Sorcerer
Additional Spells
1st-level sorcerer feature
Cantrips
- Sapping Sting (EGtW)
1st Level
- Frost Fingers (ID:RotFm)
- Gift of Alacrity (EGtW)
- Illusory Script (PHB)
- Magnify Gravity (EGtW)
- Tenser's Floating Disk (PHB)
2nd Level
- Fortune's Favor (EGtW)
- Gift of Gab (AInc.)
- Immovable Object (EGtW)
- Jim's Glowing Coin (AInc.)
- Magic Mouth (PHB)
- Skywrite (PHB)
- Static Swap
- Wristpocket (EGtW)
3rd Level
- Acid Geyser
- Copy Cast
- Energy Absorption
- Leomund's Tiny Hut (PHB)
- Life Transference (PHB)
- Nondetection (PHB)
- Phantom Steed (PHB)
- Pulsewave (EGtW)
4th Level
- Gravity Sinkhole (EGtW)
5th Level
- Mana Flow
- Mislead (PHB)
- Rary's Telepathic Bond (PHB)
- Scrying (PHB)
- Temporal Shunt (EGtW)
- Wall of Electricity
6th Level
- Bones of the Earth (XGE)
- Contingency (PHB)
- Drawmij's Instant Summons (PHB)
- Gravity Fissure (EGtW)
8th Level
- Antimagic Field (PHB)
- Telepathy (PHB)
- Reality Break (EGtW)
9th Level
- Foresight (PHB)
- Prismatic Wall (PHB)
- Time Ravage (EGtW)
Sorcerous Recovery
2nd-level sorcerer feature
Starting at 2nd level, you can regain some of your innate magic ability. During a short rest, you can choose to regain a number of expended sorcery points. The total number of sorcery points you regain is equal to or less than half your Sorcerer level (rounded up). You can't use this feature again until you finish a long rest.
Additional Metamagic Options
3rd-level sorcerer feature
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 7th, 10th, 14th and 17th level
When you choose Metamagic options, you have access to the additional following options.
- 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, and takes no damage if they would instead take half.
- Practiced Spell. When you cast a spell with the ritual tag, you can spend 1 sorcery point to cast it as a ritual.
- Bestowed Spell. When you cast a spell with the range of Self, you can spend 2 sorcery points to target a different creature within 60 feet of you with the spell.
- Esoteric 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: necrotic, radiant, force, psychic.
True Arcane Being
20th-level sorcerer feature, replaces Sorcerous Restoration
At 20th level, you gain the ability to up-cast your spells using sorcery points. One sorcery point per level of the spell (to a cap of 5 sorcery points per spell). You can use this in addition to other metamagic options.
In addition when you roll for initiative with 10 or fewer sorcery points you regain 10 more sorcery points.
Sorcerer Bloodlines
Draconic Bloodline
Ancestry Spells
You learn additional spells when you reach certain levels in this class, as shown on the Ancestry Spells table. You gain the spells from the Dragon column and the spells from your scale color. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
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 abjuration spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level | Dragon Spells | Black & Copper | Blue & Bronze | Brass & Gold | Silver & White | Green |
---|---|---|---|---|---|---|
1st | Chromatic Orb | Tasha's Caustic Brew | Witch Bolt | Burning Hands | Armor of Agathys | Ray of Sickness |
3rd | Dragon's Breath | Melf's Acid Arrow | Static Swap | Aganazzar's Scorcher | Rime's Binding Ice | Protection from Poison |
5th | Protection from Energy | Acid Geyser | Lightning Bolt | Fireball | Sleet Storm | Stinking Cloud |
7th | Elemental Bane | Vitriolic Sphere | Storm Sphere | Wall of Fire | Ice Storm | Lingering Toxins |
9th | Summon Draconic Spirit | Contagion | Wall of Electricity | Flame Strike | Cone of Cold | Cloudkill |
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.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, 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 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 channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), 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.
Divine Soul
Divine Magic
Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, select one of the Cleric Divine Domains. You gain the additional spells from that subclass. 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 or sorcerer spell list
Sorcerer Level | Spells |
---|---|
1st | Divine Domain |
3rd | Divine Domain |
5th | Divine Domain |
7th | Divine Domain |
9th | Divine Domain |
Shadow Magic
Shadow Spells
You learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
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 a necromancy spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level | Spells |
---|---|
1st | Cause Fear, Inflict Wounds |
3rd | Pass without Trace, Shadow Blade |
5th | Animate Dead, Summon Shadowspawn |
7th | Blight, Shadow of Moil |
9th | Negative Energy Flood, Danse Macabre |
Storm Sorcery
Storm Spells
You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
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 conjuration or a evocation spell from the sorcerer, warlock, or wizard spell list.
Spell Level | Spells |
---|---|
1st | Fog Cloud, Thunderwave |
3rd | Gust of Wind, Snilloc's Snowball Swarm |
5th | Call Lightning, Wind Wall |
7th | Control Water, Summon Elemental (air and water only) |
9th | Maelstrom, Destructive Wave |
17th | Storm of Vengeance |
Wild Magic
Chaos Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on 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 can be of any school list from the sorcerer, warlock, or wizard spell list. But you can't have more than two of the same school.
Sorcerer Level | Spells |
---|---|
1st | Chaos Bolt, Color Spray |
3rd | Enlarge/Reduce, Nathair's Mischief |
5th | Blink, Copy Cast |
7th | Confusion, Polymorph |
9th | Animate Objects, Mislead |
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. The DC increases by 1 for every spell you cast that doesn't end in a Wild Magic Surge. The DC resets back to 1 once a Wild Magic Surge happens.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, you regain the use of this feature if you suffer a Wild Magic Surge.
Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d6 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, the spell explodes. Roll an additional amount of dice equal to how many you just rolled and add that to the total. You can use the feature only once per turn.
Verdant Touched Bloodline
Nature Magic
Your link to the natural world allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Nature 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 druid or sorcerer spell list
Sorcerer Level | Spells |
---|---|
1st | Entangle, Speak with Animals |
3rd | Barkskin, Summon Beast |
5th | Plant Growth, Speak with Plants |
7th | Grasping Vine, Guardian of Nature |
9th | Tree Stride, Wrath of Nature |
New Spells
Acid Geyser
3rd-level evocation
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (a small volcano rock)
- Duration: Instantaneous
You cause an eruption of highly corrosive acid to shoot from a point you can see within range. Each creature within a 15-radius, 30-foot high cylinder must make a Dexterity saving throw. A target takes 4d10 acid damage and is thrown to the top of the cylinder on a failed save, or half as much damage and not thrown on a successful save. The acid geyser then evaporates once the spell ends leaving any creature in space it was thrown to.
At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Copy Cast
3rd-level divination (ritual)
- Casting Time: 1 Reaction, which you take when you see a creature within 60 feet of you casting a spell
- Range: 60 feet
- Components: S
- Duration: 8 Hours
Your connection to the flow of magic allows you to tap into the stream when others cast spells. When a creature other than yourself casts a spell of 3rd-level or lower that you don't currently have prepared, you gain the ability to cast said spell for the duration. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On success, you gain the ability to cast the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell is can be learned if its level is less than or equal to the level of the spell slot you used.
Energy Absorption
3rd-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small net)
- Duration: Concentration, up to 1 minute
For the duration, when a spell or a cantrip is cast within 60 feet of you, you can use your reaction to absorb a part of the energy of that spell. When you do so, you gain a number of energy charges equal to the level of the spell you absorbed the energy from (minimum 1 charge). You can't have more than 10 charges at a time.
As bonus action when you deal damage to a creature with a spell or a cantrip, you can expend any number of energy charges you stored. Each charge deals 1d4 of force damage but the damage multiplies by two for every additional charge. The maximum number of charges you can expend per spell is 5 charges.
Mana Flow
5th-level evocation
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
Your innate magic allows you to tap into the very weave itself. When you cast this spell, choose one of the effects to happen to one creature within range. This spell fails if the target lacks the Spellcasting or Pact Magic feature.
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Absorb. The target of this spell must make an ability check with their spellcasting ability against your spell save DC. If the creature fails, you absorb one of their unused spell slots of 4th level or lower (minimum of 1). If the creature succeeds, the spell fails. If the creature has no remaining spell slots, the spell fails.
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Infuse. One willing creature within range gains a spell slot of 4th level or lower (minimum of 1 .) The spell slot lasts until the next short or long rest of the targeted creature. If you try to infuse a higher level spell slot than that creature can cast, they need to make a Constitution saving throw. On a failure, they take 1d10 force damage per level of the spell slot given and lose the infused spell slot. On success they gain the spell slot, and can use it for the next minute before it expires.
At Higher Levels. When you cast this spell at 6th level or higher, the spell slot absorbed or infused can be of 1 spell level higher for each level above 5th.
Static Swap
2nd-level conjuration
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You and one target within range become wreathed with static electricity. If the target creature is willing you both instantly teleport to eachother's original space. If the target is unwilling, they must make a Constitution saving throw. On a failure, they take 2d8 lighting damage and the teleportation occurs. On a successful save, they take half the damage and the teleportation fails.
At Higher Levels. When you cast this spell at 3rd level or higher, the damage increases by 1d8 for each spell slot level above 2nd.
Wall of Electricity
5th-level evocation
- Casting Time: 1 Action
- Range: 150 feet
- Components: V, S, M (a small metal rod)
- Duration: Concentration, up to 5 minute
You summon a wall of pure lightning at a point you can see within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. You can choose to make it a 20 foot high, 20 foot wide cube, or a 10 foot hemispherical dome or sphere. In any form the walls are 1 foot thick and are opaque.
When the wall appears, each creature within the area of the wall must make a Dexterity saving throw. On a failed save, a creature takes 4d10 lightning damage and is paralyzed for 1 minute. On a successful save, creatures take half damage and are not paralyzed. A paralyzed creature can make another Dexterity saving throw at the end of each of its turns, ending the effect on a success.
A creature that ends its turn in the walls area takes 4d10 lightning damage.
Until the spell ends, you can launch a lightning bolt from the wall to one creature you can see within 60 feet of it. Make a ranged spell attack. On hit, the target takes 4d10 lightning damage. You have advantage on the spell attack roll if the creature is inside of the wall.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.