Unchained Sorcerer

by Aussifer

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Unchained Sorcerer

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.

Raw 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 Unchained Sorcerer is an unofficial homebrew publication created by /u/Ozzifer.


Please consider supporting the author for additional updates and future content!

    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 apparent flukes. Some sorcerers can't name the origin of their power, while 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 that 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.

The upbringings of many sorcerers are defined by the events surrounding the manifestation of their power. For those who receive it as an expected birthright, its appearance is a cause for celebration. Other sorcerers are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their abilities.

Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

Creating a Sorcerer

The most important question to consider when creating your sorcerer is the origin of your power. Is it a family curse, passed down to you from distant ancestors? Or did an extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps 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 power.

The Sorcerer
— Spell Slots per Spell Level —
Level Proficiency
Bonus
Features Sorcery
Points
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2 2
2nd +2 Font of Magic 2 4 3 3
3rd +2 Metamagic, Magical Guidance 3 4 4 4 2
4th +2 Ability Score Improvement 4 5 5 4 3
5th +3 Metamagic, Sorcerous Restoration 5 5 6 4 3 2
6th +3 Sorcerous Origin feature 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 Ability Score Improvement 8 5 9 4 3 3 2
9th +4 Metamagic 9 5 10 4 3 3 3 1
10th +4 Greater Sorcery 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 6 12 4 3 3 3 2 1
13th +5 Metamagic 13 6 13 4 3 3 3 2 1 1
14th +5 Sorcerous Origin feature 14 6 13 4 3 3 3 2 1 1
15th +5 Metamagic Versatility 15 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 6 14 4 3 3 3 2 1 1 1
17th +6 Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin feature 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 Metamagic Mastery 20 6 15 4 3 3 3 3 2 2 1 1

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 hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

Class Features

As a sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d6
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: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none


Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Alternatively, you may start with 3d4 × 10 gp to buy your own equipment.

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 of the PHB for the general rules of spellcasting, and "Sorcerer Spells" at the end of the class description for the sorcerer spell list.

Sorcery and Spells

As a sorcerer, your body is the conduit through which you manifest your magic, drawing upon your innate power instead of relying on external sources. Therefore, you don't need to provide material components in order to cast your sorcerer spells, unless the component has a cost or is consumed by the spell.

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.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

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.

Spellcasting Ability

Charisma 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


Sorcerous Origin

You choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic

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

Sorcery Points

You have 2 sorcery points, and you gain one additional point every time you gain a level in this class, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 5th, 9th, 13th, and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

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 throw against the spell.

Delayed Spell

When you cast a spell that has a casting time of 1 action or 1 bonus action on your turn, you can spend 1 sorcery point to have the spell's effect be produced at the end of the turn, rather than at the instant you finish casting the 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, 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 dice, up to a number equal to your Charisma modifier (minimum of one). You must use the new rolls.

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

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Piercing Spell

When you cast a spell that deals damage, you can spend 2 sorcery points to have the spell's damage ignore the damage resistances of one of the spell's targets.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

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

Subtle Spell

When you cast a spell, you can spend 1 sorcery 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 spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

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, the spells magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Vast Spell

When you cast a spell that can target multiple creatures only if they are within 30 feet of each other, you can spend 2 sorcery points to increase that distance to 60 feet.

Magical Guidance

At 3rd level, you can tap into your inner wellspring of magic to try to conjure success from failure. When you fail an ability check, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

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.

    If your DM allows the use of feats, you may instead take a feat.

In addition, whenever you reach a level in this class that grants this feature, you can do one of the following, representing the magic within you flowing in new ways:

  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.
  • Replace one of the options you chose for the Metamagic feature with a different one.

Sorcerous Restoration

Starting at 5th level, your inner reserves of magic replenish as your physical body recovers. If you regain hit points by spending Hit Dice at the end of a short rest, you also regain 1 expended sorcery point.

Greater Sorcery

Starting at 10th level, you gain growing mastery over your manipulation of magical spells. You can use two Metamagic options, instead of one, when you cast a spell. Once you do so, you must finish a long rest before you can use this feature again.

Metamagic Versatility

Beginning at 15th level, when you finish a long rest, you can replace one of your known Metamagic options with a different one.

Metamagic Mastery

By 20th level, your mastery of magic allows you to exceed the shackles that once limited you. Whenever you use a Metamagic option, that option's sorcery point cost is reduced by 1 (to a minimum of 1 sorcery point).

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Many variations exist, as your sorcerous origin reflects the nature of your bond to magic, and the circumstances through which you came to acquire it. The options available for you to choose from are listed below.

  • The Aberrant Mind, scion of alien influence and wielder of psionic power.
  • The Clockwork Soul, drawn from the glorious efficiency of a realm bathed in mechanical order.
  • The Divine Soul, sorcerers who bear the spark of the divine in their magic.
  • The Draconic Bloodline, whose life essence runs rich with the ancient might of dragons.
  • Paradox Magic, which creates contradictions within magical outcomes to alter the flow of reality.
  • Phoenix Sorcery, the manifestation of immortal flame and blazing grandeur.
  • Shadow Magic, for the souls touched by the dark energies of the Shadowfell.
  • Storm Sorcery, traced to the unbridled fury of tempests and the elemental air.
  • Wild Magic, the mysterious and chaotic forces underlying raw creation itself.

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?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Aberrant Origins
d6 Origin
1 You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.
2 A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.
3 You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.
4 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.
5 As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
6 Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!

Psionic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown in 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.

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

Telepathic Speech

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

Starting at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, 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 verbal or somatic components, and it requires no costly material components, unless they are consumed by the spell.

Psychic Defenses

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

Revelation in Flesh

At 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. 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 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 automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.

Warped Reality

From 18th level, you can unleash your aberrant power as a space-warping anomaly. As an action, you can magically radiate a transparent aura in a 20-foot radius for 1 minute. This aura might take the form of a sphere of rippling energy, a fluctuating amoebic gel, or some other manifestation. Other creatures treat the aura as difficult terrain, and a creature that starts its turn in the aura must succeed on a Wisdom saving throw or take 2d10 psychic damage. When you create the aura, you can choose any number of creatures to be unaffected by it.

As a bonus action, you can end the anomalous aura early by causing it to collapse on itself. If you do so, you teleport up to 120 feet to an unoccupied space you can see; when you teleport, you can bring along up to five willing creatures within the aura with you, and these creatures appear in unoccupied spaces within 20 feet of your destination. Immediately after you teleport, each creature within 20 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage 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, a creature takes half as much damage and isn't 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.

Clockwork Soul

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Manifestations of Order
d6 Manifestation
1 Spectral cogwheels hover behind you.
2 The hands of a clock spin in your eyes.
3 Your skin glows with a brassy sheen.
4 Floating equations and geometric objects overlay your body.
5 Tiny spectral clockwork mechanisms phase in and out of existence near you.
6 The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.

Clockwork Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Clockwork 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 an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Clockwork Spells
Sorcerer Level Spells
1st alarm, protection from evil and good
3rd aid, lesser restoration
5th dispel magic, protection from energy
7th freedom of movement, summon constructTCE
9th greater restoration, wall of force

Restore Balance

Also at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Clockwork Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Clockwork Magic feature, 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, lingering traces of the spell's magic grant you a bonus to your AC until the end of the current turn. The bonus equals 1 + the spell's level.

Bastion of Law

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order

At 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

At 18th level, you can summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

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

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 Magic

Starting at 1st level, your link to the divine allows you to learn additional spells when you reach certain levels in this class, as shown in 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.

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 from the cleric spell list.

Divine Spells
Sorcerer Level Spells
1st bless, protection from evil and good
3rd lesser restoration, spiritual weapon
5th magic circle, spirit guardians
7th banishment, divination
9th flame strike, hallow

Favored by the Gods

Also 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.

Divine Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Divine Magic feature, 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, your magic coalesces into an upswell of fortifying energy, represented by a pool of temporary hit points equal to five times the spell's level. Choose any creatures you can see within 30 feet of you, and divide the temporary hit points among them.

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 30 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to have the creature reroll any number of those dice once, provided you aren't incapacitated (no action required by you). 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.

Your alignment determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality. (If your alignment is spread over two choices, you choose the appearance of your wings from them when you gain this feature.)

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.

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 gain power from your draconic ancestry. You can speak, read, and write Draconic, the ancient and magical language of the dragons.

You also choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain through this origin.

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

Dragon Magic

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

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

Dragon Spells
Sorcerer Level Spells
1st absorb elements, command
3rd alter self, dragon's breathXGE
5th fear, fly
7th elemental baneXGE, polymorph
9th control windsXGE, dominate person

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.

Dragon Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Dragon Magic feature, 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, and that spell requires concentration to maintain, your concentration on that spell can't be broken as a result of taking damage.

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. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

 

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 walking 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 draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. The aura lasts for 1 minute, until you are incapacitated, or until you dismiss it as a bonus action, 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 for 24 hours.

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

Paradox Magic

Your sorcerous powers are derived from the contradictions found within the weave of magic itself. By breaking down and manipulating the fundamental concepts of reality, you can create paradoxes that tug and twist at the very fabric of existence in ways that would otherwise be impossible and illogical.

Each sorcerer is touched by this strange magic in their own unique way, but the circumstances behind the origin of such powers are invariably the same: somehow, somewhere, you came into contact with a magical paradox, the essence of which now resides within you. Consult the Paradoxical Origins table for a possible origin of your power.

Paradoxical Origins
d6 Origin
1 You were exposed to a temporal anomaly, infusing you with magical powers. You sometimes experience visions of events yet to come, mistaking them for past memories.
2 You once died for a brief period of time, only to be revived by some fane ritual. A sliver of something unnatural now clings to your soul, appearing somewhere on your body when you use your sorcerous powers.
3 You inadvertently triggered a hidden loophole in a binding magical contract, and were cursed with illogical powers as a result.
4 You fell through an interplanar portal and suffered a mishap, causing you to emerge out the other side with strange new abilities.
5 The sentience of a creature formed from the cosmic void dwells within you, lending you its strength to keep you alive as its host. When you use your powers, your mind fills with screeching static.
6 You once read a forbidden tome that filled your mind with maddening secrets. When your senses returned, you found you could defy the natural laws of your world.

Paradox Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Paradox 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 an abjuration spell, and it can come from any class's spell list.

Paradox Spells
Sorcerer
Level
Spells
1st chaos bolt, sanctuary
3rd enlarge/reduce, warding bond
5th counterspell, haste
7th death ward, freedom of movement
9th antilife shell, passwall

Probability Shift

Starting at 1st level, you can influence reality to tilt the probabilities affecting a creature. When you cast a sorcerer spell of 1st level or higher, you can choose one of the spell's targets or a creature within 30 feet of you (which can be yourself), causing one of the following effects of your choice:

  • Negative Shift. The target must make a Charisma saving throw against your spell save DC. On a failed save, the creature must roll a d6 and subtract the number rolled from the next attack roll it makes before the start of your next turn.

 

  • Positive Shift. Once before the start of your next turn, the target can roll a d6 and add the number rolled to an attack roll, ability check, or saving throw of its choice. The target can choose to do so after rolling the d20, but before the DM determines the result of the roll.

Paradox Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Paradox Spells feature, 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, you can choose one willing creature you can see within 30 feet of you. You and the creature both teleport, swapping places with each other.

Null Logic

At 6th level, you learn to overload your enemies with contradictory events. Immediately after you deal damage to a creature, you can use a bonus action to subject the creature to a paradox. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is stunned until the start of your next turn.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Existential Schism

Starting at 14th level, you can create spatial anomalies to displace your injuries into an alternate reality. When a creature you can see deals damage to you, you can use your reaction to take no damage instead; any additional effects that accompany the damage still occur, however.

Once you use this reaction, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Twin Paradox

At 18th level, you can reach through the space between realities to pluck yourself from an alternative timeline. As an action, you can summon a perfect duplicate of yourself in an unoccupied space within 5 feet of you. The duplicate is corporeal and uses all your statistics, and it lasts for 1 minute or until either it or you drops to 0 hit points, at which point it vanishes.

The duplicate is friendly to you and your companions and obeys your mental commands, moving in accordance with your wishes and acting on your turn in combat, although the duplicate cannot take any actions of its own. You can perceive through the duplicate's senses as long as you are on the same plane of existence (no action required), and for the duplicate's duration, you can perform any action you take as though you were in the duplicate's space.

Whenever a creature you can see targets you with an attack or a harmful spell or effect while your duplicate is within 120 feet of you, roll a d20. On a roll of 11 or higher, you and the duplicate instantaneously swap places, with no indication of having done so, and the duplicate becomes the target instead of you.

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.

Phoenix Sorcery

Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you.

That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost, however, as the fire within you seethes and demands release, impassioned with the burning desire to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.

Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.

Phoenix Soul Quirks
d6 Phoenix Soul
1 You absentmindedly ignite small fires that quickly sputter out.
2 You cackle like a fiend when you unleash your fire spells.
3 You admire fire, even if it burns your friends.
4 You are covered in burns that mark the first time your power manifested.
5 You like your food charred.
6 You are brave to the point of recklessness.

Phoenix Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Phoenix Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of 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 one that restores hit points or deals fire damage as part of its effect.

Phoenix Spells
Sorcerer
Level
Spells
1st burning hands, feather fall
3rd continual flame, lesser restoration
5th fireball, mass healing word
7th aura of life, summon elementalTCE (fire only)
9th immolationXGE, raise dead

Kindling Hands

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable nonmagical object you touch with your hand.

Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire for 1 minute, or until you are incapacitated. While your mantle is active, you gain the following benefits:

  • You shed bright light in a 30-foot radius, and dim light for an additional 30 feet.
  • Any creature that hits you with a melee attack while within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
  • Once on each of your turns when you roll fire damage for a spell you cast of 1st level or higher, you can gain a bonus to one damage roll of that spell. The bonus equals half your sorcerer level (rounded up).

Once you use this feature, you can't do so again until you finish a short or long rest.

After you gain the Font of Magic feature at 2nd level, you can spend 2 sorcery points to activate your mantle without expending a use of this feature.

Veins of Fire

At 6th level, you gain resistance to fire damage. In addition, while your Mantle of Flame is active, damage that you deal ignores resistance to fire damage.

Phoenix Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Phoenix Spells feature, 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, you can choose one creature you can see within 30 feet of you. The chosen creature either regains hit points or takes fire damage (your choice each time you use this feature) equal to your Charisma modifier + the spell's level.

Spark of Rebirth

Starting at 14th level, you can call upon the regenerative powers of the phoenix when you are close to death. When you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead.

If you use this reaction while your Mantle of Flame is active, each creature of your choice within 30 feet of you that you can see takes fire damage equal to your sorcerer level + your Charisma modifier (minimum of 1), and your mantle immediately ends.

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

Conflagrant Soul

At 18th level, your phoenix flames burn so fiercely that they can consume anything in their path. When you activate your Mantle of Flame, you can spend 4 sorcery points to intensify its power, granting you the following additional benefits until your mantle ends:

  • You gain a flying speed of 40 feet, and you can hover.
  • You have resistance to all damage, and immunity to fire damage.
  • When you deal fire damage to a creature, it must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of your next turn.

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 Sorcerer Quirks
d6 Quirk
1 You are always icy cold to the touch.
2 When you are asleep, you don't appear to breathe (though you must still breathe to survive).
3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event sometimes surprises you.
5 You have trouble remembering that living creatures and corpses should be treated differently.
6 You blinked. Once. Last week.

Shadow Spells

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

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

Shadow Spells
Sorcerer Level Spells
1st false life, inflict wounds
3rd darkness, shadow bladeXGE
5th slow, summon shadowspawnTCE
7th blight, shadow of MoilXGE
9th antilife shell, creation

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet. Additionally, you can see normally in any magical darkness created by you.

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 equal to 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.

Fell Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Shadow Spells feature, 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, you can fill a 10-foot cube within 10 feet of you with magical darkness, which lasts until the end of your next turn.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the PHB), with the following changes:

  • The hound's size is Medium, not Large, and it counts as a monstrosity, not a beast.
  • 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 hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has 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 1d10 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.

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 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 Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Storm 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 conjuration or evocation spell from the druid, sorcerer, or warlock spell list.

Storm Spells
Sorcerer Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, fly
7th ice storm, storm sphereXGE
9th control windsXGE, maelstromXGE

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 a number of feet equal to five times your proficiency bonus; this movement doesn't provoking opportunity attacks.

Wind Speaker

Also at 1st level, the arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempest Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Storm Spells feature, 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, stormy magic erupts from you and crashes down upon a point within 60 feet of you. Every creature of your choice within 5 feet of that point takes lightning or thunder damage (your choice each time you use this ability) equal to 1d6 + the spell's level.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. You also gain the ability to subtly control the weather around you in the following ways:

  • Rain. 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.

  • Wind. 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

At 14th level, you channel the tempests to retaliate against your foes. When a creature you can see hits you with an attack, you can use your reaction to launch a bolt of lightning at the attacker, forcing it to make a Dexterity saving throw. On a failed save, the attacker takes lightning damage equal to your sorcerer level and is pushed up to 20 feet away from you. On a successful save, it takes half as much damage and isn't pushed away.

Avatar of the Tempest

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.

Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Chaos Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Chaos 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 transmutation spell, and it can come from any class's spell list.

Chaos Spells
Sorcerer Level Spells
1st chaos bolt, detect magic
3rd alter self, enlarge/reduce
5th blink, stinking cloud
7th confusion, polymorph
9th awaken, 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, you can roll a d20. If the number you roll is equal to the level of the spell you cast or lower, you roll on the Wild Magic Surge table to create a random magical effect. For example, if you cast the 4th-level spell wall of fire, you trigger a Wild Magic Surge on a roll of 1, 2, 3, or 4.

A Wild Magic Surge can happen no more than once per turn. If a Wild Magic effect is a spell, it has the following modifications:

  • The spell is too wild to be affected by Metamagic.
  • The spell is cast at its lowest level or a level equal to your proficiency bonus, whichever is higher.
  • If the spell normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Chaos

Beginning 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, the DM can have you 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.

Chaos Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Chaos Spells feature, 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, you can automatically roll on the Wild Magic Surge table, instead of rolling a d20, immediately after you cast the spell.

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 1 sorcery point 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. If both rolls correspond to the same effect, you immediately regain all of your expended sorcery points.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a sorcerer spell you cast of 1st level or higher, you can roll one of the spell's damage dice one additional time. You can roll this additional die only once per casting of the spell.

Wild Magic Surge

d100

Effect
 
d100

Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.   35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.   37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you. It vanishes after 1 minute.   39-40 You regain hit points equal to 2d6 + your sorcerer level.
07-08 You cast fireball centered on yourself.   41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks and your form reverts.
09-10 You cast magic missile.   43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.   45-46 You cast levitate on yourself.
13-14 You cast confusion centered on yourself.   47-48 A unicorn controlled by the DM appears in a space within 5 feet of you. It vanishes after 1 minute.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.   49-50 You can't speak for the next minute; whenever you try, pink bubbles float out of your mouth.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.   51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell.
19-20 You cast grease centered on yourself.   53-54 You are immune to being intoxicated or poisoned by alcohol for the next 5d6 days.
21-22 Creatures have disadvantage on saving throws made against the next spell you cast in the next minute that involves a saving throw.   55-56 Your hair falls out but grows back within 24 hours.
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.   57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.   59-60 You regain your lowest-level expended spell slot.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.   61-62 For the next minute, you must shout when you speak.
29-30 You teleport up to 60 feet to an unoccupied space you can see.   63-64 You cast fog cloud centered on yourself.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied (or the nearest unoccupied space if that space is occupied).   65-66 Up to three creatures of your choice within 30 feet of you take 4d10 lightning damage.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.   67-68 You are frightened by the nearest creature until the end of your next turn.
Wild Magic Surge (cont.)

d100

Effect
 
d100

Effect
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.   85-86 You cast mirror image.
71-72 You gain resistance to all damage for the next minute.   87-88 You cast fly. The spell's targets are randomly selected among creatures that are within 60 feet of you.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.   89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.   91-92 If you die within the next minute, you immediately come back to life as if by means of the reincarnate spell.
77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.   93-94 Your size increases by one size category for the next minute.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.   95-96 You and every creature within 30 feet of you gains vulnerability to piercing damage for the next minute.
81-82 You can immediately take one additional action.   97-98 You are surrounded by faint, ethereal music for the next minute.
83-84 Each creature within 30 feet of you take 1d10 necrotic damage, and you regain hit points equal to the sum of the necrotic damage dealt.   99-00 You immediately regain all of your spent Hit Dice.

Sorcerer Spells

The list of sorcerer spells below is presented in alphabetical order, sorted by spell level. Spells not originally included in the sorcerer spell list are written in bold.

Each spell is in the Player's Handbook, unless it has one asterisk (a spell in Xanathar's Guide to Everything) or two asterisks (a spell in Tasha's Cauldron of Everything).

List of Spells

Cantrips (0 Level)
  • Acid splash
  • Blade ward
  • Booming blade **
  • Chill touch
  • Control flames *
  • Create bonfire *
  • Dancing lights
  • Fire bolt
  • Friends
  • Frostbite *
  • Green-flame blade **
  • Gust *
  • Infestation *
  • Light
  • Lightning lure **
  • Mage hand
  • Magic stone *
  • Mending
  • Message
  • Mind sliver **
  • Minor illusion
  • Mold earth *
  • Poison spray
  • Prestidigitation
  • Ray of frost
  • Shape water *
  • Shocking grasp
  • Sword burst **
  • Thaumaturgy
  • Thunderclap *
  • True strike
1st Level
  • Absorb elements *
  • Burning hands
  • Catapult *
  • Chaos bolt *
  • Charm person
  • Chromatic orb
  • Color spray
  • Comprehend languages
  • Create or destroy water
  • Detect magic
  • Disguise self
  • Earth tremor *
  • Expeditious retreat
  • False life
  • Feather fall
  • Fog cloud
  • Grease
  • Ice knife *
  • Jump
  • Mage armor
  • Magic missile
  • Ray of sickness
  • Shield
  • Silent image
  • Sleep
  • Tasha's caustic brew **
  • Thunderwave
  • Witch bolt
2nd Level
  • Aganazzar's scorcher *
  • Alter self
  • Blindness/deafness
  • Blur
  • Cloud of daggers
  • Continual flame
  • Crown of madness
  • Darkness
  • Darkvision
  • Detect thoughts
  • Dragon's breath *
  • Dust devil *
  • Earthbind *
  • Enhance ability
  • Enlarge/reduce
  • Flame blade
  • Flaming sphere
  • Gust of wind
  • Hold person
  • Invisibility
  • Knock
  • Levitate
  • Magic weapon
  • Maximillian's earthen grasp *
  • Mind spike *
  • Mirror image
  • Misty step
  • Phantasmal force
  • Pyrotechnics *
  • Scorching ray
  • See invisibility
  • Shadow blade *
  • Shatter
  • Snilloc's snowball swarm *
  • Spider climb
  • Suggestion
  • Tasha's mind whip **
  • Warding wind *
  • Web
3rd Level
  • Blink
  • Catnap *
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel magic
  • Enemies abound *
  • Erupting earth *
  • Fear
  • Fireball
  • Flame arrows *
  • Fly
  • Gaseous form
  • Haste
  • Hypnotic pattern
  • Intellect fortress **
  • Life transference *
  • Lightning bolt
  • Major image
  • Melf's minute meteors *
  • Protection from energy
  • Sleet storm
  • Slow
  • Stinking cloud
  • Thunder step *
  • Tidal wave *
  • Tongues
  • Vampiric touch
  • Wall of water *
  • Water breathing
  • Water walk
  • Wind wall
4th Level
  • Banishment
  • Blight
  • Charm monster *
  • Confusion
  • Control water
  • Dimension door
  • Dominate beast
  • Elemental bane *
  • Fire shield
  • Greater invisibility
  • Ice storm
  • Polymorph
  • Sickening radiance *
  • Stoneskin
  • Storm sphere *
  • Vitriolic sphere *
  • Wall of fire
  • Watery sphere *
5th Level
  • Animate objects
  • Bigby's hand
  • Cloudkill
  • Cone of cold
  • Control winds *
  • Creation
  • Dominate person
  • Enervation *
  • Far step *
  • Hold monster
  • Immolation *
  • Insect plague
  • Maelstrom
  • Seeming
  • Skill empowerment *
  • Synaptic static *
  • Telekinesis
  • Teleportation circle
  • Transmute rock *
  • Wall of light *
  • Wall of stone
6th Level
  • Arcane gate
  • Bones of the earth *
  • Chain lightning
  • Circle of death
  • Disintegrate
  • Eyebite
  • Flesh to stone
  • Globe of invulnerability
  • Investiture of flame *
  • Investiture of ice *
  • Investiture of stone *
  • Investiture of wind *
  • Mass suggestion
  • Mental prison *
  • Move earth
  • Otiluke's freezing sphere
  • Scatter *
  • Sunbeam
  • Tasha's otherworldly guise **
  • True seeing
  • Wall of ice
7th Level
  • Crown of stars *
  • Delayed blast fireball
  • Dream of the blue veil **
  • Etherealness
  • Finger of death
  • Fire storm
  • Plane shift
  • Power word pain *
  • Prismatic spray
  • Reverse gravity
  • Teleport
  • Whirlwind *
8th Level
  • Abi-Dalzim's horrid wilting *
  • Control weather
  • Demiplane
  • Dominate monster
  • Earthquake
  • Incendiary cloud
  • Power word stun
  • Sunburst
  • Tsunami
9th Level
  • Blade of disaster **
  • Gate
  • Mass polymorph *
  • Meteor swarm
  • Power word kill
  • Psychic scream *
  • Time stop
  • True polymorph
  • Wish

 

 

Class Changes

Despite its unique class background and the rich themes of its subclass options, the sorcerer as viewed in 5th edition is plagued by unfavorable comparisons to the wizard, a class with whom the sorcerer shares many similarities but which enjoys greater liberties with regards to spellcasting choices and spell availability. The changes presented in this handbook are intended to bridge this gap and allow the sorcerer to shine on its own merits, taking full advantage of the benefits and flexibility of its Metamagic feature, while also tweaking the balance of several subclass options in order to broaden the individual sorcerer's talents and party roles.

Spellcasting. The sorcerer no longer requires material components to cast a sorcerer spell they know, unless that spell's material component has a cost or is consumed by the spell's casting. This change is designed to reinforce the flavor of a sorcerer as using their own innate power to create spell effects, rather than relying on external components.

Sorcerous Origin. Every sorcerer's choice of subclass now provides the sorcerer with a list of origin-based spells which they automatically learn as they gain levels in the class. This is to bring the origin options in line with the spell list access granted by the Aberrant Mind and Clockwork Soul origins (see below). Finally, a new subclass, the Paradox Magic origin, has been added.

Metamagic. The sorcerer's number of Metamagic options remains the same at 3rd level, but they gain an additional Metamagic option at 5th, 9th, 13th, and 17th level (for a total of six), instead of at 10th and 17th level (for a total of four). In addition, three new Metamagic options — Delayed Spell, Piercing Spell, and Vast Spell — have been added.

Magical Guidance. The sorcerer now gains this feature at 3rd level, instead of 5th level.

Sorcerous Restoration. This is a new feature, unrelated to the previous 20th-level feature of the same name, which is intended to improve the sorcerer's Font of Magic feature.

Greater Sorcery. This is a new feature, which is intended to grant the sorcerer a level of power and versatility on par with the 10th-level subclass features of other full-progression spellcasters.

Metamagic Versatility. This is a new feature, which is designed to afford the sorcerer new flexibilities at the highest tiers of play.

Metamagic Mastery. This is a new feature, which replaces the previous version of Sorcerous Restoration and instead reduces the cost of the sorcerer's Metamagic options.

Aberrant Mind

The following changes have been made to this origin:

Psionic Spells. The sorcerer no longer automatically gains the mind sliver cantrip.

Warped Reality. Renamed from Warping Implosion, this feature has been redesigned to also incorporate the play-tested version of the origin's 18th-level feature; in exchange, the cost for reactivating this feature is now 7 sorcery points (instead of 5).

Clockwork Soul

The following changes have been made to this origin:

Clockwork Sorcery. This is a new feature, intended to bring the subclass more in line with the other sorcerer subclasses.

Divine Soul

The following changes have been made to this origin:

Divine Magic. This feature now automatically provides spells to the sorcerer as they gain class levels (instead of gaining access to one alignment-based spell), in order to bring the feature more in line with the origin-related spells of other subclasses.

Divine Sorcery. This is a new feature, intended to bring the subclass more in line with the other sorcerer subclasses.

Empowered Healing. This feature's range has been extended to 30 feet.

Draconic Bloodline

The following changes have been made to this origin:

Dragon Magic. This is a new feature, intended to bring the subclass more in line with the other sorcerer subclasses.

Dragon Sorcery. This is a new feature, intended to bring the subclass more in line with the other sorcerer subclasses.

Draconic Presence. The sorcerer can now use this feature without requiring concentration, and can exude the aura once between long rests without cost. In exchange, the aura ends if the sorcerer is incapacitated, and must use 7 sorcery points to exude the aura again (previously 5 points).

Phoenix Sorcery

While it takes inspiration from the origin of the same name (a playtest-exclusive origin that was never officially published), Phoenix Sorcery is a new origin included to give sorcerers a different choice of subclass. As such, there are no changes to official material to be detailed here.

Shadow Magic

The following changes have been made to this origin:

Shadow Spells. This is a new feature, intended to bring the subclass more in line with the other sorcerer subclasses. It also incorporates one of the previous benefits of Eyes of the Dark (see below).

Eyes of the Dark. This feature no longer grants access to the spell darkness, which has been relocated to Shadow Spells (above), and its secondary benefit related to that spell has been incorporated into Fell Sorcery (see below). In exchange, the feature now augments the range of darkvision to creatures which already have darkvision from their race.

 

Fell Sorcery. This is a new feature, which expands one of the previous benefits of Eyes of the Dark (see above) and applies it to more spells cast using the sorcerer's Shadow Spells feature. The feature is intended to bring the subclass more in line with the other sorcerer subclasses.

Storm Sorcery

The following changes have been made to this origin:

Storm Spells. This is a new feature, intended to bring the subclass more in line with the other sorcerer subclasses.

Tempestuous Magic. This feature's effect now allows the sorcerer to fly up to a number of feet equal to 5 times their proficiency bonus, instead of 10 feet.

Tempest Sorcery. This is a new feature, which incorporates the damage-dealing aspects of the previously-existing Heart of the Storm (see below) and applies its benefit to spells cast using the sorcerer's Storm Spells feature. The feature is intended to bring the subclass more in line with the other sorcerer subclasses.

Heart of the Storm. This feature's damage-dealing effect has been relocated to Tempest Sorcery (see above); in exchange, this feature now includes all of the benefits previously gained by Storm Guide (which has been removed).

Storm's Fury. This feature can be triggered in response to any attack, instead of only melee attacks. In exchange, the damage dealt by the feature is dependent upon the result of the creature's saving throw.

Wild Magic

The following changes have been made to this origin:

Chaos Spells. This is a new feature, intended to bring the subclass more in line with the other sorcerer subclasses.

Wild Magic Surge. The d20 roll required to trigger the surge now depends upon the level of the sorcerer spell cast (previously, it required a roll of 1 regardless of spell level). This change is intended to make surges occur more often. In addition, if the surge causes a spell to be cast, it can be cast at a level equal to the sorcerer's proficiency bonus once that bonus is high enough; this is designed to make the spell effects on the Wild Magic Surge table have more impact at higher tiers of play.

Wild Magic Surge: Table. The 99-00 effect has been changed to accommodate the new benefits of Controlled Chaos (see below).

Chaos Sorcery. This is a new feature.

Bend Luck. This feature now expends only 1 sorcery point, instead of 2.

Controlled Chaos. If the sorcerer rolls the same number for both rolls, they regain sorcery points. This is intended to bring the feature more in line with other random roll tables (such as the Path of Wild Magic barbarian).

Spell Bombardment. The extra spell damage die is innately included in the spell's casting, instead of being contingent upon a maximum-result roll of any damage dice.

 

 

Art Credits

The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.

  • Alexandra Malmquist (ArtStation; pg 19)
  • Diego Cunha (ArtStation; pg 16)
  • Quardri (Reddit user; pg 12)
  • *Thu Nguyen / "ZoaZoa12" (ArtStation; pg 13)
  • Wizards of the Coast (© Wizards; pg 2, 6, 9)
  • Xu Cheng / "crowgod" (ArtStation; cover)

Thank You

... for taking the time to read this reimagining of the Sorcerer class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.

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      System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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