Sorcerer's Exclusive Spells

by Carreau

Search GM Binder Visit User Profile
Sorcerer's exclusive spells

Sorcerer's exclusive spells

Spell level Spell
1st Fire chains
2nd Spectral Claws, Chaotic Bond, Prismatic Gift
3rd Power Surge
4th Frozen Tomb, Frost Fire, Green Lightning, Force Storm
5th Chaotic Storm
6th Magical Resonance
8th Arcane Self

Fire Chains

1st-level Conjuration


  • Casting Time: 1 action
  • Range: self (30 ft. cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose two creatures or one creature and one object you can see in a 30-foot cone. A chain made of fire ties the two targets to one another. Until the end of the spell, every time one of the creatures targeted this way ends its turn 10 feet away or more from the other target, it must make a constitution saving throw. The creature takes 1d10 fire damage on a fail, or half damage on a success.

If one of the targets dies, is destroyed or is sent to an other plan, the spell ends.

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.

Spectral Claws

2nd-level Illusion


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

For the duration of the spell, the spectral shape of large dragon claws hover over both the target's arms, mimicking their movements. Until the spell ends, whenever something asks the target to use its strength modifier, it can use your charisma modifier instead (for melee attacks, acrobatic checks or strength saving throws for instance).

Moreover, the target can also use the spectral claws as melee weapons to maul its enemies. The claws count as martial weapons with which it is proficient, have the Light and Reach properties, and deal 1d10 magical slashing damage on a hit.

Both the target hands are still free while the spectral claws are active, so it can use them to interact with objects, wield weapons or cast spells as usual.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d10. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d10.

Prismatic Gift

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 10 minute

A multicolor beam of condensed magic sprays out of your hand to a creature you can see within range. Until the spell ends, the target gain one of the following benefits (roll a d8 when you cast that spell, the result indicate the school of magic that affects the target).

  1. Divination : Once per round, the target can choose to reroll one die of any kind (an attack roll, a saving throw, a damage die etc.). When it does so, it must keep the new result, even if it is worse than the first roll.

  2. Conjuration : Once per round, the target can use its bonus action to teleport itself 15 feet in any direction it can see.

  3. Evocation : Once per round, when the target deals damage to a creature, a structure or an object, it can choose a type between fire, cold, lightning, or acid, and deal an extra 2d6 damage of the chosen type to its target.

  4. Illusion : Once per round, when the target hits a creature with an attack, it can use its bonus action to try to frighten the creature by creating monstrous illusions (like spiders crawling on its weapon for instance). When it does so, the creature that has been hit by the attack must succeed on a wisdom saving throw against your own spell save DC or be frightened by the attacker until the end of the its (the creature that has been hit) next turn.

  5. Enchantment : Once per round, when the target is attacked by an enemy, it can use its reaction to charm the enemy before that attack occurs. The enemy must succeed on a wisdom saving throw against your own spell save DC. On a failed save, it must make its attack against an other creature in range chosen by the target of your prismatic gift. If there is no other creature within range, then it attacks the target of your prismatic gift as normal.

  6. Transmutation : Once per round, the target can choose to transmute a part of its body until the beginning of its next turn. When it does so, its movement speed is increased by 5 feet and it can choose to either : gain a swimming speed equal to its walking speed, gain a climbing speed equal to its walking speed, or change one of its hand and any object it was carrying in that hand into a one handed weapon of its choice. It can't make range or thrown attacks with that weapon as it is directly a part of its own body.

  7. Abjuration : Once per round, when the target should take damage, it can use its reaction to reduce the damage by 2d6.

  8. Necromancy : Once per round, when the target deals damage to a creature, it can choose to gain 2d6 temporary hit points.

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. You can choose to target a same creature multiple times.

Chaotic Bond

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Choose a creature within 60 feet of you. You create a magical bind between you and the target that lasts until the spell ends. While the bond is active, the magic flows between you. Every time you or your binded ally cast a spell, the caster can choose to cast its spell as if it was the other : You can cast spells as if you were your ally, using its position to determine the range of the spells; and your ally can cast spells as if it was you, using your own position. The caster still uses its own senses, spellcasting modifier, concentration and spell save DC when the effects of a spell require them.

For instance, if you cast a spell with a range of self, you can choose that it targets your binded ally instead; if your binded ally casts a spell with a range of touch, it can choose a target in your own range of touch instead of its own; or if you cast a spell with a range of 30 feet, you can choose a target that is either within 30 feet of you, or within 30 feet of your binded ally.

Power Surge

3rd-level Transmutation


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

The magic flows through your veins and empowers you. For the duration of the spell, every time you roll a damage die, you can choose to turn it on its opposite side.

For instance, if you make an attack that deals 1d6 damage and roll a 2, you can turn the die on its opposite side and get a 5 instead.

Frozen Tomb

4th-level Evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: 1 round

A thick barrier of ice encloses a creature or object of Large size or smaller you can see within range until the beginning of your next turn. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed until the beginning of your next turn.

A creature enclosed in the frozen tomb is Petrified and can't be damaged for the duration of the spell.

Moreover, you can apply one of the following effects :

  • The area within 20 feet of the target become difficult terrain for the duration of the spell, and all creatures that start their turn in this area must make a dexterity saving throw, taking 3d8 cold damage on a failed save, or half damage on a success.
  • The target takes 6d8 cold damage if it is enclosed in the frozen tomb, or half damage if it has succeeded its saving throw.
  • The target can expend one hit die and regain hit points equal to the result + twice the spell level.

At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the cold damages are increased by 1d8 for each spell level above 4th.

Force Storm

4th-level Evocation


  • Casting Time: 1 action
  • Range: 150 ft.
  • Components: V, S
  • Duration: Instantaneous

You point at a place within range, and a tempest of pure magic starts raging in a 20-foot radius around that point. The storm feasts on the inner magic of the creatures in that area to gain in intensity. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 1d10 force damage for each small or bigger creature in the area, up to a maximum of 5d10. It takes only half as much damage on a success.

So if there are 3 creatures in the targeted area, the 3 creatures must succeed a strength saving throw or take 3d10 force damage.

The storm spreads around corners.

At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the radius of the storm is increased by 10 feet and the maximum damage increases by 1d10 for each spell level above 4th (So casted with a 6th-level spell slot for instance, the force storm would rage in a 40-foot radius and deal up to 7d10 force damage to the creatures in its area).

Frost Fire

4th-level Evocation


  • Casting Time: 1 action
  • Range: 150 ft.
  • Components: V, S
  • Duration: 1 round

You point at a place within range, and a 1-foot ball of freezing flames streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature either :

  • takes 5d8 fire damage and becomes susceptible to cold damage until the end of your next turn (the first time it should take cold damage each turn, it takes an extra 2d6 cold damage),
  • or takes 5d8 cold damage and becomes susceptible to fire damage until the end of your next turn (the first time it should take fire damage each turn, it takes an extra 2d6 fire damage).

Your choice, however the type of damage must be the same for every creature affected by that spell.

On a successful save, a creature only takes half as much damage and doesn't gain a susceptibility.

At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the initial damage is increased by 1d8 for each spell level above 4th.

Green Lightning

4th-level Evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S
  • Duration: 1 round

A stroke of green lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature either :

  • takes 5d8 lightning damage and becomes susceptible to acid damage until the end of your next turn (the first time it should take acid damage each turn, it takes an extra 2d6 acid damage),
  • or takes 5d8 acid damage and becomes susceptible to lightning damage until the end of your next turn (the first time it should take lightning damage each turn, it takes an extra 2d6 lightning damage).

Your choice, however the type of damage must be the same for every creature affected by that spell.

On a successful save, a creature only takes half as much damage and doesn't gain a susceptibility.

At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the initial damage is increased by 1d8 for each spell level above 4th.

Chaotic Storm

5th-level Evocation


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

A storm of chaotic magic starts raging in a 30-foot radius around you, twisting and tearing up the space and reality within the area. Each creature in that area must succeed on a Charisma saving throw or be teleported on a free space of your choice within the area of the spell. A creature can choose to fail that saving throw willingly.

Magical Resonance

6th-level Divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until you cast Magical Resonance again

You learn the last spell that the target has casted. For the duration, you can cast that spell yourself using your own spell slots, it counts as a sorcerer's spell for you.

Arcane Self

8th-level Illusion


  • Casting Time: reaction (that you can use when you reach 0 hit points)
  • Range: Self
  • Components: -
  • Duration: 1 hour

As you reach 0 hit points, your spirit and your inner magic detach from your body and create an arcane spirit. In arcane spirit form, you heal to your maximum hit points and you become incorporeal.

Moreover, while in this form you gain the following benefits and drawbacks :

  • you gain a flying speed equal to your walking speed,
  • you can enter and occupy the space of other creatures,
  • you don't need to breath,
  • you gain resistance to non magical bludgeoning, slashing and piercing damage,
  • your AC become equal to 13 + your spell casting modifier,
  • your sorcerer cantrips deal an extra 2d6 damage,
  • you can’t cast 1st-level or higher spells,
  • you can't activate magic items, use objects or wield weapons,
  • your dead body is stabilized,
  • when your dead body should take damage, your arcane spirit take twice those damage instead.

If you reach 0 hit points in arcane spirit form, you’re dead.

If your body regains hit points, if your arcane spirit is targeted by a dispell magic spell, or at the end of the duration of the arcane self spell, your arcane spirit rejoins your body. Your hit points become equal to the hit points of your body and you no longer experience the other benefits and drawbacks of being in arcane spirit form.

Homebrew lovingly made by LeRoiDeCarreau

You enjoyed that content and you want more ? You can find all of my homebrews and more on my Patreon !

Patreon.com/LeRoiDeCarreau

Backers get access to many perks, including :

  • an early access to all my work,
  • exclusive contents,
  • polls to decide what will be developed next,
  • ... and much more !

You can also contact me on Reddit, as I love discussing anything dnd related, so it will be a pleasure to chat with you !

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.