Sorcerer, Unchained

by FootfulOfSquid

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Sorcerer, Unchained
Art by Paul Canavan

Sorcerer

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

Innate Magic

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as 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 their power.

Mister Zisker | The Sorcerer | Art by Paul Canavan
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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.

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. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with 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.

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.

Mister Zisker | The Sorcerer | Art by Magali Villeneuve
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The Sorcerer
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2 - - - - - - - -
2nd +2 Font of Magic, Sorcerous Recovery 4 3 - - - - - - - -
3rd +2 Metamagic (2) 4 4 2 - - - - - - -
4th +2 Ability Score Improvement 5 4 3 - - - - - - -
5th +3 Magical Guidance 5 4 3 2 - - - - - -
6th +3 Metamagic (4), Sorcerous Origin Feature 5 4 3 3 - - - - - -
7th +3 - 5 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 5 4 3 3 2 - - - - -
9th +4 - 5 4 3 3 3 1 - - - -
10th +4 Metamagic (6) 6 4 3 3 3 2 - - - -
11th +4 - 6 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 6 4 3 3 3 2 1 - - -
13th +5 Greater Magical Guidance 6 4 3 3 3 2 1 1 - -
14th +5 Metamagic (8), Sorcerous Origin Feature 6 4 3 3 3 2 1 1 - -
15th +5 - 6 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1 -
17th +6 - 6 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin Feature 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Sorcerer Supreme 6 4 3 3 3 3 2 2 1 1

Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

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

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

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

Wealth Rolls

Alternatively, you can ignore the equipment listed above and in your background, and buy 3d4 x 10 (or 80) gp worth of equipment from chapter 5 of the Player’s Handbook.

Multiclassing

The prerequisite for multiclassing into sorcerer is a 13 Charisma. When you multiclass into sorcerer, you gain no proficiencies.

Mister Zisker | The Sorcerer
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Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your 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 spell slot.

Spells Known of 1st Level and Higher

You know a number of spells of your choice from the sorcerer spell list equal to your sorcerer level.

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 spells of 1st or 2nd level.

Additionally, whenever you finish a long rest 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

Self Focus

When you cast spells that require a material component, you can ignore that component unless it has a value, such as the specially marked sticks, bones, or similar tokens worth at least 25 gp for the augury spell, in which case the components are required.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. There are too many to upkeep this list, and they're all linked at the end of the class description.

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

Mister Zisker | The Sorcerer | Art by Byzwa-Dher
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Origin Spells

Each origin has a list of spells-its origin spells-that you gain at the sorcerer levels noted in the origin description. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know.

If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

If an origin doesn't have a list, or you disagree with it, work with your DM to come up with a list that is thematically appropriate. There should be ten spells in total, with you gaining two at a time at levels 1, 3, 5, 7, 9, and 11.

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 an amount of sorcery points equal to your sorcerer level + your Charisma modifier. You can never have more sorcery points than your max. 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 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.

Any spell slot you create with this feature vanishes when you finish a long rest.

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.

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

Mister Zisker | The Sorcerer | Artist Unknown
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Imbuing Touch

As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the considered magical for the purpose of immunity and resistance to nonmagical attacks.

Sorcerous Fortitude

As an action, you can spend any number of sorcery points and roll a d6 for each point expended. You gain a number of temporary hit points equal to the total rolled.

Sorcerous Recovery

Starting at 2nd level, you may recover all your spent sorcery points at the end of a short rest. You can do so only once per long rest.

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 two more at 6th (4), 10th (6), and 14th level (8).

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

Ardent Spell

When you cast a spell of 1st level or higher, you can choose to spend a number of sorcery points equal to half the spell’s level (minimum 1) and choose one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. You deal additional damage of the chosen type to one of the affected creatures equal to your sorcerer level.

Augmented Spell

When casting a spell that forces one or more creatures to make saving throws to resist its effects, you can spent 4 sorcery points to change the saving throw for the spell. You can change a Strength, Dexterity, or Constitution saving throw to one of the other two; or you can change an Intelligence, Wisdom, or Charisma saving throw to one of the other two.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can 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.

Coordinated Spell

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

Mister Zisker | The Sorcerer | Art by Valeriy Vegera
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Delayed Spell

When you cast a spell, you can delay it occurring until the start of your next turn by spending 1 sorcery point (expending the spell slot as normal). When the start of your next turn begins, you can choose to delay it once more, for 1 more sorcery point.

Devastating Spell

When you cast a damaging spell of 1st level or higher, you can choose to spend a number of sorcery points equal to the spell’s level to make the creature vulnerable to the type of damage the spell deals until the end of the turn.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend up to your Charisma modifier in sorcery points, doubling the range of the spell for each point spent this way.

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 up to your Charisma modifier in damage dice (minimum 1). You must use the new rolls.

You can use Empowered Spell with other metamagic options on the same spell.




























Enlightened Spell

When you cast a spell, you can spend up to your Charisma modifier in sorcery points. Any spell slot you expend to cast the spell counts as 1 level higher for each point spent this way, up to 9th level.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend up to your Charisma modifier in sorcery points, doubling the duration of the spell for each point spent this way.

Heightened Spell

When making an attack roll or forcing a creature to make a saving throw as a part of a spell, you can spend up to your Charisma modifier in sorcery points, gaining a bonus to the relevant DCs or attack rolls equal to the number of sorcery points spent this way.

Lucky Spell

When you cast a spell, if you or an enemy roll an attack roll, ability check, or saving throw, you can spend 3 sorcery points to force the die to be rerolled the die and must use the new roll.

You can use Lucky Spell with other metamagic options on the same spell.

Mister Zisker | The Sorcerer | Art by Rastislav Le
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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

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Subverted 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, and thunder. The same is true of radiant and necrotic; and psychic and force.











































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).

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Mister Zisker | The Sorcerer | Art by Seb McKinnon
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Magical Guidance

Starting at 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Greater Magical Guidance

Starting at 13th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an saving throw that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerer Supreme

At 20th level, choose three more metamagic options to learn. At the end of a long rest, you may exchange one or more of these metamagics for different ones.

Additionally, whenever you cast a spell, you can use any number of metamagic options on that spell, instead of only one.

Finally, whenever you would use a sorcerer feature that requires the expenditure of sorcerery points, its sorcery point cost is reduced by 1, to a minimum of 0. For all intents and purposes, it still counts as if you had spent the sorcery point.

Mister Zisker | The Sorcerer | Art by Alexandre Chaudret
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Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Choose the draconic bloodline, below or one from another source.

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

Origin Spells

Each origin has a list of spells-its origin spells-that you gain at the sorcerer levels noted in the origin description. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know.

If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

If an origin doesn't have a list, or you disagree with it, work with your DM to come up with a list that is thematically appropriate. There should be ten spells in total, with you gaining two at a time at levels 1, 3, 5, 7, and 9.

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

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

Draconic Ancestry

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

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

Draconic Resilience

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

Mister Zisker | The Sorcerer | Art by WotC
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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.

Origin Spells

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

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

Draconic Spells

Sorcerer Level Spells
1st command, chromatic orb
3rd dragon's breath, hold person
5th fear, fly
7th dominate beast, elemental bane
9th dominate person, hold monster

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.

In addition, you gain the Subverted Spell metagmaic, and it doesn't count against your number of metamagics known. You can apply Subverted Spell to a sorcerer spell at no additional cost, as long as you change the damage type of the spell to the type associated with your draconic ancestry.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can exude the fearsome power of a true dragon. As an action, you can spend 5 sorcery points to emanate an aura of awe or fear (your choice) in a 60-foot radius. For 1 minute, hostile creatures that start their turn within the aura must succeed on a Wisdom saving throw or be charmed (awe) or frightened (fear) until the aura ends. On a success, creatures are immune to this aura for 24 hours.

Any creature in awe or fear of you has disadvantage on saving throws against the first spell you cast on each of your turns.

Mister Zisker | The Sorcerer | Art by Kim Van Deun
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Raw Magic

You are capable of tapping directly into the source of arcane magic. Your magic is unfiltered, powerful, and hard to control, capable of both increased power and unpredictable side effects. You might have been born with this innate capability, or perhaps an encounter with powerful magic has imbued you with these chaotic abilities.

Raw Origin Spells
Sorcerer Level Spells
1st chaos bolt, sleep
3rd nystul's magic aura, mirror image
5th blink, counterspell
7th confusion, polymorph
9th modify memory, wall of force

Raw Magic

Your magic comes straight from the source, unfiltered and unpredictable. Through your will you are able to control it, but this control can be loosened, causing greater energies to surge through you, potentially empowering your magic, but also with chaotic side effects. When you cast a sorcerer spell of 1st level or higher, you can choose to roll on both the Positive Surge and Negative Surge tables (using a separate roll for each) to cause both a positive and a negative side effect of the spell.

Magical Interference

Starting at 1st level, whenever a creature other than yourself within 30 feet of you casts a spell of 1st level or higher, you can use your reaction to force them to roll on both the Positive Surge and Negative Surge tables to cause both a positive and a negative side effect of the spell.

Close to the Weave

Beginning at 6th level, your unfiltered access to magic allows you to more easily manipulate your spells. You gain two additional Metamagic options of your choice.

Additionally, you regain a number of sorcery points equal to your proficiency bonus when you finish a short rest.

Surge Control

At 14th level, you gain a measure of control over your raw magic surges. Whenever you roll on the Positive Surge or Negative Surge table, you can reroll the die and must use the new roll.

Unlimited Power

Beginning at 18th level, you are able to directly overcharge your spells at cost to your own well-being. When you roll damage for a sorcerer spell of 1st level or higher, you may spend any number of hit dice. You and any targets of the spell take force damage equal to the total rolled. You can use this feature only once per turn.

Mister Zisker | The Sorcerer | Art by ruins0131
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d20 Positive Surge
1 No Effect
2 The smell of your favorite food fills the air around you.
3 Small plants grow to full bloom around your feet.
4 Your clothes become cleaned, and faded dyes return to full brightness.
5 Your body becomes sheathed in a thin layer of protective energy. You gain temporary hit points equal to the spell's level + your spellcasting ability modifier.
6 You are innervated. Your movement speed increases by 15 feet until the end of your next turn.
7 The energy of the spell flashes brightly. A target of your choice within 5 feet of the target of the spell must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn.
8 The energy of the spell becomes raw and without defined form. If the spell deals damage, you can choose to change its damage type to force damage.
9 With a surge of energy, you are able to shift your position. You may immediately teleport to a point of your choice within 10 feet of you.
10 Arcs of chaotic energy emanate from the spell. A random hostile creature within 15 feet of the target of the spell takes 1d8 lightning damage.
11 Enemy attacks are pushed away. The next attack against you before the start of your next turn has disadvantage.
12 The air around you crackles. Until the start of your next turn, if a creature within 30 feet of you hits you with an attack, you can use your reaction to deal 1d4 lightning damage to the attacker. This damage increases by 1d4 for every level of the spell above 1st.
13 If you cast a spell before the end of your next turn, roll on this table and gain a positive effect.
14 You become energetic. You gain the effects of the haste spell until the end of your next turn, ignoring the lethargy.
15 The spell amplifies. If the spell deals damage, it deals an extra 1d6 damage to each target, increasing by an additional 1d6 for every level of the spell above 1st.
16 If you take damage from a spell before the start of your next turn, you can roll 1d8 and reduce the damage by the number rolled.
17 The spell becomes unusually stable. If the spell requires concentration, you have advantage on constitution saving throws you make to maintain it.
18 The spell seems to guide itself towards your targets. You have advantage on the attack roll, and targets have disadvantage on saving throws, for this spell.
19 The spell is efficient, allowing you to siphon excess magic. You regain a 1st level spell slot if you have expended any. If you have the Font of Magic feature, you can choose to regain 2 sorcery points instead.
20 Roll twice on this table and gain both effects; reroll 20s.
d20 Negative Surge
1 Roll twice on this table and suffer both effects; reroll 1s.
2 The spell requires additional energy to cast. You must expend a spell slot of 1st level or higher, or else the spell fails. If you have the Font of Magic feature, you can choose to expend 2 sorcery points instead.
3 The spell becomes erratic and hard to aim. You have disadvantage on the attack roll, and targets have advantage on saving throws, for this spell.
4 The spell becomes unstable, requiring extra effort to hold it in place. If the spell requires concentration, you have disadvantage on concentration checks for it.
5 If you take damage from a spell before the start of your next turn, you take an additional 1d8 force damage.
6 The spell bleeds away energy. If the spell deals damage, it deals 1d6 less damage to each target, decreasing by an additional 1d6 for every level of the spell above 1st.
7 Electricity courses through your muscles, causing you to tense up. You suffer the effects of the slow spell until the end of your next turn.
8 If you cast a spell before the end of your next turn, roll on this table and suffer a negative effect.
9 Static energy builds up in your body, waiting for something to ignite it. Until the start of your next turn, if a creature hits you with an attack, you take an additional 1d4 lightning damage. This damage increases by 1d4 for every level of the spell above 1st.
10 Enemy attacks are drawn to you. The next attack against you before the start of your next turn has advantage.
11 Arcs of chaotic energy emanate from the spell. A random friendly creature within 15 feet of the target of the spell takes 1d8 lightning damage.
12 Your position becomes unstable, and you blink side to side wildly. You immediately teleport to a random point within 10 feet of you.
13 The spell fails to coalesce and penetrate defenses properly. If the spell deals damage, targets with resistance to the damage have immunity instead.
14 A flash of light bursts straight into your face. You must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn.
15 You are enervated. Your movement speed decreases by 15 feet until the end of your next turn.
16 Some of the spell’s energy backfires. You take force damage equal to the spell's level + your spellcasting ability modifier.
17 You suffer a faint ringing in your ears for the next minute.
18 Fractal, lightning-like scars appear on your hands and arms, which disappear when you receive any magical healing.
19 You immediately become thirsty and hungry.
20 No Effect.
Mister Zisker | The Sorcerer
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