Sorcerer Optional Features

by DanDraco

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Sorcerer Optional Features
Sorcerer Optional Features
Level New Optional Features
1st Draconic Origin, Draconic Resilience, Wild Magic Origin, Raw Magic Surge, Storm Origin, Shadow Origin, Leaping Lightning, Phoenix Origin
2nd Additional Metamagics
3rd Magical Bloom, Bloom Adaptions
4th -
5th Sorcerous Restoration
6th Chaos Control, Unstable Sorcery, Storm Navigator, Rebirth Spark
7th Sorcery Incarnate
8th -
9th -
10th -
11th -
12th -
13th -
14th Form of Order, Revelation in Flesh, Nourishing Fire
15th Arcane Apotheosis
16th -
17th -
18th Dragon Soul, Chaos Unraveled, Umbral Shadow, Roar of the Spark, Wreathing Flame
19th -
20th Arcane Populi

























Optional Features

Instead of trying to remake sorcerer entirely, I have elected to simply optional features for sorcerers. Seeing how the original class's base features are bare and could stand to have things inserted.

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a Sorcerer.

Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically. Any features in the list that have a feature already, these replace that feature.

Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them.

Credit

Art made by me, Dan_Draco on Twitter

Additional Metamagic

This moves Metamagic to Level 2 instead of 3

Because your magic flows from within you, you can alter your spells to suit your needs; you gain three Metamagic options of your choice from the “Metamagic Options” section later in this class’s description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Whenever you finish a Long Rest, you can replace one of your Metamagic options with one you don’t know.

  • Echo Spell: When you cast a spell of 1st–5th level that you also cast on your previous turn by expending a Spell Slot, you can fuel this turn’s casting of the spell by spending a number of Sorcery Points equal to the spell’s level rather than expending a Spell Slot.

  • Explosion Spell. When casting a spell with a range (cone, radius, line, cube etc) you can spend SP according to the spells level to change its explosion type. The range is of the new spell is divided by 2 (round up) when you go from line to cone or cube or divided by 4 when its line to radius. The radius is multiplied by 2 when you go from Radius to Cone or cube or Line.

  • Enlarge Spell. When casting a spell that affects multiple creatures in a area. You can spend sorcery points equal to spells level to double that area.

  • Binding Spell. When you cast a damaging spell, you may choose any number of creatures affected by your spell. You may pay a sorcery point for each of the chosen creatures. If you do, each chosen creature becomes bound by strands of energy from the spell, holding them in place and continuing to harm them. Each affected creature becomes restrained and takes 1d6 damage of the spell's type at the start of each of their turns. The creature may use their action to attempt to break free by making a STR saving throw against your spell save DC, freeing themselves on a successful save.

  • Pushing Spell. When a creature is hit by a spell, or fails its saving throw, you can use 2 sorcery points to push those effected by 10ft away from the point of origin of the spell or pull them towards it.

Magical Bloom

This Feature adds to Level 3

At 3rd level, you can use a bonus action to enter a state where your magic within blooms, temporary turning you into a magical being. This state lasts for 1 minute. You can perform this state per times your profiency bonus per long rest. In this state, you have the following effects:

  • You have advantage on the attack rolls of every spell you cast
  • Your spell save DC is increased +1.
  • When you roll a max number of a damage of a spell, you can roll an additional die to add to that damage. If you roll again on the max number, you can roll another damage die and keep going until you do not roll a max number of the die. This can only be done once per turn.

Sorcerous Restoration

This moves the original capstone to 5th level

At 5th level, you gain sorcery points according to your Charisma Modifier when you take a short rest.

Sorcery Incarnate

At 7th level, your training with the magic that dwells in you has improved. When you use magical bloom, it adds the following:

  • You can use up to two Metamagic options on each spell you cast, provided you have the sorcery points to do so.

Meta Practice

At 11th level, you have further experience with your metamagic and magical bloom. Its become far easier for you to blend metamagic and casting as one. While in your bloom state, you gain the following:

  • Your metamagic costs are reduced by 1. (To a minimum of 1.)

Arcane Apotheosis

At 15th level, while your Magical Bloom is active, you gain the following

  • You can use one metamagic option on each of your turns without spending sorcery points on it.

Arcane Populi

At level 20, you have mastered your font of magic. When casting a spell, you can upcast the spell using your sorcery points equal to the level you are upcasting to. You still use the original spell slot of the original spell.

Part 2 | Base Class

Draconic Bloodline

Additional Draconic Ancestors

With the new Gem Dragons in Fizban's Treasury of Dragons, additional Ancestors are available to the Draconic Bloodline: Amethyst, Crystal, Emerald, Sapphire, Steel, and Topaz.

Dragon Ancestry Element
Amethyst Force
Crystal Radiant
Emerald Psychic
Dragon Ancestry Element
Sapphire Thunder
Steel Acid
Topaz Necrotic

Even more Draconic Ancestors

There are unique dragons, albeit very much lesser due to they are only born by two different types of dragons mixing. As such, these bloodlines are more unique in that they can choose between multiple damage types and/or spell lists of other dragons when they reach a level in the class.

Dragon Ancestry Element & Spell Lists
Purple Red or Blue
Yellow Blue or Green
Orange Red or Gold
Brown Blue or Black

Draconic Origin Spells

At 1st level, you automatically learn the following spells dependent on your dragon ancestor. They count as sorcerer spells to you and don't count towards your spells known.

Sorcerer Level Spell
1st Chromatic Orb, Ancestry spell
3rd Dragon's Breath, Ancestry Spell
5th Fear, Ancestry Spell
7th Elemental Bane, Ancestry Spell
9th Dominate Person, Ancestry Spell

In addition, you learn the Primal Savagery Cantrip. Its a sorcerer spell for you and doesn't count against your spells known. Its damage type changes to match your draconic ancestor.

When you learn the Dragon's Breath spell, you can choose from the additional damage types listed above.

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

Level Black Blue Red/Brass
1st Caustic Brew Witch Bolt Burning Hands
3rd Melt's Acid Arrow Dust Devil Scorching Ray
5th Gaseous Form Lightning Bolt Fire ball
7th Vitriolic Sphere Storm Sphere Wall of Fire
9th Contagion Control Wind Immolation
Level Green White/Sliver Steel
1st Ray of Sickness Ice Knife Disguise Self
3rd Suggestion Rime's Binding Ice Acid Arrow
5th Stinking Cloud Sleet Storm Nondetection
7th Dominate Beast Ice Storm Polymorph
9th Cloud Kill Cone of cold Far Step
Level Amethyst Crystal Sapphire Topaz Emerald
1st Magic Missle Guiding Bolt Thunder wave inflict Wounds Silent Image
3rd Locate Object Invisbility Shatter Blindness & Deafness Nathair's Mischief
5th Dispel Magic Hypnotic Pattern Thunder Step Vampiric Touch Major Image
7th Resilient Sphere Divination Stone Shape Blight Raulothim's Psychic Lance
9th Legend Lore Wall of Light Hold Monster Antilife Shell Mislead
Level Copper Bronze Gold
1st Tasha's Hideous Laughter Bless Healing Word
3rd Nathair's Mischief Alter Self Scorching Ray
5th Gaseous Form Lightning Bolt Fireball
7th Viriolic Sphere Aura of Life Aura of Purity
9th Mislead Greater Restoration Circle of Power
Part 3 | Draconic Sorcerer

Draconic Resilience

This updates the 1st level feature: Draconic Resilience

At 1st level, 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 not wearing armor and not wielding a shield, you can calculate your AC as 10 + your Dexterity modifier + your Charisma modifier

Bloom Adaption: Draconic

If you have Magical Bloom, this is added at 3rd level

Your bloodline has bled into your inner magic. When you use magical bloom, you gain the following:

  • You know the transmute spell metamagic while in your bloom state, converting a spell's damage to your ancestor's damage type does not cost a sorcery point.
  • You can instantly cast the spell Dragon's Breath on yourself once you enter your bloom state and use its breath weapon as you enter it and on bonus actions after this turn.

Dragon Soul

Replaces the 18th level feature

At 18th level, you now have complete control over your draconic bloodline. You automatically learn the spell Draconic Transformation. It counts as a sorcerer spell for you, it doesn't count against your spells known. You do not need the material component to cast the spell. When you use your Magical Bloom Feature, instead of casting Dragon's Breath on yourself, you cast Draconic Transformation at the same time. Your draconic features grow and manifest completely during the minute duration.

Thanks to your complete mastery with your bloodline, your draconic traits strengthen the spell with the following changes to the spell

Breath Weapon. The breath of the weapon of the spell changes to your ancestor's element. You can choose for it to be a cone or a line.

You also gain one of the additional effect depending of your ancestry family type with your Magical Bloom:

  • Chromatic Resolve. When you use metamagic on a spell that inflicts damage tied to your ancestry element, your scales burst forth with your bloodlines might. Creatures targeted with the spell that got hit or failed a saving throw are, in addition, fearful of you. They can repeat the wisdom saving throw at the start of their turns and when they succeed, they are immune to this condition for 24 hours.

  • Metallic Protection. When you use metamagic on a damage spell, you can give yourself or an ally you can see with 30ft of you Temp Hit Points equal to half the damage. You can not use this on the same target until you complete a long rest.

  • Speed of Gemlight. When you use metamagic on a spell, you can teleport to a location you see 30 ft.

You Are Not What Your Blood Defines You

Perhaps you are more than what your dragon type defines of you. Perhaps another family ability will fit your character more, feel free to use that one better should it fit the narrative.

Part 4 | Draconic Sorcerer

Wild Magic

Wild Magic Origin Spells

At 1st level, You learn additional spells when you reach certain levels in this class, as shown on the Raw 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.

Sorcerer Level Spells
1st Chaos Bolt, detect magic
3rd Misty Step, Nystul's magic aura
5th blink, dispel magic
7th confusion, polymorph
9th creation, telekinesis

Raw Magic Surge

Updates the 1st level feature

Starting when you choose this origin at 1st level, 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. If you miss the target, or if all targets succeed a saving throw, 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.

Bloom Adaption: Wild Magic

Upon selecting magical bloom feature, this is added when you select this bloodline

Your bloodline has bled into your inner magic. When you use magical bloom, you gain the following:

  • When you enter the Bloom State, you can trigger a wild magic surge.
  • You are resistant to force damage.

Chaos Control

This replaces the 6th level Bend Luck feature

At 6th Level, your control of your own surge grows. When you roll on wild surge table, you can choose to use your reaction to redirect the effects of that surge onto your target that was targeted of the spell that caused the trigger. You can do this per times as your charisma modifier that restores on a long rest. If you are under the effect of Magical Bloom, you do not need to use up your reaction.

Unstable Sorcery

This adds to the Subclass

Also at 6th level, when you cast a spell that forces a target to make a saving throw, you can spend 2 sorcery points to have the intitial saving throw to another ability score determined by random chance listed below. Roll a d12 and the saving throw is changed to that rolled.

Roll Saving Throw
1 Spell Failure; Refund Sorcery Points, Roll Wild Magic Surge Table
2-3 Strength
4-5 Dexterity
6-7 Constitution
8-9 Wisdom
10 Intelligence
11 Charisma
12 Your Choice

Chaos Unraveled

this replaces the 18th level Feature

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 a number of hit dice up to your Charisma Modifier. You and any targets of the spell take force damage equal to the total rolled. You can use this feature only once per turn.

Part 5 | Wild Magic Sorcerer

Divine

Bloom Adaption: Divine

If you have Magical Bloom, this is added at 3rd level if you select this bloodline

Your bloodline has bled into your inner magic. When you use magical bloom, you gain one of the following dependent on your source of power:

  • When you cast a spell that deals damage, you can use up to 3 sorcery points to make the lowest damage die result in its max roll (But does not trigger Magical Blooms effect of rolling another die).

Angelic Form

This updates the 14th level feature

Starting at 14th level, when you enter Magical Bloom, you manifest a pair of spectral wings from your back. While Magical Bloom is active, you have a flying speed of 30 feet.

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.

Storm

Storm Origin Spells

At 1st level, You learn additional spells when you reach certain levels in this class, as shown on the Raw 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.

Sorcerer Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Shatter
5th Call Lightning, Sleet Storm
7th Ice Storm, Storm Sphere
9th Control Winds, Maelstrom

Also, when you cast a spell that deals lightning or thunder damage or a spell from your origin spells feature, that affects creatures you can see, you can choose which creatures are affected by your spell.

Leaping Lightning

This replaces your 1st level Tempestous Magic feature

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell. Doing so allows you to fly up to half your speed without provoking opportunity attacks.

Bloom Adaption: Storm

If you have Magical Bloom, this is added at 3rd level if you select this bloodline

Your bloodline has bled into your inner magic. When you use magical bloom, you gain the following:

  • You have a flight speed of 5 feet times your proficiency bonus and can hover.

Storm Navigator

Updates 6th level feature storm guide

At 6th level, once you enter Magical Bloom, and as a bonus action on turns after, you gain the ability to manipulate the weather around you. You can do one of the following once per turn:

  • As a bonus action or upon activating Magical Bloom, you can cause it to rain in a 20ft sphere around you. Anything that deals lighting damage has advantage and spreads to targets within 10 ft of the source.
  • As a bonus action or upon activating Magical Bloom, you cause the winds to change direction or start to roar intensely. Projectiles have disadvantage while they enter your 20ft radius.
Part 6| Storm Sorcerer

Shadow

Shadow Origin Spells

At 1st level, You learn additional spells when you reach certain levels in this class, as shown on the Raw 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.

Sorcerer Level Spells
1st False Life, Silent Image
3rd Darkness, Blindness/Deafness
5th Fear, Summon Shadowspawn
7th Phantasmal Killer Shadow of Moil
9th Enervation, Negative Energy Flood

Eyes of the Shadow

This updates the 1st level feature: Eyes of the Dark

At 1st level, you have dark vision with a range of 120 ft. You can also see through magical darkness.

Bloom Adaption: Shadow

If you have Magical Bloom, this is added at 3rd level if you select this bloodline

Your bloodline has bled into your inner magic. When you use magical bloom, you gain the following:

  • When you use bloom, you can cast darkness without any spell slot cost. You can choose it to be a static spot or centered on you.
  • You do not need Verbal components of spells.

Umbral Shadow

This updates the 18th level feature: Umbral Shadow

At 18th level, when you enter Magical Bloom, you turn yourself into a being of the shadowfell. Your bloom state gains the following:

  • You can also move through difficult terrain without penalty and through objects as if they were difficult terrain. But if you end your turn inside an object you take 5 force damage.
  • You are resistant to all damage except force and radiant

Clockwork

Bloom Adaption: Clockwork

If you have Magical Bloom, this is added at 3rd level if you select this bloodline

Your bloodline has bled into your inner magic. When you use magical bloom, you gain the following:

  • If you fail a Constitution saving throw to maintain concentration on a spell, you can choose to succeed instead. Once you use this feature, you cannot use it again until you enter Bloom State
  • While in this state, you know the Quicken Spell metamagic that doesn't count against the metamagics you know.

Form of Order

This updates the 14th level feature

Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, when you use your magical bloom, while in Magical Bloom, you gain the following:

  • Attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

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

Aberrant Mind

Bloom Adaption: Aberrant

If you have Magical Bloom, this is added at 3rd level if you select this bloodline

Your bloodline has bled into your inner magic. When you use magical bloom, you gain the following:

  • You know the Subtle Spell Metamagic while in this state.
  • You have advantage on intelliance saving throws.
  • You can cast the spell Detect Thoughts

Revelation in Flesh

This updates the 14th level feature

Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. When you activate your Magical Bloom, 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 Magical Bloom 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.
Part 7 | Other Bloodlines

Phoenix

Phoenix Origin Spells

At 1st level, You learn additional spells when you reach certain levels in this class, as shown on the Origin 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.

Sorcerer Level Spells
1st Fairie Fire, Hellish Rebuke
3rd Continual Flame, Heat Metal
5th Elemental Weapon, Feign Death
7th Freedom of movement, Summon Elemental (fire only)
9th Flame Strike, Reincarnation

Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. You also learn the Control flames cantrip

Bloom Adaption: Phoenix

If you have Magical Bloom, this is added at 3rd level if you select this bloodline

Your bloodline has bled into your inner magic. When you use magical bloom, you gain the following:

  • Any creature takes fire damage equal to one roll of your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet
  • You have fire resistance.

Rebirth Spark

This replaces the 6th level feature completely.

A 6th level, Additionally, whenever you reach 0 HP, you can roar yourself out and can restore yourself with a roll of a hit die. each creature within 10 ft of you when you do takes fire damage equal to half your sorcerer level + Double your charisma modifier and your Magical Bloom uses restores completely.

You can only use this feature once per long rest.

Nourishing Fire

This replaces your 14th level feature

At 14th level, your fire spells soothe you. Casting a fire spell and expanding your spell slot will let you gain HP equal to the slots level + Charisma modifier, you can do this twice per long rest. Instead of yourself, you can choose to do this with ally you can see within 30ft.

In addition, you can use a action to use Rebirth Spark on any other creature that is at 0 Hit Points and are incapiated and are dying, or have died after 1 minute instead of using it on yourself.

Roar of the Spark

This replaces the 18th level feature

At 18th level, you have mastered your Phoenix Bloodline. When you use Magical Bloom, you gain the following:

  • You have a flying speed of 40 feet and can hover.
  • You have immunity to fire damage.

If you use your Rebirth Spark to revive yourself from 0 HP, that feature deals an extra 20 fire damage to each creature. When this happens and you have allies within range, you can choose to heal them for half the damage dealt. You also can trigger Magical Bloom when you rise back up.

Wreathing Flame

This is an additional 18th level feature

Additionally at 18th level, your fires are capible of piercing fire immunity. When you deal fire damage to a creature with fire immunity, you can spend 2 Sorcery Points to treat that creature as having resistance instead of immunity for the next 10 minutes. Doing this again with the same sorcery point cost will cause the spell to ignore resistance. This counts as a metamagic option.

Part 8 | Phoenix

Sorcerous Spells

Cadiamus's Primal Bolt

Cantrip Evovation


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

Created by the Sinners Court Cadiamus Bravenheart, being one of the best Sorcerers of Sliverymoon, was able to infuse his own spells with metamagic to a point of permanently changing the spell into a whole new one.

You hurl a mote of elemental power at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 damage of your choice; Fire, cold, acid, necrotic, lightning, thunder, psychic, radiant, force.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Classes: Sorcerer, Wizard, Druid

Braccus's Booming Blade

Cantrip Evovation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, M(Any Weapon)
  • Duration: Instantaneous

Created by the Sinners Court Braccus the Bronze. A self-made hero, born of blue and bronze dragons. Utlizing his self-taught paladin strikes with his sorcerous power created this spell

You imbue your magic into the weapon used in the spell’s casting and use one of your attacks to add this spell to it and against one creature within range of the weapon. If you used a focus to replace the weapon, make an unarmed strike.

On a hit, the target suffers the weapon attack’s normal effects, and you can cause it to burst with power. Every creature excluding you within 5 feet of the target must make a Dexterity saving throw. On a failed save, the creatures take 1d8 extra damage of: acid, cold, fire, lightning, poison, radiant, necrotic, psychic or thunder damage.

Twinned Spell used on this cantrip can hit a second creature within range.

Distant Spell can increase 5ft even though this spell is listed as Self.

Classes: Sorcerer, Paladin

Nayah's Flaming Fists

2th Level Evovation


  • Casting Time: 1 Bonus Action
  • Range: Self (15ft cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Created by the Sinners Court Nayah Ilthalan, she learned to invoke her bloodline into her martial arts

You extend your hands and cloak your fists in a violent wreath of flames lick around you and burst forth when you attack. After you make a unarmed attack, you instantly burst forth flames that deal 3d6 fire damage in a 15ft cone. Creatures must make a Dexterity Save Throw, take full damage on a failed save, and half on a sucessful one.

At Higher Levels: When you cast this spell with either effect in mind at 3rd Level or Higher, the damage increases by 1d6.

Classes: Sorcerer, Artificer, Druid

Lavellan's Dispel/Counter Magic

3th Level Abjuratiohn


  • Casting Time: 1 Action on the Deliberation of a Targeted Dispel within 120 feet of you; 1 reaction against a target within 60 feet of you when countering a spell being cast

  • Range: 60 feet(Spell-countering), 120 feet (Targeted Dispel)

  • Components: V, S, M (A mirror whose glass is made of opaline crystal, backed by south-end magnets for a lining)

  • Duration: Instantaneous


Choose any creature, object, or magical effect within range of the preferred effect of the spell. Any spell of 3rd Level or Lower on the target will end (in the event of the effect being a counterspell, the target’s casting will fail.) For each spell or targeted cast at 4th Level of higher on or coming from the target, make an ability check using your spellcasting ability

The DC in either event at this point will be equal to 10 + the level of the spell being cast. On a successful check, the spell will end (or in the case of a counterspell effect, be cancelled out.)

At Higher Levels: When you cast this spell with either effect in mind at 4th Level or Higher, all spells less than or equal to the level of the spell slot you used will fail or be countered respectively.

Classes: Sorcerer, Wizard, Druid, Cleric, Artificer

Part 9 | Spells

Braccus's Blasting Blade

4th level Conjuration


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, M(Any Weapon)
  • Duration: Concentration, up to 1 hour

Created by the Sinners Court Braccus the Bronze. A self-made hero, born of blue and bronze dragons. Utlizing his self-taught paladin strikes with his sorcerous power created this spell

You weave your magic into the shape of a weapon in your hand. You decide this weapon's appearance, but its statistics are always the same. This weapon counts as a simple melee weapon with which you are proficient. It has the light, finesse, and thrown (30/60) properties and it deals 1d12 force damage on a hit.

For the purposes of material components it counts as being worth 1sp. When you cast this spell you can also select three Weapon Masteries that you may use that are applicable to the weapon. When you make an attack, you can only use one of the masteries for that attack each, once per turn.

Also upon casting the spell, or as a bonus action, you can select one, or change a modifier.

  • Reaching: The reach of this weapon increases by 5 feet until the start of your next turn.
  • Powerful: The damage of this weapon increases by one damage die.
  • Swift: The damage dice of this weapon decrease to d10s but the wielder can make 2 attacks with it when they take the Attack action. The wielder ignores this benefit if they already have a feature like Extra Attack or this modifier that lets them make more than one attack.
  • Double bladed: The weapon forms an additional blade on the opposite end that the wielder can use to make one attack with as a bonus action. The damage for this bonus attack equals 1d8. This weapon becomes two-handed and loses the light property when you use this modifier.
  • Heartseeking: This weapon scores a critical hit on a roll of 19 or 20.
  • Accurate: This weapon grants its wielder advantage on attack rolls made with it.
  • Teleporting: When you choose this modifier and at the start of each of your turns, the weapon teleports to an unoccupied space you can see within 60 feet of you, where it falls to the ground. Alternatively, you can choose to teleport it into the hand of a willing creature you choose within 60 feet of you.

Twinned Spell used on this cantrip can hit a second creature within range. Distant Spell can increase 5ft even though this spell is listed as Self.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can choose an additional option each turn for each spell slot level above 4th. If this spell is cast with a 7th level or higher slot, you can choose to change the duration to 1 minute, without concentration.

Classes: Sorcerer, Paladin

Aurora's Chaos Eruption

4th Level Evocation


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

"Aurora was always known as the chaotic innocence of the Sinner's Court. While born from a dragon, she never had interest in magic. But that didn't stop her chaotic heart from birthing it a spell that is born of her... Though, it helped that someone like Cadiamus was there to record it."

Churning magical energy explodes in a 20-foot radius sphere centered on a point you choose within range. When you cast the spell, you select the type of damage dealt by the explosion: Acid, Cold, Fire, Lightning, Poison, Psychic, Force or Thunder.

Each creature in the sphere must make a dexterity saving throw. On a failed save, a creature takes 6d6 damage of the chosen type. On a successful save, a creature takes half as much damage. Choose one of those d6s. The number rolled on that die determines a condition that’s applied to each creature that failed the save, as shown below. A creature has the condition until the end of your next turn. You can spend 4 sorcery points to choose a effect you wish.

d6 Additional Effect
1 Incapcitated
2 Blinded
3 Flightened
4 Poisoned
5 Charmed
6 Deafened

At Higher Levels. When you cast this spell using a Spell Slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Classes: Sorcerer

Part 10 | Spells

More Sorcerer Magic Items

Sorcery Spellbook

Magic Item, Rare, Requires attunement by a sorcerer

A book that is not for wizards but for Sorcerers. this book can act as a spell casting focus and adds +1 to Spell Attack and Spell Save DC.

In this spellbook, it records additional spells in it that a sorcerer can cast as if they were sorcerer spells. You are able to record a spell from a spell scroll or another spellbook. If it is from a spell scroll, the scroll disappears as its magic transfers to your book.

You can only have an number of spells prepared each day at once at the same number of your Charisma modifier. You can cast those spells if the book is on your person and you have the spell slots to do so.

Ring of Revenge

Magic Item (ring), Rare, Requires attunement by a sorcerer or any class with sorcery points

A ring with an blue gem swirling with blue magic. When a creature deals damage to you, you can use your reaction to deal psychic damage to the attacker equal to number of Sorcery Points you currently have.

Shield Mantle

Wondrous Item (shoulders), Rare, Requires attunement by a sorcerer or any class with Sorcery Points

Two pauldrons that each look like flourished kite shields engraved with elaborate concentric patterns. Whenever you spend Sorcery Points, you gain +1 to your AC until your next turn for each Sorcery Point you expended.

Humility

Wondrous Item, Rare, Requires attunement by a sorcerer or any class with sorcery points

A lute intrument with the word Humility ingraved its wood. The story goes this lute was a gift from a bard to his sorcerer teammate. Weither the name is a insult or word of wisdom, no one really knows.

As a reaction, you can use your sorcery points to give a creature that can hear you with 30ft bardic inspiration as if you were a bard. Giving them a performance, song, or words of encouragement and power. They gain inspiration of a D4 that they can use on a attack roll, damage roll, ability check or save.

Gauntlet of Sorcery

Wondrous Item (hands), Variable Rarity, Requires attunement by a sorcerer or any class with sorcery points

A sleek metal glove with up to four gemstones, each inlaid in a knuckle. The gauntlet grants the wearer 1 additional Sorcery Point for each gem set into it. A gauntlet with one gem is considered uncommon, with two gems is rare, with three gems is very rare, and with four gems is legendary. A Gauntlet of Sorcery with four gems also gives the wearer an additional spell slot of the highest level the wielder can cast.

Staff of Volcanic Glass

Wondrous Item, Rare, Requires Attunement

Combined with the might of the Greatwyrm Ashardalon, this staff glows with a crimson flame inside of it's ashen glass body. It weighs 3 pounds. You must be attuned to the staff to gain it's benefits and cast its spells.

While holding the staff, you have a +2 bonus to your armor class.

The staff has 5 charges, which are used to fuel the spells within. While the staff is in hand, you can use your action to cast one of the following spells if the spell is on your class's spell list:

  • Shield (1 Charges)
  • Blur (2 Charges)

The staff regains 1d3+1 charges each day at noon. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.

Blasting Cowl

Wondrous Item (head), Very Rare, requires attunement

This hood can come in a variety of colors, and each color is tied to an elemental energy. While the hood is drawn over your head, its elemental energy flows over your face in an illusionary display. For instance, a creature’s face beneath a red cowl appears to be burning with fire, while a green cowl drips illusionary acid from its brim. You can use your action and spend 2 sorcery points to make the cowl spurt a 30 ft. line of the cowl’s related energy type from beneath the hood. Creatures in the area must make a DEX saving throw (DC 15) or take 2d6 damage of the cowl’s energy type (half on a successful save).

  • Blue: cold
  • Green: acid
  • Red: fire
  • Black: necrotic
  • White: radiant
  • Purple: lightning

Focus of the Purple Dragon

Wonderous Item (Very Rare), Requires attunement by a draconic sorcerer

A focus made by a purple dragon. Purple Dragons are among some of the strongest type of dragons due to their ability to bypass resistances. This focus has been made by one such dragon for their cultists.

The focus responds to a draconic sorcerer. It contains 5 charges that restore itself every day. When you cast a spell with a damage type associated with your draconic ancestor and it hits a target it is resistant to, spend a charge to ignore that resistance. If the target is immune to that damage type, it comes resistant instead.

Part 11 | Magic Items

Robes of the Higher Arch

Magic Item (chest), Legendary, Requires attunement by a sorcerer

A robe that once belonged to an evil sorcerer that was ever-thirsty for power. So much so, they binded their soul into their bloodline. They were able to create this robe to devour the souls of those they had slain. The ash-colored robes imprinted with 5 skulls into the design. Whenever you slay a living creature, the robe stores a sorcery point in one of the five skulls, whose eyes glow with yellow light while it holds a sorcery point. You can use the Sorcery Points as if they were in your regular pool of Sorcery Points, but spells cast with these Sorcery Points applied are empowered with dark energy. Creatures slain by spells empowered with at least one Sorcery Point from the robe will rise as a Ghoul to serve the sorcerer for 1 minute. The sorcerer can only have 5 ghouls under their control at a time in this way.

Higher Learning Sorcery Spellbook

Wondrous Item, legendary (requires attunement by a Sorcerer with 12 or higher Intelligence)

A spellbook meant for sorcerers who study their magic training further when going to academies and are often graduation gifts from their teachers. This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.

When attuned, the user can use the book as a arcane focus and add +3 to their spell attack bonus and Spell Save DC. The user can use the spellbook as if they were a Wizard, but they don't gain an Arcane Tradition. The user gains the Ritual Caster feat so long as they posses the spellbook. (This is your ritual book, as described in the feat, though spells added to this book don't require the ritual tag.) The user can then copy spells from spell books or spell scrolls, but it takes 1 hour to copy each spell and 50 gp to do so.

The user can prepare spells from the book outside the spells they know at the start of each day equal to their Sorcerer level + their Intelligence modifier and can cast from that book as long as the book is on their person and they have the spell slots for it.

Metamagic Rod

Magic Item (rod), Rare, Requires attunement

A simple metal rod with a sigil at its head hinting at its ability. A Metamagic Rod allows use a new Metamagic ability specific to that rod, the rod comes with charges that have triple the cost of the metamagic used to spend to use on that metamagic. Sorcerers attuned can use their own sorcery points to use the rods metamagic as if they knew it. The charges restore at the start of the day.

For instance, a Heightened Spell Metamagic Rod allows one attuned to it to spend 3 Sorcery Points to give one creature disadvantage on saving throws against their spell. While the charges it comes with has 9 charges.

Markoheshkir

Artifact, Requires Attunement by a sorcerer

"Kereska, draconic goddess of arcane knowledge, imbues many chromatic dragons with their magic. This includes their exquisite and terrible breath, which has wrenched giants from their tall thrones, and destroyed civilizations of smallfolk."

While attuned to this staff, you have a +3 bonus to spell save DC and spell attack rolls.

Arcane Battery. Metamagic you use on a spell with this staff, its cost is reduced by 1. To a minimum of 1.

Kereska's Favour. Once per day, select between acid, poison, thunder, lightning, cold, and fire. You may add to the damage types of those spells with your profiency bonus to one of the rolls, once per turn. With each damage type, you may cast its associated spells once per day each.

  • Acid: Melf's Acid Arrow, Hunger of Hadar
  • Poison: Cloudkill, Ray of Sickness
  • Thunder: Destruction Wave, Shatter
  • Lightning: Chain Lightning, Lightning Bolt
  • Cold: Ice Storm, Cone of Cold
  • Fire: Fireball, Wall of Fire
Part 11 | Magic Items
 

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