt
##### 2nd Level
- Aganazzer's ScorcherEEPC
- Alter Self
- Blindness/Deafness
- Blur
- Cloud of Daggers
- Darkness
- Darkvision
- Detect Thoughts
- Dragon's BreathXGtE
- Dust DevilEEPC
- EarthbindEEPC
- *Ember Strike* *
- Enhance Ability
- Enlarge/Reduce
- Flaming Sphere
- Gust of Wind
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Levitate
- Maximillian's Earth GraspEEPC
- Mind SpikeXGtE
- Mirror Image
- Misty Step
- Nathair's MischiefFToD
- Phantasmal Force
- PyrotechnicsEEPC
- Rime's Binding IceFToD
- Scorching Ray
- See Invisibility
- Shatter
- Silence
- Snilloc's Snowball SwarmEEPC
- Spider Climb
- Suggestion
- Tasha's Mind WhipTCoE
- Warding WindEEPC
- Web
##### 3rd Level
- Ashardalon's StrideFToD
- Blink
- Clairvoyance
- Counterspell
- Daylight
- Dispel Magic
- Enemies AboundXGtE
- Erupting EarthXGtE
- Fear
- Fireball
\columnbreak
- Fly
- Gaseous Form
- Haste
- Hypnotic Pattern
- Intellect FortressTCoE
- Lightning Bolt
- Major Image
- Melf's Minute MeteorsEEPC
- Protection From Energy
- Sleet Storm
- Slow
- Stinking Cloud
- Thunder StepXGtE
- Tidal WaveXGtE
- Tongues
- Vampiric Touch
- Wall of SandEEPC
- Wall of WaterXGtE
- Water Breathing
- Water Walk
- Wind Wall
##### 4th Level
- Banishment
- Blight
- Charm MonsterXGtE
- Confusion
- *Crystal Sphere* *
- Dimension Door
- Dominate Beast
- Fire Shield
- Freedom of Movement
- Greater Invisibility
- Ice Storm
- Otiluke's Resilient Sphere
- Polymorph
- Raulothim's Psychic LanceFToD
- Sickening RadianceXGTE
- Stoneskin
- Storm SphereEEPC
- Vitriolic SphereEEPC
- Wall of Fire
- Watery SphereEEPC
##### 5th Level
- Animate Objects
- Antilife Shell
- *Arcane Surge* *
- Bigby's Hand
- Cloudkill
- Cone of Cold
- Control Winds
- Dominate Person
- Enervation
- Far StepXGtE
- Geas
\columnbreak
- Hold Monster
- ImmolationEEPC
- Insect Plague
- Rary's Telepathic Bond
- Seeming
- Skill EmpowermentXGtE
- Summon Draconic SpiritFToD
- Synaptic StaticXGtE
- Telekinesis
- Teleportation Circle
- Wall of LightXGtE
- Wall of Stone
##### 6th Level
- Chain Lightning
- Circle of Death
- Disintegrate
- Eyebite
- Fizban's Platinum ShieldFToD
- Flesh to Stone
- Globe of Invulnerability
- *Icy Domain* *
- Investiture of FlameEEPC
- Investiture of IceEEPC
- Investiture of StoneEEPC
- Investiture of WindEEPC
- Mass Suggestion
- Mental PrisonXGtE
- Move Earth
- Otiluke's Freezing Sphere
- Primordial WardXGtE
- ScatterXGtE
- Sunbeam
- Tasha's Otherworldly GuiseTCoE
- True Seeing
- Wall of Ice
##### 7th Level
- Crown of StarsXGtE
- Delayed Blast Fireball
- Draconic TransformationFToD
- Etherealness
- Finger of Death
- Fire Storm
- Plane Shift
- Power Word PainXGtE
- Prismatic Spray
- Project Image
- Reverse Gravity
- *Subsume the Arcane* *
- Teleport
- WhirlwindEEPC
##### 8th Level
- Antimagic Field
- Dominate Monster
\pagebreak
- Earthquake
- Feeblemind
- Incendiary Cloud
- Mind Blank
- Power Word Stun
- Sunburst
- Telepathy
##### 9th Level
___
- InvulnerabilityXGtE
- Gate
- Mass PolymorphXGtE
- Meteor Swarm
- Prismatic Wall
- Power Word Kill
- Psychic ScreamXGtE
- Time Stop
- Wish
## Optional Spells
This section contains unique spells that can be added to the sorcerer spell list at the DM's discretion.
#### Arcane Surge
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (30-foot radius)
- **Components:** S
- **Duration:** Instantaneous
___
You call forth from within yourself a maelstrom of raw, untamed magical energy which surges over nearby creatures and objects like a wave.
Each creature within 30 feet of you must make a Strength saving throw. On a failure, a creature takes 8d8 force damage and is pushed 15 feet away from you in a straight line. On a success, a creature takes half damage and isn't pushed.
Unsecured objects within range that weigh less than 10 pounds are also pushed 15 feet away from you in a straight line.
#### Crystal Sphere
*4th-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S, M (a piece of quartz)
- **Duration:** Concentration, up to 10 minutes
___
You cause a hollow crystalline shell to form at a point you choose within range. The shell is 3 inches thick and forms a 10-foot radius sphere. The sphere is transparent, and grants creatures inside of it total cover from effects originating outside of the sphere.
If the sphere cuts through a creature’s space when it appears, the creature is pushed inside or outside of the sphere (your choice), unless the creature is Huge or larger, in which case it is pushed outside of the sphere. If a creature would be surrounded on all sides by the sphere, that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the sphere.
The sphere doesn't need to rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone or earth.
The sphere is an object made of crystal with an AC of 16 and 65 hit points. When the sphere is reduced to 0 hit points, it shatters, dealing 3d8 piercing damage to creatures inside of it or outside of it and within 5 feet of it (your choice), and the spell ends.
#### Darklight
*1st-level conjuration (ritual)*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S
- **Duration:** 1 hour
___
You touch one object that is no larger than 5 feet in any dimension. Until the spell ends, the object appears pitch black and sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Light produced by this spell is only visible to you and up to five other creatures you designate. Completely covering the object with something opaque blocks the light.The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
#### Emberstrike
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a lump of coal)
- **Duration:** 1 round
___
You conjure a barrage of soot and burning embers that strike creatures within 10 feet of a point you choose within range.
Each in the area must succeed on a Constitution saving throw or take 2d6 fire damage and become blinded by soot until the start of your next turn.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the spell's damage increases by 1d6 for each slot level above 2nd.
\pagebreak
#### Icy Domain
*6th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 150 feet
- **Components:** V, S
- **Duration:** Concentration, up to 8 hours
___
The ground in a 30-foot radius sphere centered on a point you choose within range becomes covered in a layer of frost. The area directly above the frost feels unnaturally cold, and creatures that stay there for more than an hour are subjected to the effects of extreme cold.
When you cast the spell, and as an action on each of your turns until the spell ends, you can cause icy spears to swiftly rise from the ground and attempt to impale up to three creatures you can see that are in contact with the frost. Each creature must succeed on a Dexterity saving throw or take 3d6 piercing damage and 3d6 cold damage.
A creature that fails its saving throw by 5 or more is impaled by one or more of the spears. While impaled, its speed is reduced to 0, and it takes 3d6 cold damage at the start of each of its turns. An impaled creature can make a Strength (Athletics) check at the end of each of its turns. On a success, it breaks free and is no longer impaled.
#### Static Shock
*1st-level evocation (ritual)*
___
- **Casting Time:** 1 minute
- **Range:** Touch
- **Components:** V, S
- **Duration:** 1 hour
___
You charge a willing creature with magical electricity. The first time the creature is hit by a melee attack while this spell is in effect, the attacker must make a Constitution saving throw, taking 2d6 lightning damage on a failed save, or half as much on a successful one. The spell then ends.
If either of the two creatures are wearing metal armor, the attacker has disadvantage on its saving throw.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the spell's damage increases by 1d6 for each slot level above 1st.
#### Subsume the Arcane
*7th-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S, M (an engraved silver pendant on a silken string, together worth at least 500 gp)
- **Duration:** Concentration, up to 1 minute
___
You attempt to take control over the spellcasting of a creature you can see within range. The creature must succeed on a Charisma saving throw or suffer the following effect for the duration.
Whenever the creature casts a spell of 6th level or lower while effected by this spell, you can make an ability check using you're spellcasting ability, which the creature must contest with an ability check using its spellcasting ability. If you succeed, you choose the spell's targeted location or creature(s). If the creature succeeds, this spell ends.
**At Higher Levels.** When you cast this spell at 8th level or higher, you can attempt to control spells cast by the creature if their level is less than the level of the spell slot you used.
##### Art Credits
**Cover Art:** Dragonborn Sorcerer, by Kim Van Deun
**Aberrant Mind Sorcerer:** Psychic Corrosion, by Bastiene Deharme
**Clockwork Soul Corcerer:** Speedway Fanatic, by Slawomir Maniak
**Divine Soul Sorcerer:** Silverquill Silencer, by Zezhou Chen
**Draconic Bloodline Sorcerer:** Draconic Sorcerer, by MilonasDionisis
**Shadow Sorcerer:** Divine Soul Sorcerer WIP, by Conluoi
**Storm Sorcerer:** Ral, Storm Conduit, by Wesley Burt
**Chaos Magic:** Limbo (Official D&D Artwork)