Class: Sorcerer (5.5)

by SovereignLeaderLore

Search GM Binder Visit User Profile

Sorcerer


Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others can trace it back to strange events in their or their family's history. Some come about by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.


You must have a Charisma score of 15 or higher in order to multiclass in or out of this class.

Sorcerer Spell Slots per Level
Level Proficiency Bonus Sorcery Points Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 2 2
2nd +2 2 Font of Magic, Metamagic 2 3
3rd +2 3 Sorcerous Versatility 2 4 2
4th +2 4 Feat 3 4 3
5th +3 5 Renewing Rite 3 4 3 2
6th +3 6 Sorcerous Origin feature 3 4 3 3
7th +3 7 Sorcerous Restoration 3 4 3 3 1
8th +3 8 Feat 3 4 3 3 2
9th +4 9 Arcane Guidance 3 4 3 3 3 1
10th +4 10 Metamagic 4 4 3 3 3 2
11th +4 11 Flood of Power 4 4 3 3 3 2 1
12th +4 12 Feat 4 4 3 3 3 2 1
13th +4 13 4 4 3 3 3 2 1 1
14th +5 14 Sorcerous Origin feature 4 4 3 3 3 2 1 1
15th +5 15 Flood of Power Improvement 4 4 3 3 3 2 1 1 1
16th +5 16 Feat 4 4 3 3 3 2 1 1 1
17th +5 17 Metamagic, Flood of Power Improvement 4 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 4 4 3 3 3 3 1 1 1 1
19th +6 19 Feat 4 4 3 3 3 3 2 1 1 1
20th +6 20 Metamagic Mastery 4 4 3 3 3 3 2 2 1 1

Class Features

As a sorcerer, you gain the following 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: Chakrams, daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

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

Equipment

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

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

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

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

Spell Slots

The sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hnads and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.


You prepare the list of sorcerer spells that are available for you to cast, choosing from the sorcerer spell list. When you do so, choose a number of sorcerer 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.

For example, if you are a 3rd-level sorcerer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Burning Hands, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


When you complete a long rest, you can replace one of your prepared spells for another spell on your spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

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.

Font of Magic

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

  • Sorcery Points. You have 2 Sorcery Points, and you gain 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, and can only be used to cast Sorcerer spells.
    • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one sorcerer spell slot and gain a number of Sorcery Points equal to the slot's level.
Table - Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1 2
2 3
3 5
4 6
5 7

Metamagic

Also at 2nd level, you gain the ability to twist your spells to suit your needs. You gain three Metamagic options of your choice, which are described at the end of this document. You choose two additional Metamagic options at 10th and 17th level.

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


Additionally, when you complete a long rest, you can replace one of your Metamagic options with a different Metamagic option available to you.

Sorcerous Versatility

By 3rd level, you are practiced enough with your magic that you can forget and memorize methods of casting various spells with ease. When you complete a long rest, you can choose to replace a cantrip you know with another cantrip on the sorcerer spell list, instead of replacing a leveled spell.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.

Renewing Rite

At 5th level, you can draw upon the arcane power within you to revitalize yourself. As an action, you can expend a Sorcery point to draw this power. When you do so, you regain hit points equal to 2d6 + your Charisma modifier + your Constitution modifier (minimum of 1 hit point).

Additionally, when you use this feature, you regain 1d4 expended Sorcery Points.


Once you use this feature, you must complete a long rest to do so again.

Sorcerous Restoration

By 7th level, the wellspring of power within you grows in size and becomes restless. When you complete a short rest, you can choose to regain 1d4 Sorcery Points.


Once you use this feature, you must complete a long rest to do so again.

Arcane Guidance

Beginning at 9th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you fail an attack roll, ability check, or saving throw, you can spend 1 Sorcery Point to reroll the d20, potentially turning the failure into a success. You must use the new roll.

Flood of Power

By 11th level, your sorcerous power grows beyond normal limit, your wellspring exceeding the size of your mortal body. Whenever you cast a spell of 3rd level or lower, you can choose to draw on your excess power to cast the spell without expending a spell slot.

You can use this feature on 4th level spells starting at 15th level, and on 5th level spells starting at 17th level.


Once you use this feature, you must complete a long rest to do so again.

Metamagic Mastery

At 20th level, you have mastered your sorcerous abilities. If you start combat and have no Sorcery Points, you regain 2 Sorcery Points. These Sorcery Points can only be used on your metamagic options.

Origin: 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?

Psionic Spells

Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Psionic Spells table. These spells count as sorcerer spells for you, and don't count against the number of sorcerer spells you prepare each day.

Psionic Spells
Sorcerer Level Spell
1st Arms of Hadar, Dissonant Whispers
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Black Tentacles, Phantasmal Killer
9th Planar Binding, Teleportation Circle

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.


The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitate, you die, or you use this ability to form a connection with a different creature.

Psionic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses

At 6th level, you gain resistance to Psychic damage, and you have advantage on saving throws against being Charmed or Frightened.

Revelation in Flesh

Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any Invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and 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

At 18th level, 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 against your spell save DC. 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.

Origin: Cinder Soul


Your power draws from the immortal flames of elemental fire. You or your ancestors perhaps were perhaps born in the presence of a phoenix, or inherited great power from some other elemental creature, such as an efreeti, or were born after a calamitous wildfire. Whatever the cause, an eternal flame dwells within you.

Igniting Touch

At 1st level, you gain the ability to start fires with your touch. You learn the Produce Flame cantrip, which count as a sorcerer spell for you, and doesn't count against the number of cantrips you know.

Additionally, as an action, you can magically ignite a flammable object you touch with your hand, such as a torch, a piece of tinder, or the hem of drapes.

Cloak of Flames

Also at 1st level, you can unleash the powerful fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

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

Once you use this feature, you must complete a long rest to do so again.

Phoenix Inferno

Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.


If you are reduced to 0 hit points, you can use your reaction to draw a healing inferno around you. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes Fire damage equal to half your sorcerer level + your Charisma modifier.


Once you use this feature, you must complete a long rest to do so again.

Sovereign Flame

Starting at 14th level, your control over fire is supreme. When a creature within 60ft that you can see casts a spell that deals Fire damage, you can expend 2 sorcery points as a reaction to force it to make a Constitution saving throw against your sorcerer spell save DC, as you attempt to wrestle control over their flames. On a failed save, the spell fails, and the creature takes Fire damage equal to your sorcerer level + your Charisma modifier.

Inferno Wings

By 18th level, you have mastered the spark of fire that dances within you. While under the effect of your Cloak of Flames feature, you gain additional benefits:

  • You have a flying speed of 40 feet and can hover.
  • You are immune to Fire damage.
  • If you use your Phoenix Inferno, that feature deals an extra 10 fire damage to each creature.

Origin: 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.

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.


Additionally, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, and doesn't count against your number of sorcerer spells you prepare each day.

Affinity Spell
Good Cure Wounds
Evil Inflict Wounds
Law Bless
Chaos Bane
Neutrality Protection from Evil and Good

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.


Once you use this feature, you must complete a short or long rest to do so again.

Empowered Healing

Starting at 6th level, 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

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're Incapacitated, you die, or you dismiss them as a bonus action.


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

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.


Once you use this feature, you must complete a long rest to do so again.

Origin: 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.

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.

Draconic Ancestry

Also at 1st level, the elemental power of your draconic ancestor lives within you, manifesting as an extension of your magical abilities. Choose one of the following draconic ancestries. You are resistant to the damage type associated with that ancestry, and learn a spell based on the chosen ancestry. This spell is a sorcerer spell for you, is always prepared, and doesn't count towards the number of spells you have prepared.

Table - Draconic Ancestry
Draconic Ancestry Damage Type Spell Learned
Red Fire Burning Hands
Black Acid Grease
Blue Lightning Witch Bolt
White Cold Armor of Agathys
Green Poison Ray of Sickness
Gold Fire Disguise Self
Purple Force Catapult
Silver Cold Feather Fall
Bronze Lightning Fog Cloud
Copper Acid Tasha's Hideous Laughter
Brass Fire Sleep

Elemental Affinity

At 6th level, your draconic magic has an affinity with one of the damage types associated with dragons. When you cast a spell that deals damage of the type associated with your Draconic Ancestry, you can add your Charisma modifier to the total damage.

Dragonflight

At 14th level, you gain the ability to sprout a pair of dragon wings from your back. As a bonus action, you can choose to sprout these wings, gaining a flying speed equal to your walking speed. Your wings last until you dismiss them as a bonus action.

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 3 Sorcery Points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 30 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.

Origin: Ocean Heart


Your innate magic is tied to elemental water and the powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.

Soul of the Sea

At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.

Sea Curses.

When you choose this origin at 1st level, you learn the secret of infusing your spells with the mysterious powers of the sea. Once per turn when you deal Cold or Lightning damage to a creature with a spell of 1st level or higher, you can expend a sorcery point as a reaction to impose one of the following effects onto one target of the spell.

If the effect requires a creature to make a saving throw, the DC equals 8 + your Proficiency Bonus + your Charisma modifier.

  • Icy Spray. If this feature is triggered by dealing Cold damage, you can reduce the target’s speed by 10 feet until the end of your next turn
  • Rocky Waves. The target must succeed a Dexterity saving throw or fall Prone. It must repeat this save at the end of its next turn if it is standing.
  • Pirate Greed. The target must succeed a Wisdom saving throw or have disadvantage on its next attack, as it is distracted by illusory coins floating around it.
  • Strikes Twice. If this feature is triggered by dealing Lightning damage, you can automatically deal Lightning damage to that creature on your next turn equal to your Charisma modifier.

Watery Defense

At 6th level, you gain the ability to defend yourself by momentarily assuming a watery form. As a reaction to taking Bludgeoning, Piercing, or Slashing damage, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma modifier, and then you can move up to 30 feet without provoking opportunity attacks.


Once you use this feature, you must complete a short or long rest to do so again.

Shifting Form

Starting at 14th level, as a bonus action, you can temporarily assume a watery form. While in this state, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.

On your turn while in this state, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Water Soul

Starting at 18th level, your very being is altered by the power of the sea. You gain the following benefits:

  • You no longer need to eat, drink, or sleep.
  • A critical hit against you becomes a normal hit.
  • You have resistance to Bludgeoning, Piercing, and Slashing damage.

Origin: Stone Arcanum


Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.

Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.

Earth Sense

When you take this origin at 1st level, you have 30 feet of Tremorsense. Within this range, you can detect and pinpoint the origin of vibrations on the ground, provided that the monster and the source of the vibrations are in contact with the same ground or other substance. You can't detect flying or incorporeal creatures in this way.

Stone Armor

At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.


Additionally, as an action, you can choose to gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, as your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are Incapacitated, or you don armor other than a shield.

Stone Aegis

Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection. As a bonus action, you can grant an aegis to one allied creature you can see within 30 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. The aegis lasts for 1 hour, or until you use this feature again, you are Incapacitated, or you die.

If a creature with your aegis takes damage, you can use your reaction to reduce the damage it takes by 1d8 + your sorcerer level, provided the target is still within 30 feet of you.


As part of the same reaction, you can expend 3 sorcery points to instantly swap places with the target, provided you and the target are on the same surface. When you do so, you erupt from the earth, and each creature within 5 feet of you when you appear must succeed a Dexterity saving throw against your spell save DC or be knocked Prone.

Stone's Edge

Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. Once per turn when you deal damage with a ranged attack roll, you can expend a sorcery point to deal an additional 1d10 Force damage.

Earth Master's Aegis

Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits. When one or more of those creatures takes damage from a single source, you can reduce the damage of only one of those creatures.

Origin: 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.

Wind Speaker

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

Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to Lightning and Thunder damage.

Additionally, whenever you start casting a spell of 1st level or higher that deals Lightning or Thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take Lightning or Thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Magic

Also at 6th level, you gain the ability to subtly control the weather around you. You learn the following spells, which count as sorcerer spells for you, are always prepared, and don't count against the number of spells you have prepared:

  • Thunderwave
  • Create or Destroy Water
  • Gust of Wind
  • Sleet Storm
  • Call Lightning

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal Lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you become immune to Lightning and Thunder damage.

Additionally, 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.

Origin: 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 Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn when you cast a sorcerer spell of 1st level or higher, roll a d20. 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

Also at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. When you do so, you trigger a Wild Magic Surge if you roll a 1-5 the next time you roll a d20 for your Wild Magic Surge feature.


Once you use this feature, you must complete a long rest before you can do so again.

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 1d4 and either add or subtract the number rolled from 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 can manipulate the chaos of magic to twist other creature's spells. When another creature you can see within 60 feet of you casts a spell, you can attempt to cause it to trigger a wild magic surge. Roll 1d20. If the result would trigger a Wild Magic Surge, the effect instead affects the target. If the effect is a spell that targets and area, it is centered on the target.

Lucky Surge

At 18th 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.

Metamagic 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.

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.

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.

Maneuvering Spell

When you hit a creature with a spell attack, you can expend 2 Sorcery Points to move the creature up to 10ft in any direction.

Piercing Spell

When you make an attack roll for a spell, you can expend 1 Sorcery Point to treat the target's AC as 1 less than normal.

Quickened Spell

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

Subtle Spell

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

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.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.