10.01 Revised Sorcerer

by TheGoldenOwlbear

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Revised Sorcerer

Revised Sorcerer

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin, Magical Essence 3 2
2nd +2 Font of Magic 3 3
3rd +2 Metamagic 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Magical Guidance, New Metamagic Option 4 4 3 2
6th +3 Sorcerous Origin feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 New Metamagic Option 4 4 3 3 3 1
10th +4 Arcane Outburst 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 New Metamagic Option 5 4 3 3 3 2 1 1
14th +5 Sorcerous Origin feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 New Metamagic Option 5 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Legendary Sorcerer 5 4 3 3 3 3 2 2 1 1

Class Features

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
  • Saving Throws: Constitution, Charisma
  • Skills: Choose 2 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

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Spellcasting

1st-level feature

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.

Cantrips

You know three cantrips of your choice from the Sorcerer spell list. And learn an additional cantrip from that list at levels 4th and 10th in this class. You can change your known cantrips whenever you gain a level in this class.

Spell Slots:

The Sorcerer table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these 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.

Preparing Spells:

You prepare the list of spells that are available for you to cast, choosing from the Sorcerer spell list. When you do so, choose a number of spells equal to your Charisma modifier + your Sorcerer level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent resting or practicing your arcane abilities: at least 1 minute per spell level for each spell on your list.

Origin Spells

Each sorcerous origin oath has a list of associated spells. You gain access to these spells at the levels specified in the origin's description. Once you gain access to one of these spells, you always have it prepared and it counts as a Sorcerer spell. These don't count against the number of spells you can prepare each day.

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.

Spell Save DC: 8 + your proficiency bonus + your Constitution modifier

Spell Attack Modifier: Your proficiency bonus + your Constitution modifier

Magical Essence

1st-level feature

You can draw upon the magical essence that courses through your veins, causing your eyes to emit an arcane glow. You don't need to use an arcane focus for your sorcerer spells, allowing you to ignore the material components specified for the spell, unless the component indicates a cost or is consumed by the spell.

Sorcerous Origin

1st-level feature

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

  • Aberrant Mind
  • Clockwork Soul
  • Draconic Bloodline
  • Divine Soul
  • Shadow Magic
  • Storm Sorcery
  • Wild Magic

Font of Magic

2nd-level feature

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 more as you reach higher levels, 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 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

Metamagic

3rd-level feature

You gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice, seen at the end of this class description. You gain an additional option at levels 5th, 9th, 13th, and 17th in this class.

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

Magical Guidance

5th-level feature

Drawing success from the clasp of failure requires you to tap into your wellspring of raw power. Whenever you make an ability check or an attack roll, you can spend 2 sorcery points to reroll the d20, but you must use the new roll. You must do this before knowing the outcome of the roll.

Arcane Outburst

10th-level feature

You unleash raw arcane energy from your body, and channel it to increase your power. As a bonus action, you can activate this feature for 1 minute, it ends early if you are incapacitated. While this feature is active, you gain the following benefits:

  • You gain advantage on Constitution saving throws to maintain concentration.

  • You gain advantage on saving throws against spells.

  • You can add 1d8 to one damage roll of any spell that you cast that deals damage. This die increase to 1d10 when you reach 14th level in this class, and 1d12 when you reach 18th level in this class.

Once you have used this feature, you must finish a short or long rest before you can use it again.

Legendary Sorcerer

20th level feature

You have achieved the pinnacle of magical power, and gained a masterful proficiency for altering and manipulating arcane energy. Your pool of sorcery points increase by an amount equal to your Charisma modifier, and you can use your Arcane Outburst feature at will.

Metamagic Options

  • Careful Spell: When you cast a spell that would target several creatures, you can spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum of 1). A chosen creature is unaffected by the spell. You can also choose yourself to be unaffected.

  • 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 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.

  • Guided Spell: When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.

  • 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.

  • 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 sorcerer 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, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are. Ability Score Improvement

Subclasses

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 Mind 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 Aberration
9th Rary's Telepathic Bond, Telekinesis

Telepathic Speech

1st-level feature

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 30ft. 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. 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, die or if you use this ability to form a connection with a different creature.

Psionic Sorcery

6th-level feature

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 material components, unless they are consumed by the spell.

Psychic Defenses

6th-level feature

You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

14th-level feature

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 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 escape from nonmagical restraints or being grappled.

Warping Implosion

18th-level feature

You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 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, the 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 5 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 natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the 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 Soul Spells
Sorcerer level Spell
1st detect evil and good, guiding bolt
3rd aid, lesser restoration
5th beacon of hope, revivify
7th divination, guardian of faith
9th dispel evil and good, greater restoration

Divine Magic

1st-level feature

Your link to the divine allows you to learn spells normally associated with the Cleric class. When you prepare your Sorcerer spells, you can choose the new spell from the Cleric or the Sorcerer spell lists. If you prepare a Cleric spell, it becomes a Sorcerer spell for you.

Favored by the Gods

1st-level feature

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.

Empowered Healing

6th-level feature

The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Angelic Form

14th-level feature

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.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

18th-level feature

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

1st-level feature

You choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. Moreover, 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 Ancestry
Damage Type Dragon Color
Acid Black or Copper
Cold Silver or White
Fire Brass, Gold or Red
Lightning Blue or Bronze
Poison Green or Purple

Draconic Resilience

1st-level feature

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.

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Draconic Bloodline Spells
Sorcerer level Draconic Black, Copper White, Silver Brass, Gold, Red Blue, Bronze Green, Purple
1st command caustic brew ice knife burning hands witch bolt ray of sickness
3rd dragon's breath acid arrow snowball swarm scorching ray shatter ray of enfeeblement
5th fear gaseous form sleet storm fireball lightning bolt stinking cloud
7th elemental bane vitriolic sphere ice storm wall of fire storm sphere blight
9th dominate person contagion cone of cold immolation control winds cloudkill

Elemental Affinity

6th-level feature

Whenever you cast a sorcerer spell that deals the damage type of your Draconic Ancestry, you can add your Charisma modifier (minimum of +1) to one damage roll of the spell. Moreover, you gain resistance to your draconic ancestry damage type.

Dragon Wings

14th-level feature

You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your movement 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

18th-level feature

You can channel the dread presence of your dragon ancestor. As an action, you can spend 4 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.

Runechild

The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren.

The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

Runechild Spells
Sorcerer Level Spells
1st Longstrider, Protection from Evil and Good
3rd Lesser Restoration, Protection from Poison
5th Glyph of Warding, Magic Circle
7th Death Ward, Freedom of Movement
9th Greater Restoration, Telekinesis

Essence Runes

1st-level feature

Your body has begun to express your innate magical energies as natural runes that hide beneath your skin.

Runic Dice

You have two runic dice, which are d4s. A runic die is expended to activate the rune and its effect, you can only activate one rune per turn. You regain all of your expended dice when you finish a short or long rest. You gain another runic die at levels 5th, 11th and 17th. After using a runic die, you can emit bright light in a 5 foot radius and dim light for an additional 5 feet until the start of your next turn. The dice size increase by one at the following levels: 5th (d6), 11th (d8), and 17th (d10).

Essence Runes Known

You begin with 2 Essence Runes, and gain an additional rune when you reach the following levels in this class: 5th, 7th, 9th, 12th, 15th and 18th. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert, but can be activated to unleash its power.

Whenever you gain a Sorcerer level, you can replace one of the Essence Runes you know with another one of your choice.

Saving Throws

If one of your Runes requires a creature to make a saving throw, The DC is your Spell Save DC.

Runic Knowledge:

6th-level feature

You know the languages associated with the Essence Runes beneath your skin. For instance, if you have a draconic rune in a part of your body, you are able to read, write and speak draconic.

Protective Inscriptions

14th-level feature

When you unleash the power of the runes, these form a barrier of magical energy around you to protect you. After using a runic die, you gain temporary hit points equal to the result of the roll of the runic die.

Runic Gift

18th-level feature

You can draw from your inner arcane energy to bless an ally with the power of the runes. At the end of a short or long rest, you can choose one ally within your reach and mark them with one of your known runes. That ally knows that rune and gains a d10 runic die which they can expend to use their known rune. After being expended, the ally doesn't recover the runic die and it's no longer marked.

Once you use this feature, you can't use it again until you finish another short or long rest.

List of Essence Runes

  • Abyssal: Whenever you cast a cantrip or a 1st-level or higher spell that requires a spell attack roll, you can activate this rune to gain advantage on the attack roll but you subtract your runic die from the result. If the attack still hits it deals additional damage equal to two rolls of your runic die.

  • Celestial: You can activate this rune as a bonus action, when activated, you and creatures of your choice within 5ft recover an amount of hit points equal to one roll of your runic die + your charisma modifier.

  • Common: As a reaction to taking damage you can activate this rune, when activated, you can reduce the damage taken by two rolls of your runic die + your Constitution modifier (minimum of +1).

  • Deep Speech: You can activate this rune as an action, when activated, choose one creature of your choice within 60ft, that creatures takes 1 psychic damage at the start of each of its turns for a number of rounds equal to one roll of your runic die. Additionally whenever the creature takes this psychic damage, it must make a Constitution saving throw to maintain concentration and subtract one roll of your runic die from the saving throw.

  • Draconic: You can activate this rune when you cast a spell, when activated, one of the target's of the spell must succeed on a Wisdom saving throw or be frightened of you for a number of round equal to one roll of your runic die, the target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

  • Druidic: You can activate this rune as a bonus action, when activated, you create a beautiful flower that you can keep or give to another creature within your reach as part of the same action. A creature wearing or holding this flower can add your runic die to its next d20 Test.

  • Dwarvish: You can activate this rune as a bonus action, when activated, you can spend one of your runic dice to decrease your exhaustion levels by 1.

  • Elvish: Whenever you end a short rest, you can activate this rune (no action required) to recover an amount of hit points equal to a roll of your runic die + half your Sorcerer level (rounded down).

  • Giant: Whenever you cast a cantrip or a 1st-level or higher spell that requires a spell attack roll, you can activate this rune to add the runic die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

  • Gnomish: Whenever you fail a Constitution saving throw to maintain concentration on a spell, you can activate this rune, when activated you can roll your runic die and add the result to the saving throw, potentially turning it into a successful save.

  • Goblin: You can activate this rune when you score a critical hit, when activated, the target of the critical hit takes additional damage equal to three rolls of your runic die

  • Halfling: You can activate this rune whenever a creature succeeds on a saving throw against one of your spells, when activated, you can roll your runic die and subtract the result from the creature's saving throw, potentially turning it into a failed save.

  • Infernal: You can activate this rune when you cast a spell, when activated, one of the target's of the spell must subtract one roll of your runic die from its next d20 Test.

  • Orcish: You can activate this rune whenever you cast a spell that deals damage, when activated you can treat a number of the damage dice as if they had rolled their maximum result equal to half a roll of your runic die (rounded down).

  • Primordial: You can activate this rune when you cast a spell that deals cold, fire, lightning or thunder damage, when activated, the spell ignores resistances and treats immunity as resistance.

  • Sylvan: You can activate this rune as a bonus action, when activated, you can teleport an amount of feet equal to 5 times a roll of your runic dice.

  • Thieves Can’t: You can activate this rune whenever you try to escape a grapple or try to get rid of restraints, when activated, you can add your runic die to any d20 Test made to escape.

  • Undercommon: You can activate this rune as a bonus action, when activated, you gain darkvision with a range of 120ft, for a number of rounds equal to one roll of your runic die + your Charisma modifier.

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.

Shadow Magic Spells
Sorcerer Level Spells
1st false life, ray of sickness
3rd darkness, shadow blade
5th feign death, vampiric touch
7th death ward, shadow of moil
9th enervation, negative energy flood

Eyes of the Dark

1st-level feature

You have darkvision with a range of 120 feet. When you reach 3rd level in this class, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

1st-level feature

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 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.

Hound of Ill Omen

6th-level feature

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 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, with the following changes:

  • The hound is a Medium monstrosity.
  • It appears with a number of temporary hit points equal to half your sorcerer level (rounded down).
  • 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 and shares your initiative. On its turn, it can move only toward its target and attack only his target.
  • If the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast.
  • If the target is reduced to 0 hit points, you can use your bonus action to choose a new creature that you can see within 120 feet as the new target of the hound.

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

14th-level feature

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 teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

18th-level feature

You can spend 6 sorcery points as a bonus action to 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 5 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 vaati or 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 Sorcery Spells
Sorcerer Level Spells
1st feather fall, thunderwave
3rd shatter, warding wind
5th call lightning, wind wall
7th storm sphere, summon elemental (air)
9th arcane hand, control winds

Stormborn

1st-level feature

Drawing upon the tempestuous magic within you allows you to take flight. When you cast a spell of 1st-level or higher, you gain a temporary flying speed equal to your remaining movement speed, which lasts until the end of your current turn. This tempestuous flight does not provoke opportunity attacks, but If you end your movement while you are midair you fall to the ground at the end of your turn.

You can also speak, read, and write Auran, the language of the Elemental Plane of Air. By understanding Auran you can communicate with any creature that speaks Primordial, or one of its four dialects; Aquan, Auran, Ignan, and Terran

Heart of the Storm

6th-level feature

You gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. You can cause one of the following effects:

  • Lightning Strike: You can direct electric energy towards an enemy. Choose one creature within 60ft, that creature takes lightning damage equal to 1d4 + your Charisma modifier (minimum of 1).

  • Thunderous Shockwave: This eruption causes creatures of your choice that you can see within 10ft of you to take thunder damage equal to half your sorcerer level (rounded up).

Storm Guide

6th-level feature

The storm within your soul allows you to control existing weather in the following ways:

  • Rain. As a bonus action, you can stop (and start) the rain from falling in a 20-foot radius sphere centered on you.
  • Wind: As a bonus action, you can change the direction the wind is blowing within a 100-foot radius sphere centered on you, until the end of your next turn.

Storm's Fury

14th-level feature

When you are hit by a melee attack, you can use your reaction to deal lightning damage equal to your Sorcerer level to the attacker. The attacker must succeed on a Strength saving throw or be pushed in a straight line up to 20ft away from you.

Wind Soul

18th-level feature

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.

Wild Magic Spells
Sorcerer Level Spells
1st chaos bolt, sleep
3rd enlarge/reduce, misty step
5th blink, hypnotic pattern
7th confusion, polymorph
9th animate objects, wall of force

Wild Magic Surge

1st-level feature

Your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher or use your Tides of Chaos feature. 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.

Tides of Chaos

1st-level feature

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.

Magical Improvisation

6th-level feature

Your innate understanding of magic allows you to wield the weave in novel ways, even to you. You can cast any spell on the sorcerer spell list even if you do not know the spell. When you do so, you must expend spell points as normal and follow the normal rules for casting that spell.

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

Controlled Chaos

14th-level feature

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

18th-level feature

The harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature an amount of times per turn equal to your Charisma modifier (minimum of 1).

Magic Surge

1d100 Result
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later.
07-08 You cast fireball as a 3rd-level spell centered on yourself.
09-10 You cast Magic Missile as a 5th-level spell.
11-12 Your size decreases by one size category for the next minute.
13-14 You cast confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
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.
19-20 You case grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast that involves a saving throw in the next minute
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
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.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
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.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
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.
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.
39-40 You regain 2d10 hit points.
1d100 Result
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.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast Levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60 You regain your lowest level expended spell slot.
61-62 For the next minute, you must shout when you speak.
63-64 You cast fog cloud centered on yourself.

Magic Surge

1d100 Result
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
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.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
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.
75-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast Mirror Image.
87-88 You cast Fly on a random creature within 60 feet of you.
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.
91-82 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by a faint, ethereal music for the next minute.
99-00 You regain all expended sorcery points.

Class Art Credit:

Front Page: Groznez

Page 2: Craig Elliott

Page 3: Art belongs to Magic The Gathering

Page 4: Clint Cearley

Page 5: Minttu

Page 6: Smirtouille

Subclasses Art Credit:

Way of Mercy: Jun Tai Li

Way of the Astral Self: u/teriyakininja7's cousin

Way of the Drunken Master: u/Madmanartist

Way of the Elements I: dCTb

Way of the Elements II: Ben Guldemond

Way of the Kensei I: NaleBunny96

Way of the Kensei II: Choi, Jung Wook

Way of the Long Death: u/MDK_Art

Way of the Open Hand: Ameera Sheikh

Way of he Shadows: Art belongs to the "Legend of the Five Rings" franchise

Way of the Sun Soul: u/Tiffanyage

Imagenes:

https://i.pinimg.com/564x/ca/48/b7/ca48b755a6dbcc0c484134b1f952d581.jpg

https://i.pinimg.com/564x/d4/41/6a/d4416ae8f23844a9a72c318de9b203ab.jpg

https://static3.cbrimages.com/wordpress/wp-content/uploads/2021/04/Sorcerer-Divine-Soul.jpg?q=50&fit=crop&w=963&h=481&dpr=1.5

Aberrant Mind https://www.deviantart.com/vityso/art/Knowledge-Thief-753039921

Draconic Bloodline https://www.artstation.com/artwork/rR3ErG

Runechild I https://www.deviantart.com/zarory/art/Malzahar-769445314

Runechild II https://www.artstation.com/artwork/Eo0ev

Storm Sorcery https://www.deviantart.com/clintcearley/art/Stormchaser-Mage-MTG-582758639

 

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