TDC Sorcerer 5e

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Sorcerers have innate magic in their blood that allows them to cast spells without requiring study.

Sorcerers can cast spells without material components, have spell slots to cast spells, and learn additional spells and cantrips as they level up.

Some Sorcerous Origins mentioned are Draconic Bloodline, Divine Soul, Shadow Magic, and Wild Magic.

Sorcerer

G
olden eyes flashing, a human stretches out her
hand and unleashes the dragonfire that burns
in her veins. As an inferno rages around her
foes, leathery wings spread from her back and
she takes to the air. Long hair whipped bya
conjured wind, a half elf spreads his arms wide
and throws his head back. Lifting him
momentarily off the ground, a wave of magic surges up in
him, through him, and out from him in a mighty blast of
lightning.
Crouching behind a stalagmite, a halfling points a finger at
a charging troglodyte. A blast of fire springs from her finger
to strike the creature. She ducks back behind the rock
formation with a grin, unaware that her wild magic has
turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them
by an exotic bloodline, some otherworldly influence. or
exposure to unknown cosmic forces. One can't study sorcery
as one learns a language, any more than one can learn to live
a legendary life. No one chooses sorcery; the power chooses
the sorcerer.

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: 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 dungeoneer’s pack or (b) an explorer’s pack or (c) a
scholar’s pack
Two daggers

SORCERER
1
Sorcerer
Proficiency Sorcery Cantrips Spells
Level Bonus Features Points Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Eschew Materials, Spellcasting, — 4 2 2 — — — — — — ——
Sorcerous Origin
2nd +2 Font of Magic 2 4 3 3 — — — — — — ——
3rd +2 Metamagic 3 4 4 4 2 — — — — — ——
4th +2 Ability Score Improvement 4 4 5 4 3 — — — — — ——
5th +3 Sorcerous Restoration 5 5 6 4 3 2 — — — — ——
6th +3 Sorcerous Origin feature 6 5 7 4 3 3 — — — — ——
7th +3 Metamagic 7 5 8 4 3 3 1 — — — ——
8th +3 Ability Score Improvement 8 5 9 4 3 3 2 — — — ——
9th +4 — 9 5 10 4 3 3 3 1 — — ——
10th +4 Metamagic 10 6 11 4 3 3 3 2 — — ——
11th +4 — 11 6 12 4 3 3 3 2 1 — ——
12th +4 Ability Score Improvement 12 6 12 4 3 3 3 2 1 — ——
13th +5 — 13 6 13 4 3 3 3 2 1 1 ——
14th +5 Sorcerous Origin feature 14 6 13 4 3 3 3 2 1 1 ——
15th +5 — 15 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 16 6 14 4 3 3 3 2 1 1 1 —
17th +6 Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin feature 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 Supreme Metamagic 20 6 15 4 3 3 3 3 2 2 1 1

Eschew Materials Spell Slots


At 1st level, you can cast any sorcerer spell without the The Sorcerer table shows how many spell slots you have to
material components specified for a spell. But if a cost is cast your sorcerer spells of 1st level and higher. To cast one of
indicated for a component, you must have that specific these sorcerer spells, you must expend a slot of the spell's
component before you can cast the spell. If a spell states that level or higher. You regain all expended spell slots when you
a material component is consumed by the spell, you must finish a long rest. For example, if you know the 1st-level spell
provide this component for each casting of the spell. burning hands and have a 1st-level and a 2nd-level spell slot
Additionally, by expending 1 sorcery point as a reaction, available, you can cast burning hands using either slot.
you can allow a creature touching you to use you as an
arcane focus for the purpose of casting spells until the start Spells Known of 1st Level and Higher
of your next turn. You know two 1st-level spells of your choice from the
sorcerer spell list. You learn an additional sorcerer spell of
Spellcasting your choice at each level except 12th, 14th, 16th, 18th, 19th,
and 20th. Each of these spells must be of a level for which
An event in your past, or in the life of a parent or ancestor, left you have spell slots. For instance, when you reach 3rd level in
an indelible mark on you, infusing you with arcane magic. this class, you can learn one new spell of 1st or 2nd level.
This font of magic, whatever its origin, fuels your spells. Additionally, when you gain a level in this class, you can
choose one of the sorcerer spells you know and replace it
Cantrips with another spell from the sorcerer spell list, which also
At 1st level, you know four cantrips of your choice from the must be of a level for which you have spell slots.
sorcerer spell list. You learn an additional sorcerer cantrip of
your choice at 4th level and another at 10th level.

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Spellcasting Ability Creating Spell Slots. You can transform unexpended
Charisma is your spellcasting ability for your warlock spells, sorcery points into one spell slot as a bonus action on your
so you use your Charisma whenever a spell refers to your turn. The created spell slots vanish at the end of a long rest.
spellcasting ability. In addition, you use your Charisma The Creating Spell Slots table shows the cost of creating a
modifier when setting the saving throw DC for a warlock spell slot of a given level. You can create spell slots no higher
spell you cast and when making an attack roll with one. in level than 5th.
Creating Spell Points
Spell save DC = 8 + your proficiency bonus + Spell Slot Level Sorcery Point Cost
your Charisma modifier
1st 2
Spell attack modifier = your proficiency bonus + 2nd 3
your Charisma modifier
3rd 5
4th 6
Sorcerous Origin 5th 7
Choose a sorcerous origin, which describes the source of
your innate magical power, from the list of available origins. Converting a Spell Slot to Sorcery Points. As a bonus
Your choice grants you features when you choose it at 1st action on your turn, you can expend one spell slot and gain a
level and again at 6th, 14th, and 18th level. number of sorcery points equal to the slot's level.
Aberrant Sorcery Metamagic
Boreal Sorcery At 3rd level, you gain the ability to twist your spells to suit
Clockwork Sorcery your needs. You gain two of the following Metamagic options
Divine Sorcery
of your choice. You gain another one at 7th, 10th and 17th
level. You can use only one Metamagic option on a spell when
Draconic Sorcery you cast it, unless otherwise noted.
Phoenix Sorcery
Careful Spell
Sea Sorcery When you cast a spell that forces other creatures to make a
Shadow Sorcery saving throw, you can protect some of those creatures from
Stone Sorcery the spell's full force. To do so, you spend 1 sorcery point and
choose a number of those creatures up to your Charisma
Storm Sorcery modifier (minimum of one creature). A chosen creature
Sylvan Sorcery automatically succeeds on its saving throw against the spell.
Wild Sorcery Distant Spell
When you cast a spell that has a range of 5 feet or greater,
Origin Spells you can spend 1 sorcery point to double the range of the
Each origin has a list of associated spells. You learn these spell.
spells at the levels specified in the origin description. These When you cast a spell that has a range of touch, you can
spells do not count against the number of sorcerer spells you spend 1 sorcery point to make the range of the spell 30 feet.
know. If you learn an origin spell that doesn’t appear on the
sorcerer spell list, the spell is nonetheless a sorcerer spell for Empowered Spell
you. When you roll damage for a spell, you can spend 1 sorcery
point to reroll a number of the damage dice up to your
Font of Magic Charisma modifier (minimum of one). You must use the new
rolls.
At 2nd level, you tap into a deep wellspring of magic within You can use Empowered Spell even if you have already
yourself. This wellspring is represented by sorcery points, used a different Metamagic option during the casting of the
which allow you to create a variety of magical effects. spell.
Sorcery Points. You have 2 sorcery points, and you gain
one additional point every time you level up, to a maximum of
20 at level 20. 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.

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Extended Spell Subtle Spell
When you cast a spell that has a duration of 1 minute or When you cast a spell, you can spend 1 sorcery point to cast it
longer, you can spend 1 sorcery point to increase its duration: without any somatic or verbal components.
If the duration of the spell is 1 minute, it is extended to 10 Twinned Spell
minutes. When you cast a spell that doesn't have a range of self and is
If the duration of the spell is 10 minutes, it is extended to incapable of targeting more than one creature at the spell's
1 hour. current level, you can spend a number of sorcery points equal
If the duration of the spell is 1 hour, it is extended to 8 to the spell's level to target a second creature in range with
hours. the same spell (1 sorcery point if the spell is a cantrip).
If the duration of the spell is 8 hours, it is extended to 24
hours. Ability Score Improvement
Extend spell cannot extend the duration of a spell to over When you reach 4th level, and again at 8th,12th, 16th, and
24 hours. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
Heightened Spell 1. As normal, you can't increase an ability score above 20
When you cast a spell that forces a creature to make a saving using this feature. If your DM allows the use of feats, you may
throw to resist its effects, you can spend 3 sorcery points to instead take a feat.
give one target of the spell disadvantage on its first saving
throw made against the spell. Sorcerous Restoration
Quickened Spell Starting at 5th level, you regain 2 expended sorcery points
When you cast a spell that has a casting time of 1 action, you whenever you finish a short rest. The regained sorcery points
can spend 2 sorcery points to change the casting time to 1 increase when you reach certain levels in this class,
bonus action for this casting. increasing to 3 at 10th level, 4 at 15th level, and 5 at 20th
level.
Reverberating Spell
When you cast a spell with a duration of instantaneous that Supreme Metamagic
has an area of effect, you can you can expend sorcery points At 20th level, you become a true master to control the
equal to the spell's level to have the spell target the same area powerful magic energy that flows inside yourself. You can
at the start of your next turn. The area glows in a color now use all the Metamagic options and you can also use any
chosen by the GM and creatures can determine what will number of them on a spell when you cast it.
happen with an Intelligence (Arcana) check. The
reverberated spell gains no benefit from the spell being cast
at a higher level.

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Aberrant Sorcery
An alien influence has wrapped its tendrils around you, Alien Influence
warping you in both body and mind. Perhaps a psychic Starting at 1st level, your mind recall strange languages you
splinter lodged in your psyche after you suffered domination didn't know they even exist. You can speak, read, and write
by an aboleth. Maybe you were born somewhere tainted by Deep Speech and Undercommon.
the Far Realm, a planar blot that changed you forever. Or Horrid Mutation
perhaps mind flayers kidnapped you, subjecting you to the Also at 1st level, the aberrant powers coursing through your
nightmarish process of ceremorphosis—but the body can incur unpredictable physical alterations. When you
transformation failed and left you altered. cast a sorcerer spell of 1st level or higher, you can choose to
Regardless of its genesis, the Aberrant origin imparts a mutate. If you do so, roll on the mutations table to gain a
sense of eeriness to the character or their surroundings. This magical mutation until the end of your next turn, or until you
can be as subtle as when your sorcerer reads a creature's gain a new mutation.
mind with detect thoughts, anyone in their immediate vicinity
experiences a faint but pervasive sense of dread. Or it could d6 Horrid Mutation
be unmistakable, such as sweating a sheen of viscous mucus 1 Antennae grow from your forehead, constantly probing
when you're scared, or your pupils squirming when you're the environment around you. You gain blindsight with
excited. Consider the potentially unspeakable source of your a radius of 30 feet, and have advantage on Wisdom
sorcerer's powers, and use that as a guide to weave threads (Perception) checks.
of eeriness throughout your magic. 2 Your grounding to this reality grows unstable. Once
per turn when you move, you instead teleport to a
Aberrant Sorcery Features unoccupied space of your choice within a number of
Sorcerer Level Features feet equal to your movement speed. This costs an
1st Horrid Mutation amount of movement equal to the distance you
teleported.
6th Frozen Heart, Winter Guide
3 Hazardous beams of light shoot from your eyes. As a
14th Ice Flows bonus action, you can make a ranged spell attack
against a creature of your choice within 30 feet of you.
18th Winter Embrace On a hit, the target takes radiant damage equal to half
your sorcerer level.
Aberrant Sorcery Origin Spells 4 Your visual form becomes beyond description.
Sorcerer Level Spells Creatures within 30 feet of you that can see you have
1st dissonant whispers disadvantage on attack rolls against you.
3rd detect thoughts 5 Your skin sprouts pulsing crystals that conduct magical
energy away from you. Damage you take from spells is
5th sending reduced by an amount equal to half your sorcerer level.
7th Evard's black tentacles 6 Your arms transform into tentacles. You have
advantage on Strength (Athletics) checks made to
9th modify memory grapple a creature, and your unarmed strikes use a d8
for damage and have their reach extended to 15 feet.
You can make one unarmed strike as a bonus action.

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Psionic Sorcery
Beginning at 6th level, when you cast a spell using sorcery
points, it requires no components.
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 your flesh. As a bonus action, you can spend 1
or more sorcery points to magically transform your body for 1
hour. 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 gain a swimming speed equal to your walking speed
and the ability to breathe water. Gills grow from your neck
or fan out from behind your ears, your fingers become
webbed, or you grow lashing cilia that extend through your
clothing.
You gain a flying speed equal to your walking speed and
can hover. As you fly, your skin glistens with mucus.
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.
Your eyes turn black or become writhing sensory tendrils.
You are aware of the location of any hidden or invisible
creature within 60 feet of you.
Warp Reality
At 18th level, you become the focal point of a reality-warping
anomaly. As an action, you can magically radiate a
transparent, 30-foot-radius aura for 1 minute. This might take
the form of a sphere of rippling psychic energy, a fluctuating
amoebic gel, an extrusion of ephemeral parasites, or some
other manifestation. Other creatures treat the aura as
difficult terrain, and when they start their turn in it, they take
3d10 psychic damage. When you activate this feature, you
can choose any number of creatures you can see to be
unaffected by the aura. As a bonus action, you can end the
aura early. If you do so, you and any number of creatures you
choose within the aura may teleport to a location you can see
within 1 mile of you. Each creature must appear within 20
feet of you and in an unoccupied space. An unwilling creature
that succeeds on a Charisma saving throw against your spell
save DC is not teleported.
Once you use this feature, you can't use it again until you
finish a long rest or until you expend 5 sorcery points to use it
again.

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Boreal Sorcery
The wintry origin of your magic flows like ice water in your Frost Armor
veins. Your savage and raw energies originate in the lands of Starting at 14th level, you can block attacks made against you
ice and snow and flow like the chill of the polar wind, with a sudden ice barrier. When you are hit by a melee or
crackling auroras, and the long winter’s night. Perhaps you ranged attack, you can use your reaction to reduce the
are descended from giant-kin, troll-born, and frost-rimed damage you take from the attack by half your sorcerer level.
spirits. Winter Embrace
Boreal Sorcery Features At 18th level, you gain immunity to cold damage.
Sorcerer Level Features Additionally, you can release primal, frigid magic that
freezes anything it touches. As an action on your turn, you
1st Chilling Magic, Frigid Soul can spend 5 sorcery points to release this burst of freezing
6th Frozen Heart, Winter Guide elemental power in a 60-foot radius, centered on you.
14th Frost Armor
Creatures of your choice in the radius must make a
Constitution saving throw. On a failed save, the creature
18th Winter Embrace turns to ice, becoming subjected to the petrified condition.
The icy form lasts for a minute or until the creature takes
Boreal Sorcery Origin Spells damage. The effect ends on affected targets if you use this
Sorcerer Level Spells feature again.
Any water or other liquid in the radius is immediately
1st ice knife frozen, and never melts unless it takes fire damage from a
3rd Snilloc’s snowball swarm spell of 7th level or higher.
5th ice spears
7th ice storm
9th wall of ice

Chilling Magic
At 1st level, whenever you cast a spell of 1st level or higher
that deals cold damage, one of the targets of your choice
must make a Dexterity saving throw against your sorcerer
spell save DC. On a failed save, the creatures is restrained
until the end of its next turn.
Frigid Soul
Propelled by a heart of ice, the blood in your veins runs cold.
At 1st level, you’re naturally adapted to cold climates, as
described in chapter 5 of the Dungeon Master’s Guide.
Winter Guide
At 6th level, you can move across icy surfaces without
needing to make an ability check. Additionally, difficult
terrain composed of ice or snow does not cost extra
movement to you. When approaching a body of water, you
use a bonus action to freeze the water where you step,
creating a platform to walk or stand on.
This ice lasts for 1 minute before melting.
Frozen Heart
At 6th level, you gain resistance to cold damage. In addition,
whenever you start casting a spell of 1st level or higher that
deals cold damage, you freeze the ground around you. The
ground in a 10 foot radius around you per spell level is turned
to ice and is considered difficult terrain for creatures other
than you. This effect lasts for 1 minute before the ice melts.
Any non-magical fire in the spaces that are turned to ice by
this effect is immediately extinguished.

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Methodical Mind
Clockwork Sorcery At 3rd level, your affinity with order makes you insightful and
A plane of utmost order, Mechanus is a realm overseen by a focused. You gain proficiency in the Insight skill and with one
godlike entity called Primus, whose actions are inscrutable type of artisan's tools of your choice.
and calculations, vast. You, or someone from your lineage,
might have become entangled in one of the machinations of Bulwark of Law
the leader of the modrons. Perhaps you were exposed to an Beginning at 6th level, you can imbue a creature with a
artifact created by Primus, or your ancestor took part in the shimmering shield of order. As an action, you can expend 1 to
Great Modron March in some way. The power of Mechanus 5 sorcery points to create a magical ward around yourself or
can seem strange and alien to others, but for you it is part of another creature you can see within 30 feet of you. The ward
a vast and glorious system that others can't comprehend. At lasts until you finish a long rest or until you use this feature
your option, you can pick from or roll on the Manifestations again. The ward is represented by a number of d8s equal to
of Mechanus table to create a way your connection to the the number of sorcery points spent to create it. When the
plane manifests while you are casting a spell. warded creature takes damage, it can use its reaction to
spend a number of those dice, roll them, and reduce the
Manifestations of Mechanus damage taken by the total of the spent dice.
d6 Manifestation
1 Large, spectral cogwheels appear hovering behind you. Trance of Order
At 14th level, you gain the ability to enter a state of clockwork
2 The hands of a clock appear in your eyes. consciousness as a bonus action. For the next minute, attack
3 Your skin glows with a golden, metallic sheen. rolls against you can't benefit from advantage, and whenever
you make an attack roll, an ability check, or a saving throw,
4 Your features become unnaturally angular, like
geometric objects.
you can treat a d20 roll of 9 or lower as a 10.
Once you use this action, you can't use it again until you
5 Your spellcasting focus takes the form of a miniature finish a long rest or until you expend 5 sorcery points to use it
Spawning Stone or other creation of Primus. again.
6 The ringing of a clock can be heard by you and those
affected by your magic. Clockwork Cavalcade
At 18th level, you summon spirits of order to restore balance
Clockwork Sorcery Features around you. As an action, you summon the spirits in a 30-foot
Sorcerer Level Features cube originating from you. The spirits look like modrons or
other constructs of your choice. The spirits are intangible and
1st Methodical Mind, Restore Balance invulnerable, work fast and efficiently, and create the
6th Bulmark of Law following effects within the cube before vanishing:
14th Trance of Order The spirits restore up to 100 hit points, divided as you
18th Clockwork Cavalcade choose among any number of creatures of your choice in
the cube.
Clockwork Sorcery Origin Spells Any damaged objects entirely in the cube are repaired.
Sorcerer Level Spells Every spell of 6th level or lower ends on creatures and
objects of your choice in the cube.
1st alarm
Once you use this action, you can't use it again until you
3rd heat metal finish a long rest or until you expend 7 sorcery points to use it
5th glyph of warding again.
7th Otiluke's resilient sphere
9th wall of force

Restore Balance
Starting at 1st level, your connection to the plane of absolute
order allows you to equalize chaotic moments. When a
creature you can see within 60 feet of you is about to roll a
d20 with advantage or disadvantage, you can use your
reaction to prevent the roll from being affected by advantage
and disadvantage.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once), and you regain all
expended uses when you finish a long rest.

SORCERER
8
Divine Sorcery
You are infused with celestial power. Being connected to such Divine Sorcery Origin Spells
power can cause changes in your behavior and beliefs. You Sorcerer Level Spells
might find yourself driven to annihilate the undead, to defeat
fiends, and to protect the innocent. At times, your heart might 1st command
be filled with a longing to experience the barest touch of the 3rd aid
holy light that illuminates the multiverse, a desire to wander 5th spirit guardians
that paradise for the rest of your days. But you know that
your mission is to bring light to the dark places of the world 7th guardian of faith
among mortals for now. 9th commune
Divine Sorcery Features
Sorcerer Level Features Divine Magic
Your link to the divine allows you to learn spells from the
1st Divine Magic, Favored by the Gods cleric class. When your Spellcasting feature lets you learn or
6th Empowered Healing replace a sorcerer cantrip or a sorcerer spell of 1st level or
14th Otherworldly Wings
higher, you can choose the new spell from the cleric spell list
or the sorcerer spell list. You must otherwise obey all the
18th Unearthly Recovery restrictions for selecting the spell, and it becomes a sorcerer
spell for you.
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 can't use it again until you
finish a short or long rest.
Empowered Healing
Starting at 6th level, the divine energy coursing through you
can empower your healing spells. Whenever you rolls dice to
determine the number of hit points a spell you cast 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.
Otherworldly Wings
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 can't use it again until you
finish a long rest or until you expend 5 sorcery points to use it
again.

SORCERER
9
Draconic Sorcery
Creatures of innate magic and eons-old intelligence, dragons Draconic Sorcery (Fire) Origin Spells
are beings of legend, fate, destruction, and destiny incarnate. Sorcerer Level Spells
Your magic comes from these legendary creatures. Perhaps
your draconic magic originates with a mingling of draconic 1st absorb elements
blood or that of your ancestors. Most often, sorcerers with 3rd dragon’s breath
this origin trace their descent back to a mighty sorcerer of 5th fear
ancient times who made a bargain with a dragon or who
might even have claimed a dragon parent. 7th wall of fire
9th dominate person
Draconic Sorcery Features
Sorcerer Level Features
Draconic Sorcery (Lighting) Origin Spells
1st Draconic Ancestor, Draconic Resilience Sorcerer Level Spells
6th Elemental Affinity 1st absorb elements
14th Dragon Wings 3rd dragon’s breath
18th Draconic Presence 5th fear
7th storm sphere
Draconic Ancestor
Starting when you choose this origin at 1st level, you choose 9th dominate person
one type of dragon. The damage type associated with each
dragon is used by features you gain later. You can speak, read, Draconic Sorcery (Poison) Origin Spells
and write Draconic. Additionally, whenever you make a Sorcerer Level Spells
Charisma check when interacting with dragons, your 1st absorb elements
proficiency bonus is doubled if it applies to the check.
3rd dragon’s breath
Draconic Type
5th fear
Draconic Damage Type
7th blight
Black or Copper Acid
9th dominate person
White or Silver Cold
Red, Brass or Gold Fire
Blue or Bronze Lightning
Green Poison Poison

Draconic Sorcery (Acid) Origin Spells


Sorcerer Level Spells
1st absorb elements
3rd dragon’s breath
5th fear
7th vitriolic sphere
9th dominate person

Draconic Sorcery (Cold) Origin Spells


Sorcerer Level Spells
1st absorb elements
3rd dragon’s breath
5th fear
7th ice storm
9th dominate person

SORCERER
10
Draconic Resilience Dragon Wings
As magic flows through your body, it causes physical traits of At 14th level, you gain the ability to sprout a pair of dragon
your dragon ancestors to emerge. At 1st level, your hit point wings from your back, gaining a flying speed equal to your
maximum increases by 1 and increases by 1 again whenever current speed. You can create these wings as a bonus action
you gain a level in this class. on your turn. They last until you dismiss them as a bonus
Additionally, parts of your skin are covered by a thin sheen action on your turn.
of dragon-like scales. When you aren't wearing armor, your You can't manifest your wings while wearing armor unless
AC equals 13 + your Dexterity modifier. the armor is made to accommodate them, and clothing not
made to accommodate your wings might be destroyed when
Elemental Affinity you manifest them.
At 6th level, when you cast a spell that deals damage of the
type associated with your draconic ancestry, add your Draconic Presence
Charisma modifier to the damage roll (minimum of 1). Apply Beginning at 18th level, you can channel the dread presence
this effect only once per target. If you cast a spell that deals of your dragon ancestor, causing those around you to become
acid, lightning, fire, poison or cold damage that is not awestruck or frightened. As a bonus action, you can spend 5
associated with your draconic ancestry, you may spend 1 sorcery points to draw on this power and exude an aura of
sorcery point to change the damage type to match your awe or fear (your choice) to a distance of 60 feet. For 1
draconic ancestry. minute, each hostile creature that starts its turn in this aura
In addition, you gain resistance to the damage type must succeed on a Wisdom saving throw or be charmed (if
associated with your draconic ancestry. 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.
Once you use this feature, you can’t use it again until you
finish a long rest or until you expend 5 sorcery points to use it
again.

SORCERER
11
Phoenix Sorcery
Your power draws from the immortal flame that fuels the Ignite
legendary phoenix. You or your ancestors perhaps rendered a At 1st level, you gain the ability to start fires with a touch. As
phoenix a great service, or you were born in its presence. an action, you can magically ignite a flammable object you
Whatever the cause, a shard of the phoenix's power dwells touch with your hand—an object such as a torch, a piece of
within you. tinder, or the hem of drapes.
That power is a mixed blessing. Like the mythical creature, Mantle of Flame
you can invoke fiery energy and gain the ability to cheat death At 1st level, you can unleash the phoenix fire that blazes
itself. This power comes at a cost. The fire within you within you. Whenever you cast a spell of 1st level or higher
seethes, demanding to be unleashed. You sometimes find that deals fire damage, add your Charisma modifier to the
yourself absentmindedly feeding fires. damage roll (minimum of 1). Apply this effect only once per
Such sorcerers are wanderers by necessity. The volatile target. Additionally, you are wreathed in a mantle of flame
nature of their magic makes other folk nervous. If a fire until the start of your next turn, gaining the following
breaks out in town, a phoenix sorcerer had best flee, whether benefits:
guilty or not. Fire is a dangerous force, and phoenix sorcerers
have a reputation (deserved or not) for reckless behavior, You shed bright light in a 30-foot radius and dim light for
confident that the essence of the phoenix can save them. an additional 30 feet.
Any creature takes fire damage equal to your Charisma
Phoenix Sorcery Features modifier if it hits you with a melee attack from within 5
Sorcerer Level Features feet of you or if it touches you.
1st Ignite, Mantle of Flame
Phoenix Spark
6th Phoenix Spark Starting at 6th level, the fiery energy within you grows
14th Nourishing Fire restless and vengeful. In the face of defeat, it surges outward
18th Form of the Phoenix
to preserve you in a fiery roar.
If you are reduced to 0 hit points, you can use your reaction
to draw on the spark of the phoenix. You regain hit points
Phoenix Sorcery Origin Spells equal to your sorcerer level. Each creature within 10 feet of
Sorcerer Level Spells you takes fire damage equal to your sorcerer level + your
1st burning hands Charisma modifier.
If you use this feature while under the effects of your
3rd flaming sphere Mantle of Flame, this feature instead deals fire damage equal
5th fireball to double your sorcerer level + double your Charisma
7th fire shield modifier, and your Mantle of Flame immediately ends.
Once you use this feature, you can’t use it again until you
9th immolation finish a long rest or until you expend 4 sorcery points to use it
again.
Nourishing Fire
Starting at 14th level, your fire spells soothe and restore you.
When you expend a spell slot to cast a spell that includes a
fire damage roll, you regain hit points equal to the spell’s level
+ your Charisma modifier.
Form of the Phoenix
At 18th level, you master the spark of fire that dances within
you. As an action, you can transform your form into that of a
phoenix. Each creature within 20 feet of you must make a
Dexterity saving throw. A creature takes 4d8 fire damage on a
failed save, or half as much damage on a successful one. For
1 minute or until you lose your concentration (as if you were
casting a concentration spell) you have a flying speed of 60
feet and a creature must also make this saving throw when it
comes within 20 feet of you for the first time on a turn or
ends its turn there.
Once you use this feature, you can’t use it again until you
finish a long rest or until you expend 5 sorcery points to use it
again.

SORCERER
12
Watery Defense
Sea Sorcery At 6th level, you gain resistance to fire damage.
The power of water is the strength of flexibility, resilience, You also gain the ability to defend yourself by momentarily
and a relentless nature. Water parts to allow a ship to sail assuming a watery form. As a reaction when you are hit by an
over it or a diver to plunge into it, but their passing leaves no attack and take bludgeoning, piercing, or slashing damage
mark. Water flowing down a mountain reaches the sea. It from it, you can reduce that damage by an amount equal to
might bend and turn across valleys and down hillsides, but it your sorcerer level plus your Charisma score, and then you
slowly and steadily returns to the waves. Those whose souls can move up to 30 feet without provoking opportunity
are touched by the power of elemental water command a attacks.
similar power. Once you use this special reaction, you can't use it again
Your heritage or patronage ties to powerful creatures of the until you finish a long rest or until you expend 2 sorcery
sea, such as nereids, the lords of the merfolk, and elemental points to use it again.
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 Shifting Form
peace until you are near the sea. Starting at 14th level, you gain the ability to enter a liquid
state while moving.
Sea Sorcery Features When you move on your turn, you take only half damage
Sorcerer Level Features from opportunity attacks, and you can move through any
1st Soul of the Sea, Grasp of the Tides enemy's space but can't willingly end your move there.
On your turn, you can move through any space that is at
6th Watery Defense least 3 inches in diameter and do so without squeezing.
14th Shifting Form When you stop moving, the regular squeezing rules apply if
you're in a space one size smaller than you. You can't willingly
18th Depth's Embrace 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,
Sea Sorcery Origin Spells back along the path of your movement.
Sorcerer Level Spells
1st fog cloud Depth's Embrace
At 18th level, you gain the power to choke the life out of your
3rd misty step enemies, like the merciless ocean. As an action, you surround
5th tidal wave an enemy within 60 feet you can see with a bubble of water
7th watery sphere
that fills the lungs of the target. The target must make a
Constitution saving throw at the start of each of its turn. Each
9th maelstrom turn that the creature fail, it gain one level of exhaustion. If
you lose concentration (as if you were concentrating on a
Soul of the Sea spell) or the target succeeds on two of these saves, the effect
At 1st level, your tie to the sea grants you the ability to ends. A creature that doesn't need to breath is immune to this
breathe underwater, and you have a swim speed equal to your ability.
walking speed. You're also naturally adapted to frigid water, Once you use this ability you can't use it again until you
as described in chapter 5 of the Dungeon Master's Guide. finish a long rest or until you expend 6 sorcery points to use it
again.
Grasp of the Tide
Starting when you choose this origin at 1st level, your innate
magic allows you to manipulate and control water.
Whenever you cast a sorcerer spell of 1st level or higher,
you can use a bonus action to summon a harmless wave of
water to blast another creature or object you can see within
60 feet of you. An unwilling target must make a Strength
saving throw against your spell save DC. On a failed save, the
target is either pushed 10 feet directly away from you, or
pulled 10 feet towards you. Additionally, any non-magical fire
the target is carrying is extinguished, and if the target was on
fire, the fire is put out.

SORCERER
13
Shadow Sorcery
Spirits from the shadow plane dally at times in the world of Strength of the Grave
light, and such as these lay with your ancestors once upon a Starting at 1st level, your existence in a twilight state between
time, imparting the mystery of shadow-stuff into your lineage. life and death makes you difficult to defeat. When damage
You are often sullen and withdrawn, preferring to skulk at the reduces you to 0 hit points, you can make a Charisma saving
fringes of social circles and keep to yourself, cultivating an air throw (DC 5 + the damage taken). On a success, you instead
of mystery and majesty that is all your own. The power of drop to 1 hit point. You can't use this feature if you are
shadow magic casts a strange pall over your physical reduced to 0 hit points by radiant damage or by a critical hit.
presence. The spark of life that sustains you is muffled, as if it After the saving throw succeeds, you can't use this feature
struggles to remain viable against the dark energy that again until you finish a long rest.
imbues your soul. Hound of Ill Omen
Shadow Sorcery Features At 6th level, you gain the ability to call forth a howling
Sorcerer Level Features creature of darkness to harass your foes. As a bonus action,
you can spend 3 sorcery points to magically summon a
1st Eyes in the Dark, Strenght of the Grave hound of ill omen to target one creature you can see within
6th Hound of Ill Omen 120 feet of you. The hound uses the dire wolf's statistics, with
14th Shadow Walk
the following changes:
18th Umbral Form The hound is size Medium, not Large, and it counts as a
monstrosity, not a beast.
Shadow Sorcery Origin Spells It appears with a number of temporary hit points equal to
half your sorcerer level.
Sorcerer Level Spells It can move through other creatures and objects as if they
1st silent image were difficult terrain. The hound takes 5 force damage if it
3rd darkness ends its turn inside an object.
At the start of its turn, the hound automatically knows its
5th major image target's location. If the target was hidden, it is no longer
7th shadow of moil hidden from the hound.
9th mislead The hound appears in an unoccupied space of your choice
within 30 feet of the target. Roll initiative for the hound. On
Eye in the Dark its turn, it can move only toward its target by the most direct
At 1st level, you have darkvision with a range of 120 feet. route, and it can use its action only to attack its target. The
In addition, you can cast darkness by spending 2 sorcery hound can make opportunity attacks, but only against its
points or by expending a spell slot. If you cast it with sorcery target. Additionally, while the hound is within 5 feet of the
points, you can see through the darkness created by the spell. target, the target has disadvantage on saving throws against
any spell you cast. 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
At 14th level, 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 magically teleport up to 120 feet to an
unoccupied space you can see that is also in dim light or
darkness.
Umbral Form
Starting at 18th level, you can spend 6 sorcery points as a
bonus action to magically 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.

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14
Stone Sorcery
Your magic springs from the elemental earth beneath your Earth Glide
feet. You might trace a distant ancestor to the Plane of Earth, At 14th level you can burrow through nonmagical, unworked
your family might have earned a mighty boon in return for a earth and stone with a burrow speed equal to your walking
service to the dao lords, or you might have made a pact with a speed. While doing so, you don’t disturb the material you
great earth elemental. Whatever your past, the magic of moves through.
elemental earth is yours to command. Your link to earth Earth Master's Aegis
magic grants you the ability to manipulate earthen forces. Beginning at 18th level, when you use your Stone Aegis to
Stone Sorcery Features protect an ally, you can choose up to three creatures
Sorcerer Level Features (including yourself) within range to gain its benefits.
1st Earth Speaker, Tremor
6th Stone Aegis
14th Earth Glide
18th Earth Master's Aegis

Stone Sorcery Origin Spells


Sorcerer Level Spells
1st earth tremor
3rd earthbind
5th meld into stone
7th stone shape
9th transmute rock

Earth Speaker
The arcane magic you command is infused with elemental
earth. 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).
Tremor
At 1st level, whenever you cast a spell of 1st level or higher, as
a bonus action you can cause the earth beneath you starts to
shake. This tremor causes up to three creatures of your
choice that are on the same surface as you and that you can
see within 30 feet of you to make a Strenght saving throw
against your sorcerer spell save DC. On a failed save, the
creatures are knocked prone.
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, grant an aegis to one allied creature you
can see within 60 feet of you. The aegis is a dim, gray aura of
earth magic that protects the target. Any bludgeoning,
piercing, or slashing damage the target takes is reduced by 2.
The reduced damage increases when you reach certain levels
in this class, increasing to 3 at 8th level, 4 at 12th level, 5 at
16th level, and 6 at 20th level. This effect lasts for 1 minute,
until you use it again, or until you are incapacitated.

SORCERER
15
Storm Sorcery
Your magic comes from the power of elemental air. Many Storm Guide
with this power can trace their magic back to a near-death At 6th level, you gain the ability to subtly control the weather
experience caused by the Great Rain, but perhaps you were around you.
born during a howling gale so powerful that folk still tell If it is raining, you can use an action to cause the rain to
stories of it, or your lineage might include the influence of stop falling in a 20-foot-radius sphere centered on you. Y ou
potent air creatures such as vaati or djinn. Whatever the case, can end this effect as a bonus action.
the magic of the storm permeates your being. If it is windy, you can use a bonus action each round to
Storm sorcerers are invaluable members of a ship’s crew. choose the direction that the wind blows in a 100-foot-radius
Their magic allows them to exert control over wind and sphere centered on you. The wind blows in that direction
weather in their immediate area. Their abilities also prove until the end of your next turn. This feature doesn’t alter the
useful in repelling attacks by sahuagin, pirates, and other speed of the wind.
waterborne threats. Heart of the Storm
Storm Sorcery Features At 6th level, you gain resistance to lightning and thunder
Sorcerer Level Features damage. In addition, whenever you start casting a spell of 1st
level or higher that deals lightning or thunder damage,
1st Tempestuous Magic, Wind Speaker stormy magic erupts from you. This eruption causes
6th Heart of the Storm, Storm Guide creatures of your choice that you can see within 10 feet of
14th Storm's Fury
you to take lightning or thunder damage (choose each time
this ability activates) equal to half your sorcerer level.
18th Wind Soul
Storm’s Fury
Storm Sorcery Origin Spells Starting at 14th level, when you are hit by a melee attack, you
Sorcerer Level Spells can use your reaction to deal lightning damage to the
attacker. The damage equals your sorcerer level. The attacker
1st thunderwave must also make a Strength saving throw against your
3rd levitate sorcerer spell save DC. On a failed save, the attacker is
5th call lightning pushed in a straight line up to 20 feet away from you.
7th storm sphere Wind Soul
9th control winds At 18th level, you gain immunity to lightning and thunder
damage.
Wind Speaker You also gain a magical flying speed of 60 feet. As an
The arcane magic you command is infused with elemental action, you can reduce your flying speed to 30 feet for 1 hour
air. You can speak, read, and write Primordial (knowing this and choose a number of creatures within 30 feet of you equal
language allows you to understand and be understood by to 3 + your Charisma modifier. The chosen creatures gain a
those who speak its dialects: Aquan, Auran, Ignan, and magical flying speed of 30 feet for 1 hour. Once you reduce
Terran). your flying speed in this way, you can't do so again until you
finish a short or long rest.
Tempestuous Magic
Starting at 1st level, you can use a bonus action 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 half your speed
without provoking opportunity attacks.

SORCERER
16
Sylvan Sorcery
Your innate magic comes from fey magic that was mingled Sylvan Embrace
with your blood or that of your ancestors. Most often, When you reach 14th level, you can’t be charmed, frightened,
sorcerers with this origin trace their ancestry back to a lord or put to sleep by fey.
or lady of the Plane of Faerie. Other fey sorcerers are Additionally, when you cast a sorcerer spell of 1st level or
descendants of warlocks who of made a pact with an archfey. higher, you can use your bonus action to make yourself and
The rarest of these sorcerers are those who travel to the any equipment you possess invisible until the end of your
Feywild and manage to absorb some of the plane’s natural next turn. This invisibility ends early if you attack or cast a
magic by happenstance. spell.
Sylvan Sorcery Features Untamed Champion
Sorcerer Level Features At 18th level, whenever you cast a cantrip or spell that deals
one of the following damage types, you can change the
1st Wild Knowledge, Fey Magic damage to another type on the same list: acid, cold, fire,
6th Nature’s Armor lightning, poison, or thunder.
14th Sylvan Embrace
Additionally, once per turn when you cast a spell of 1st
level or higher you can spend all of your movement speed on
18th Untamed Champion your turn to teleport up to 15 feet to an unoccupied space
that you can see.
Sylvan Sorcery Origin Spells
Sorcerer Level Spells
1st sleep
3rd invisibility
5th blink
7th compulsion
9th seeming

Wild Knowledge
Starting at 1st level, you can speak, understand, and write
Sylvan and you gain proficiency in the Nature and Survival
skill.
Fey Magic
Your link to nature allows you to learn spells from the druid
class. When your Spellcasting feature lets you learn or
replace a sorcerer cantrip or a sorcerer spell of 1st level or
higher, you can choose the new spell from the druid spell list
or the sorcerer spell list. You must otherwise obey all
restrictions for selecting the spell, and it becomes a sorcerer
spell for you.
Nature’s Armor
Starting at 6th level, you can use a bonus action to make
thorny vines cover your skin. The vines last for 1 hour. While
this feature is active, your AC can’t be less than 16, regardless
of what kind of armor you wear, and creatures that hit you
with melee attacks take piercing damage equal to half your
sorcerer level (minimum 1). This damage counts as magical
for the purpose of overcoming resistance and immunity to
nonmagical damage.
Once you use this feature, you can’t use it again until you
finish a long rest or until you expend 3 sorcery points to use it
again.

SORCERER
17
Wild Sorcery
Your innate magic comes from the wild forces of chaos that Wild Sorcery Origin Spells
underlie the order of creation. You might have endured Sorcerer Level Spells
exposure to some form of raw magic, perhaps through a 1st chaos bolt
planar portal leading to Limbo, the Elemental Planes, or the
mysterious Far Realm. Perhaps you were blessed by a 3rd crown of madness
powerful fey creature or marked by a demon. Or your magic 5th bestow curse
could be a fluke of your birth, with no apparent cause or 7th confusion
reason. However it came to be, this chaotic magic churns
within you, waiting for any outlet. 9th animate objects
Wild Sorcery Features Wild Sorcery Surge
Sorcerer Level Features Starting when you choose this origin at 1st level, your
1st Wild Sorcery Surge, Tides of Chaos spellcasting can unleash surges of untamed magic. After you
6th Bend Luck
cast a sorcerer spell of 1st level or higher, roll a d6. If you roll
a 4 or higher, roll on the Wild Magic Surge table to create a
14th Controlled Chaos magical effect. If that effect is a spell, it is too wild to be
18th Spell Bombardment 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.
Once you release a surge, the chance of releasing another
surge is reduced. Now you consult the Wild Magic Surge
table on a roll or 5 or higher. If you produce another surge,
afterwards, consult the Wild Magic table only if you roll a 6.
Once you complete a long rest, the chance of producing a
wild magic surge is reset to 4 or higher.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance
and chaos to gain advantage on one attack roll, ability check,
or saving throw.
Once you do so, you must finish a long rest before you can
use this feature again. Any time before you regain the use of
this feature when you roll on the Wild Surge table, you then
regain the use of this feature.
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 1 sorcery point to roll 1d6 and apply
the number rolled as a bonus or penalty (your choice) to the
creature's roll. You can do so after the creature rolls but
before any effects of the roll occur.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges
of your wild magic. Whenever you roll on the Wild Magic
Surge table, you can roll twice and use either number.
Spell Bombardment
Beginning at 18th level, the harmful energy of your spells
intensifies. When you roll damage for a spell and roll the
highest number possible on any of the dice, choose one of
those dice, and add that roll to the damage again. You can use
the feature only once per turn.

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18
Wild Sorcery Surge
d100    Effect
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
   1 minute later.
07-08    You cast stinking cloud as a 3rd-level spell centered on yourself.
09-10    You cast magic missile as a 5th-level spell.
11-12    Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is
   even, you grow.
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 cast grease centered on yourself.
21-22    Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a
   saving throw.
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.
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 cf 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
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.

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19
Wild Sorcery Surge
d100    Effect
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.
77–78    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.
91–92    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 faint, ethereal music for the next minute.
99–00    You regain all expended sorcery points.

SORCERER
20
Changelog from RAW Artworks Credits
Core Class: Added the Eschew Materials at 1st level and Ania by Sharam Sunstrum
another Metamagic at 7th level class features and the
Untitled by 温柔一刀-lq
Reverberating Spell new metamagic option. Also added the
Sorcery Origins Spells class feature to all Sorcerer Origins. Thieves Den by Shahab Alizadeh
Changed the Extended Spells metamagic option and the Ice Mage by Opoa
Sorcerous Restoration class feature.
Added Aberrant Sorcery subclass. Modified from the UA Untitled by Gen Jun Miya
version. Replaced Invasive Thoughts and Warped Being Aurvandil by erickefata
with Alien Influence and Horrid Mutation class features.
Changed the Psionic Sorcery, Revelation in Flesh and Warp
Sacrifice by Mateusz Lenart
Reality class features. Chandra by Jason Chan
Added Boreal Sorcery subclass.
Ocean Magic by Julie Dillon
Added Clockwork Sorcery subclass. Unchanged from the UA
version. Field of thorns - Blood by Caisne
Divine Soul Sorcery: Changed the Unearthly Recovery class
Doorways by Juliedillon
feature.
Dragon Sorcery: Changed the Elemental Affinity and Spark by Anna Steinbauer
Draconic Presence class feature. Untitled by BM闷
Added Phoenix Sorcery subclass. Modified from the UA
version. Changed the Mantle of Flame, Phoenix Spark and Sudarshana by rei_17
Form of the Phoenix class features. Wild magic by danyiart
Added Sea Sorcery subclass. Modified from the UA version.
Removed the Soul of the Sea, and Water Soul class
features, replaced by the Grasp of the Tides and Depth's
Embrace class features. Changed the Soul of the Sea class
feature.
Shadow Sorcery: Changed the Eyes in the Dark, Hound of Ill
Omen and Umbral Form class features.
Added Stone Sorcery subclass. Modified from the UA
version. Removed the Bonus Proficiencies, Metal Magic,
Stone's Durability and Stone Edge's class features, replaced
by the Earth Speaker, Tremor and Earth Glide class features.
Changed the Stone Aegis class feature.
Added Sylvan Sorcery subclass. Modified from the
Xanathar's Lost Notes original version.
Wild Sorcery: Changed the Wild Magic Surge and Tides of
Chaos class features. Also changed the 07-08 entry on the
Wild Magic Surge table (no more fireball centred on
yourself, sorry!).

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