Aberrant Bloodline
Arachnid Magic
Ashen Lineage
Autumnal Spirit
Blighted
Dune Child
Divine Soul
Draconic Bloodline
Dread Sorcery
Ethereal Spirit
Fiendish Bloodline
Frozen Heart
Incantatrix
Oceanic Bloodline
Oozemaster
Pandemonic Sorcery
Phoenix Sorcerer
Plaguebringer
Relicker
Star Touched
Stone Sorcerer
Storm Sorcerer
Time Thief
Wild Magic Bloodline
Wishcrafter
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.
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
The appearance of sorcerous powers is wildly unpredictable. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
When it comes to drawing forth their abilities in times of need, sorcerers have it easy compared to other characters. Their power not only rests within them, but it likely takes some effort to keep it at bay. Every sorcerer is born to the role, or stumbles into it through cosmic chance. Unlike other characters, who must actively learn, embrace, and pursue their talents, sorcerers have their power thrust upon them.
Because the idea of an innately magical being traveling among them does not sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benefit their less magically gifted contemporaries.
Sorcerers are often defined by the events surrounding the manifestation of their power. For those who receive it as an expected birthright, its appearance is a cause for celebration. Other sorcerers are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their abilities.
There are some important questions to consider when creating your sorcerer. They might have been answered during your background generation. If not, make something up, or roll on the Sorcerer background tables available from the DM.
The most important question to consider when creating your sorcerer is the origin of your power. Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause.
Does your character know the source of your magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn’t know where their power arose from, your DM can select an origin and reveal it to you when the information plays a role in the campaign.
When a new sorcerer enters the world, either at birth or later when one’s power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen.
When your powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between?
As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one’s magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from.
When you casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon?
How did your sorcerous powers first manifest? Was there signs already at birth, or did they not appear until later? Maybe when you reached puberty, or during a stressful situation.
-Level- | -PB- | -Sorcery- | -Features- | -Cantrips- | -Spells- | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | — | Spellcasting, Sorcerous Origin |
4 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 4 | — | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 5 | — | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 7 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 8 | — | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 9 | — | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 11 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 12 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 13 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 15 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 16 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 19 | — | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a sorcerer, you gain the following class features.
Hit Dice: 1d6
You are proficient with Dexterity and Charisma saving throws.
Class Skills: Arcana and one additional skill of your choice
Skill Points: You gain 2 skill points at 1st level.
Weapon Groups: You have rank 1 with Club, Knife, Spear, Staff, Crossbow and Sling.
After 1st level: You gain 1 skill point to spend on combat skills every 3rd level, at levels 3, 6, 9, 12, 15 and 18.
You start with the following equipment, in addition to the equipment granted by your background:
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.
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.
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain your 2 lowest expended spell slots after a night’s rest.
Short rest |
---|
After a short rest: |
* At level 20: Regain 1 Sorcery Point. |
Long rest |
---|
After a Long rest: |
* Regain 1 Sorcery Point. |
Add the following class specific benefits to choose from: |
* Regain all Sorcery Points. |
You know two 1st-level spells of your choice from your spell list. The Spells Known column of the Sorcerer table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots.
When you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from your spell list, which also must be of a level for which you have spell slots.
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, when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Choose a sorcerous origin, which describes the source of your innate magical power, detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
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.
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 spent sorcery points when you finish long rests.
You can use your sorcery points to regain 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 twist your sorcery into spellpower as a bonus action. You cannot create new spell slots, but you can recover expended spell slots. You may recover multiple spell slots at the same time with a single bonus action, as long as you have enough sorcery points.
Clanda cursed aloud as the hobgoblin deflected her witch bolt. She felt a chill sweep through her body—the last of her spellpower was now gone.
The hobgoblin sneered in victory, pointing his hooked blade at her. “Out of spells already? Pathetic elf. What are you going to do now, witch?”
“Oh I’m no witch, you poor fool,” laughed Clanda, raising a hand to the sky. “I’m a sorceress.” She felt alive again as raw, sorcerous power suddenly blazed through her body, restoring her precious spellpower.
The hobgoblin ran. He did not get far.
Spell Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Empowering Reserves. When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.
Imbuing Touch. As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
Sorcerous Fortitude. As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the Metamagic options of your choice and gain three additional options at both 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
At 20th level, you regain an expended sorcery points whenever you finish a short rest.
Different sorcerers claim different origins for their innate magic. Choose a sorcerous origin, which describes your source of magical power.
Aberrant Bloodline. Somewhere in your bloodline, your ancestors were tainted by an aberration.
Arachnid Magic. You are a sorcerer who has mastered the might and abilities of spiders, manipulating other creatures and web alike. Perhaps you were bitten by a magical spider, or your birth was affected by magical abilites from Lolth.
Ashen Lineage. Somewhere in your bloodline, one of your ancestors made a pact with a powerful spirit of flame and predation known as the Ashen Wolf. With smoke and cinders pouring from your hands with each spell you cast and a layer of ash gradually creeping over your body, you are the incarnation of a smoldering ember thrown upon a dry forest. Let your power burn forth like wildfire
Autumnal Spirit. You are a sorcerer who wields the power of cold, decay, and bountiful harvests. Your powers could have originated from an entity of death and decay, or from a powerful god of harvest. Or, perhaps your bloodline stems from a culture that relishes in the season of autumn, and are keepers of crops. Whatever the case may be, you are a wielder of the magics that surround the season of autumn.
Blighted Bloodline. Your innate magic stems from the corrupting power of a Gulthias tree, a powerful, but evil living tree.
Dune Child. You have a unique and immense power over sand, and are a perfect being for surviving the trials and mirages of the desert. Perhaps you were born amongst the dunes of an ancient desert, the magic of the sands having spoken to you.
Divine Soul. Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention.
Draconic Bloodline. Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors.
Dread Sorcery. The essence of undeath, the antithesis of life, permeates your soul.
Ethereal Spirit. In some places in the world, the spectral forms of spirits, ghosts, and banshees reside, subject to the torment of an afterlife undeserved, or having been cursed to never truly rest. Your innate magic is tied to one of these ethereal creatures, and it is through some circumstance that it awakened within you.
Fiendish Bloodline. Your innate magic comes from infernal power that can be traced back to the Abyss or the Nine Hells of Baator.
Frozen Heart. A sorcerer whose powers resides in the manipulation and control over the winter breeze and frozen ice.
Incantatrix. You study and shape spells in their raw effects and can modify the spells of allies, magic items and even active spells cast by another.
Oceanic Bloodline. Sorcerers who manifest powers from an oceanic origin may have had their bloodline affected by a powerful creature such as an aboleth, bronze dragon, elemental, hag or kraken, or may have learned to tap into the primal energy inherent to the most fundamental element of life.
Oozemaster. Your innate magic stems from a long family line of Ooze blood. For generations, the taint of Ooze blood has run in your family, infecting some at birth and sparing others, stemming from a well-documented but shadowy ancestor. It’s unclear what horrific experiment infused a monstrous ooze or slime into his body so long ago, but some of his scattered descendants are born to this day with a personal, innate magic and bizarre physical characteristics.
Pandemonic Sorcery. Your innate powers come from the insane, chaotic energies of Pandemonium, its magic giving you dominion over mind and madness.
Phoenix Sorcerer. Your power draws from the immortal flame that fuels the legendary phoenix.
Plaguebringer. Sometimes the magic that empowers a sorcerer comes from a source that would normally harm both nature and civilizations, though not necessarily be evil in and of itself. Plagues are one such thing as this, and you are a sorcerer who draws their power from the diseases and illnesses that fly on the winds of plagues.
Relicker. The wellspring of your arcane might lies not with an eldritch bloodline or the interference of wild magic, but with a deep cache of arcane power, stored within an ancient magic item.
Star Touched. By either an ancient ritual, or a birthright passed down through generations, you are able to use magic that reflects the power of stars.
Stone Sorcerer. Your magic springs from a mystical link between your soul and the magic of elemental earth.
Storm Sorcerer. Sorcerer whose magic comes from elemental air.
Time Thief. Sorcerer that manipulates time.
Wild Magic Bloodline. Your innate magic comes from the wild forces of chaos.
Wishcrafter. Imbued with magic from a powerful, reality-altering wish, your destiny is to bring hope to others and grant their desires, while simultaneously realizing your own.
Sorcerer Level | Feature |
---|---|
1st | Dark Whisperer, Tainted Blood |
6th | Mindfire |
14th | Aberrant Form |
18th | Xenomorphic Apotheosis |
Somewhere in your bloodline, your ancestors were tainted by an aberration. Whether as subjects to experiments from mind flayers, slaves to dreadful aboleths or beholders, or misshapen slaadi who failed to completely transform.
This taint in your blood is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form, like claws, webbed feet, an extra eye, or slimy skin.
Many creatures of your heritage seldom communicate orally, relying on greater mental powers to touch the minds of similar or lesser beings. You can communicate telepathically with a creature you can see within 30 ft. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, you learn the vicious mockery cantrip.
The magic in your veins makes you resilient to toxins and alien substances. Gain resistance to poison damage and have advantage on saving throws against the poisoned condition.
In addition, you are proficient with intimidating humanoids and beasts.
Add detect thoughts, dissonant whispers, and suggestion as spells known if you do not already know them.
Additionally, you learn to channel your sorcerous energies to emit a potent psychic energy in a 30 ft cone. As an action you can spend a number of sorcery points up to half your Sorcerer level. Each creature in the area must succeed an Intelligence saving throw with DC equal to your spell save DC. On a failed save, the creature takes psychic damage equal to 1d4 per sorcery point spent plus your Charisma modifier and are stunned for 1 round. On a successful save, the creature takes half damage and is not stunned.
You learn to embrace your tainted heritage and can channel your magic to embody a powerful aberration. As an action, you can spend 6 sorcery points to transform yourself as if you had cast the polymorph spell. You follow the normal rules of the spells except you can only transform into aberrations and do not gain the benefits of the shapechanger subtype or feature. Whenever you revert back to your true form (whether intentional or not), you must make a Wisdom saving throw against your spell save DC. On a failure, you are dealt 4d8 psychic damage and afflicted with a short-term madness (DMG, pg. 259). This psychic damage cannot be prevented from immunities or resistances.
Your physical form has become twisted by the taint of your ancestors, allowing your psionic capabilities to reach their full potential. You gain resistance to psychic damage.
Whenever you make a Strength, Dexterity, or Constitution saving throw, as a reaction by expending 2 sorcery points, you can treat it as a Charisma saving throw instead.
Additionally, whenever you cast a spell at 1st-level or higher that deals psychic damage, you add your Charisma modifier to it.
Sorcerer Level | Feature |
---|---|
1st | Spider Movement, Vicious Constitution |
6th | Web Familiarity |
14th | Heightened Webbing |
18th | Den of the Widow |
To many, even the sight of spiders can instill fear into the hearts of others. However, you have learned to not only to instill this fear, but also to use the power of spiders as well. You are a sorcerer who has mastered the might and abilities of spiders, manipulating other creatures and web alike.
Perhaps you were bitten by a magical spider, or your birth was affected by magical abilites from Lolth. Whatever the case may be, you are a frightening and powerfully skilled sorcerer.
d6 | Quirk |
---|---|
1 | You have several sets of eyes, some larger and some smaller. |
2 | Eating bugs is a common occurrence for you. |
3 | You have incredibly patience, and can wait in one spot for a long period of time before what you are expecting to happen occurs. |
4 | People often look upon you with fear in your appearance, but many still respect your abilities and wisdom. |
5 | Small fangs protrude from your mouth, and your teeth are sharp. |
6 | You care very deeply for young children, and often try to help in protecting them. |
Your familiarity with spiders allows you to communicate with them as if under the speak with animals spell. Additionally you ignore movement restrictions caused by webbing.
You have become accustomed to the venom within a spider’s fangs and can even use it yourself. You have advantage on Constitution saving throws against poison. You also learn the poison spray or venom strike cantrip.
Additionally, your gender lends you additional benefits. If you are a female, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. If you are a male, your movement speed increases by 5 ft. If your character has no gender, then you may choose between these two.
You have become adept at moving like a spider. You gain a climbing speed equal to your walking speed and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Additionally, you are now able to call upon your spider allies to aid you. As an action, you can spend 2 sorcery points to cast conjure animals, though you are only able to summon giant wolf spiders, swarm of spiders, or giant spiders.
You have heightened your webbing skills. While in contact with a web, you know the exact location of any other creature in contact with the same web and your movement speed is doubled when moving on webs.
Additionally, as a reaction to falling, you can shoot a strand of webbing towards a wall or ceiling to stop you from falling. This webbing has a maximum range of 100 ft and can withstand up to 200 lbs of weight before it breaks.
Your spider-like constitution has granted you immunity to the poisoned condition. You also gain the ability to transform any area into your domain. As an action, you can spend 6 sorcery points to devour a small spider, then spew forth from your throat large amounts of webbing, which works as if you cast the spell web with the following changes:
Sorcerer Level | Feature |
---|---|
1st | Born of Ember |
6th | Burning Fury |
14th | Cinderwraith |
18th | The Wolf’s Bargain |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Reset Born of Ember. |
* Regain use of The Wolf’s Bargain. |
Somewhere in your bloodline, one of your ancestors made a pact with a powerful spirit of flame and predation known as the Ashen Wolf. This elemental creature is neither fiend nor fey, but something primal and otherworldly. It is honored with ritualistic immolation and sacrifices of meat and metal.
While the Wolf may have no hold over you, it may be interested in your affairs nevertheless, and your very existence could draw the ire of the Wolf’s eternal foe: the frost-bound Wild Huntsman. With smoke and cinders pouring from your hands with each spell you cast and a layer of ash gradually creeping over your body, you are the incarnation of a smoldering ember thrown upon a dry forest. Let your power burn forth like wildfire
A thin layer of ash and charred wood begins to coat your skin as you fight, engulfing you, yet allowing you to blaze back to life with a vengeance. Whenever you are below your hit point maximum, charred claws and fangs erupt from your hands and mouth. While you have these claws, you can use your bonus action to make a melee spell attack that deals fire damage equal to 1d8 + your Charisma modifier. At 11th level, the damage increases to 2d8 + your Charisma modifier.
The first time after a long rest when you are below half your hit point maximum, the ash that coats your body infuses your soul, granting you gain resistance to fire damage. This lasts until you finish a long rest.
Additionally, you learn the produce flame cantrip.
The fire within you begins to call directly to the Ashen Wolf and it grants you strength, either in honor of your ancestor or in a twisted form of revenge. When you reduce a creature to 0 hit points with an attack granted by your Born of Ember class feature, the burning fury empowering your attack surges through the creature, turning its vital organs to ash and granting you temporary hit points equal to your Sorcerer level.
Additionally, you can spend 1 sorcery point during your turn when you are below half your hit point maximum to cause the ash upon your skin to harden. For i minute, your AC is 17. This has no effect if your AC is equal to or greater than 17.
Your spark has grown to a flame, burning black with dark power. Any time you would inflict fire damage, you can choose to inflict necrotic damage instead, and vice versa.
Additionally, your ashen form allows you to move with unnatural ease, disintegrating and reforming with each step you take. You ignore difficult terrain, and you can move through any space at least 6 inches wide without squeezing.
Your strength has grown to surpass that of your ancestor, and your power over the ancient and primal magics of flame and ash is without peer. As an action, you can spend 5 sorcery points to launch yourself skyward in a pillar of fire and smoke before crashing down at a location that you can see within 60 feet of your point of origin, unleashing a hellish blast of fire and cursed power at creatures within 10 ft. The targets must make a Wisdom saving throw against your sorcerer spell save DC. They take 6d10 fire damage on a failed save, or half as much damage on a successful one.
If any targets are slain by this attack, they are consumed instantly by flame, and the ashes coalesce into a hellhound. Hell hounds summoned by this feature are elementals instead of fiends. The hellhound obeys your orders without question and acts during your turn. You can’t have more than two hellhounds at a time from this feature. Creation of a third hellhound destroys the oldest one still alive. Each hellhound remains in your service until slain or until the third dawn after it was summoned, at which point it disintegrates into Ash.
Once you use this feature, you can’t do so again until you finish a long rest.
Sorcerer Level | Feature |
---|---|
1st | One With the Fall, Knowledge of Harvests |
6th | Guardians of the Fields |
14th | Cloak of Fallen Leaves |
18th | Wrathful Storm of Autumn |
The season of autumn is a curious one; the season brings people together, to celebrate successful harvests and rejoice in festivals, but it also is a reminder that all things will slowly meet their end and wither away to bring life to something new. Yet even with this process, there is beauty and joy to be found in the passing of life into death, as the cold snaps away at once were warm, summer days.
You are a sorcerer who wields the power of cold, decay, and bountiful harvests, and as such are both a welcome ally and a powerful foe. Your powers could have originated from an entity of death and decay, or from a powerful god of harvest. Or, perhaps your bloodline stems from a culture that relishes in the season of autumn, and are keepers of crops. Whatever the case may be, you are a wielder of the magics that surround the season of autumn.
d6 | Quirk |
---|---|
1 | Your eyes are orange, auburn, deep brown, yellow, or grey in color. |
2 | Many call upon you to be present during a harvest, as if you are a good luck charm. |
3 | You smell like cinnamon, pumpkins, apples, hay, apples, damp wood, or fallen leaves. |
4 | You are a rather melancholy individual. |
5 | When you are near trees, they will shed a few of their leaves, as if in autumn. |
6 | You are always ready to plan or attend a festival. |
You are attuned to nature. Add Nature to your class skills and gain 1 skill point to spend on this skill. Additionally you learn the druidcraft cantrip.
Your experience with harvests and preparing feasts has granted you additional benefits. You rank 2 in the Sickle and scythe weapon group described below.
In addition, once per day you may spend an hour scouring the land for edible crops such as fruits and vegetables. By doing so, you are able to produce a small amount of food that works as if you had cast the spell goodberry.
Melee The group includes only the sickle and scythe (a simple two-handed weapon). You can use these weapons as arcane focus for your sorcerer spells.
You have become accustomed to the cooler climates of autumn and the natural states of decay that autumn brings. You gain resistance to cold and necrotic damage.
Additionally you can call upon the guardians of harvests to come to your aid. As an action you toss into the air a handful of straw or hay, spending 3 sorcery points to summon a number of scarecrows (Monster Manual, pg. 268) equal to your proficiency bonus. The maximum number of scarecrows you may have at any given time is equal to your proficiency bonus.
These scarecrows obey your commands, and act on your initiative order. These scarecrows exist until they are reduced to 0 hit points or are dispelled as a bonus action.
The plants of the land have become your ally. You can cast speak with plants at will.
Additionally, as a bonus action, you may summon a cloak of fallen leaves to wrap around you. While wearing this cloak, once on each of your turns, you can use 10 feet of your movement to step into one living tree and emerge from a second living tree within 60 feet. Both trees must be Large or bigger.
You may create a mighty storm of autumn, filled with chilling air, dense fog, and fallen leaves. As an action, you can spend 5 sorcery points to create a powerful force of whirling, cold wind centered in a 20 foot radius centered on you, and reaching about 15 feet in height. This storm lasts for 1 minute, or until you lose concentration.
While active, this storm has the following effects on creatures other than you:
Sorcerer Level | Feature |
---|---|
1st | Blighted Construct, Rotting Touch |
6th | Awakening |
14th | Blighted Command |
18th | Unrelenting Army |
Long rest |
---|
After a long rest: |
* Creatures created by Awakening or Blighted Command fall apart. |
Your innate magic stems from the corrupting power of a Gulthias tree. Most with this origin can trace their magic back to a near-death experience caused by a blighted creature, or through extended exposure to blighted land and plant life. Attempting to consume blighted plants over a period of a few weeks or months can often lead to this magic becoming imbued into a creature’s system, assuming it doesn’t kill them first. Whatever the cause, blight magic allows you to animate blighted creatures to do your bidding, as if you were a living Gulthias tree.
Gain the ability to animate a plant to do your bidding. As an action, you can touch a pile of twigs and infuse it with blighted magic, awakening it as a twig blight. This blight cannot attack, but it can take other actions as normal.
While the blight is within 150 ft, you can mentally command it to move (no action required). Additionally, as an action, you can see and hear through the blight until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
You may only have one twig blight animated with this feature at a time.
Tour touch can rot objects and plants. As an action, you can touch a Small or smaller plant or object made from plant material. The target slowly rots over the next minute as if a year had passed. This feature can only be used once on any one plant or object.
Gain the ability to awaken plants into needle blights. With a 1 minute long ritual, you can touch an area of plant life and expend 3 sorcery points to imbue it with foul magic, awakening it as a needle blight. Blights that you create have their hit point maximum increased by an amount equal to your sorcerer level, and they add your proficiency modifier to their attack and damage rolls.
On each of your turns, you can use a bonus action to mentally command any creature you made with this feature if the creature is within 60 ft (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Once you complete a long rest, the creatures created using this feature fall apart, returning to their original form.
You can create vine blights in much the same way you create needle blights. Following the same rules as outlined in the awakening feature, you can awaken a vine blight by expending 4 sorcery points.
Vine blights can be commanded in the same way as needle blights, except you can command them from up to 500 ft away. You can choose to have any needle blights within 60 ft of a vine blight receive the same command.
You can imbue life into back into your blights after they have fallen. As an action, you can touch a blight that was reduced to 0 hit points within the last minute and spend 1 sorcery point to revive it with half of its hit point maximum in current hit points.
Sorcerer Level | Feature |
---|---|
1st | One of the Desert, Magic of the Dunes |
6th | Shield of the Sands |
14th | Illusions of the Waste |
18th | Master of the Desolation |
Long rest |
---|
At the start of a long rest: |
* Shield created by Shield of the Sands is lost. |
Add the following class specific benefits to choose from |
* Reset Shield of the Sands. |
* Reset spells cast by Illusions of the Waste. |
* Reset Master of the Desolation |
To many, sands of the earth or deserts are viewed as a nuisance; it is coarse, rough, and irritating, and it gets everywhere. However you have a unique and immense power over sand, and are a perfect being for surviving the trials and mirages of the desert. Perhaps you were born amongst the dunes of an ancient desert, the magic of the sands having spoken to you. Or, you came into contact with a mirage, peculiar plant, or ancient ruin within a desert, and your magic awoke from the interaction you had with it. However your powers emerged for you, you are a valuable traveling companion and a spirit of the very desert itself.
d6 | Quirk |
---|---|
1 | You always seem to have parts of you that are covered in a thin layer of sand. |
2 | It is shameful to waste any form of resource, especially necessities. |
3 | Scales, small spikes, or rough hide might be covering your skin. |
4 | You never go on any journey without the right supplies. |
5 | Sweat is something you have never had to deal with. |
6 | You always carry some container filled with sand or dirt. |
You are accustomed to the extreme conditions and landscapes of the deserts. Gain the Survival - Desert survival skill and its prerequisites. You’re also naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide, and you ignore difficult terrain caused by deserts or pits of sand.
Your familiarity with the desert sands has allowed you to learn when to alter it and when to know if the heat is playing tricks with your mind. You learn the air mastery cantrip and have advantage on checks made to identify illusions.
You have acclimated to the heats of the desert, as well as the venomous animals and poisonous plants that reside within it. You gain resistance to fire and poison damage.
Additionally, you may call upon the sands of the desert to shield you from incoming blows. As an action, you can spend 3 sorcery points to create a magical shield of swirling sand on yourself that lasts until you start a long rest. The sand shield has hit points equal to twice your sorcerer level. Whenever you take damage, the sand shield takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the sand shield has 0 hit points, it can’t absorb damage, but its magic remains. On your turn, if you spend no movement and stand on ground composed of sand, dirt, or loose stone, the sand shield regains a number of hit points equal to half your sorcerer level.
Once you create the sand shield, you can’t create it again until you finish a long rest.
Your are familiar with the mirages of the desert, as well as knowing how to use illusions to aid you. You have advantage on saving throws against illusion spells.
Additionally, you may cast the spell blur or mirror image once each, without requiring concentration.
You have garnered mastery over the desert, allowing you to call upon its strength anywhere. As an action, you can spend 5 sorcery points to create a sandstorm in a 30 ft radius sphere centered on you, and it moves with you. While this sandstorm is active, creatures caught within the affected area take slashing damage equal to half your sorcerer level at the beginning of each of their turns, and their movement speed is reduced by half. In addition, creatures within the affected area have disadvantage on saving throws made to resist illusion spells that you cast.
Once you have used this feature, you cannot do so again until you finish a long rest.
Sorcerer Level | Feature |
---|---|
1st | Divine Magic, Favored by the Gods |
6th | Empowered Healing |
14th | Otherworldly Wings |
18th | Unearthly Recovery |
Short rest |
---|
After a short rest: |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Reset Unearthly Recovery |
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 a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
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, but it doesn’t count against your number of sorcerer spells known.
Affinity | Spell |
---|---|
Good | cure wounds |
Evil | inflict wounds |
Law | bless |
Chaos | bane |
Neutrality | protection from evil and good |
In addition, your spells count as divine spells instead of arcane spells
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 rest.
The divine energy coursing through you can empower healing spells.
Whenever you or an adjacent ally rolls dice to determine the number of hit points a spell restores, you can us a reaction and 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.
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 ft. 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.
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.
Sorcerer Level | Feature |
---|---|
1st | Dragon Ancestor, Draconic Resilience |
6th | Elemental Affinity |
14th | Dragon Wings |
18th | Draconic Presence |
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.
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Dragon | Damage Type |
---|---|
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Cold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
You can understand Draconic, and you are proficient with Charisma check when interacting with dragons.
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. 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.
When you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. Additionally, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action. The wings last until you’re incapacitated, you die, or 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.
You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 ft.
For 1 minute or until you lose your concentration (as if concentrating on a 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.
Sorcerer Level | Feature |
---|---|
1st | Grave Return, Undead Sympathy |
6th | Undead Strength |
14th | One of the Dead |
18th | Death’s Master |
Long rest |
---|
After a long rest: |
* Reset Grave Return. |
Add the following bloodline specific benefits to choose from: |
* Reset spells gained by Death’s Master |
You are a creature of death, a being whose magical powers hold sway over the undead and other necromantic abilities. Your lineage might be intertwined with some vile curse, shaping the living slowly over towards the dead. Perhaps you were the servant to a powerful lich, whose power shaped you forever. Or, you may have had an experience with death, whether it was your own or that of another, and the experience changed your very being.unleashed.
Whatever the case may be, you are a sorcerer who maintains magical skills over death, the undead, and the necromantic energies that empower them.
The power of necromantic magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character.
d10 | Quirk |
---|---|
1 | You are always icy cold to the touch. |
2 | When you are sleeping, you appear as if you are dead. |
3 | You never seem to sweat, even when pushed to your physical limit. |
4 | Your heart beats once per minute. This event sometimes surprises you. |
5 | You have trouble remembering that living creatures and corpses should be treated differently. |
7 | You are incredibly thin, and people can see the outlines of your bones. |
8 | Your eyes are a dull, lifeless color, and may not appear to move. |
9 | Your scars never fully heal, and sometimes appear to stay exposed. |
Your existence in a twilight state between life and death makes you difficult to kill. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can’t use this feature again until you finish a long rest.
Though you are a living creature, the magic flowing through you grants you many traits of an undead. You are immune to disease, and you have advantage on saving throws against poison.
In addition, when interacting with undead, you are are considered to have the Speechcraft skill.
Your connection to the dead has hardened your body. You gain resistance to necrotic damage and poison damage. You learn the spell speak with dead, and it does not count against your number of sorcerer spells known.
In addition, whenever you create an undead using a necromancy spell, such as animate dead, it has additional benefits:
Your undead nature has granted you immunity to being frightened, and you also do not need to eat or drink anymore, but you can ingest food and drink if you wish.
Additionally, undead creatures sense your connection to them and the dead and become hesitant to attack you. When an undead creature attacks you, that creature must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.
You no longer require sleep, and can’t be forced to sleep by any means. You age much slower than normal. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Additionally, you have learned how to command the magic of death. Choose two necromancy spells of 5th level or lower from any spell list. You learn those spells, and you can cast each of these spells once without using a spell slot.
Sorcerer Level | Feature |
---|---|
1st | Ghost Sight, Frightening Visage |
6th | Spectral Movement |
14th | Cry of the Banshee |
18th | Den of the Widow |
Short rest |
---|
After a short rest: |
* Reset Frightening Visage. |
Long rest |
---|
Add the following bloodline specific benefits to choose from: |
* Reset Spectral Movement. |
* Reset Cry of the Banshee. |
In some places in the world, the spectral forms of spirits, ghosts, and banshees reside, subject to the torment of an afterlife undeserved, or having been cursed to never truly rest. Your innate magic is tied to one of these ethereal creatures, and it is through some circumstance that it awakened within you.
Perhaps you almost died, but something in your mind or body held you back from the near brink of death. Another cause could have been the exposure to a place with angry, vengeful, or mournful spirits, whose magic rubbed off on you by choice or by proxy. Slowly, over time, you become more and more like a spirit yourself, and your sorcerous power grows from this transformation.
d6 | Quirk |
---|---|
1 | When others look at you, they swear they can partly see through you. |
2 | You tend to appear as though you float or glide when you walk and run. |
3 | When you speak, your voice seems to echo quickly before and after you’re done talking. |
4 | You are drawn to those places that are haunted, hoping to help cleanse it or help the spirits there. |
5 | The death of even those you only met once hits you hard. |
6 | You have a voice in your head of another spirit that you had met, who, while not controlling you, uses your body as a host, whether you like it or not. |
Your familiarity with ghosts, spirits, and spectres has allowed you to see into their world. You are able to see invisible undead creatures up to 15 ft from you.
In addition, when interacting with incorporeal undead, you are are considered to have the Speechcraft skill.
You have learned to project a frightening, spectral image of yourself between your and an attacking enemy. When attacked by a creature within 30 ft that you can see, you can use your reaction to impose disadvantage on the attack roll. A creature that cannot frightened is immune to this effect.
You can use this feature once, and regain its use when you finish a short rest.
You have learned how to move through objects and people like a spirit. You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
You also have learned how to step into the Ethereal Plane in small amounts of time. As a bonus action, you can enter into the Ethereal Plane until the beginning of your next turn. While using this feature, you are visible on the Material Plane while you are in the Border Ethereal, and vice versa, however you cannot affect or be affected by anything on the other plane.
Once you have used this feature, you cannot do so again until you finish a long rest.
Your familiarity to ghosts and spirits has enabled you become accustomed to their sight. You gain immunity to the frightened condition.
Additionally, you can channel the wailing moans of fright towards your enemies. As an action, you can release a mournful wail, provided that you are not in sunlight. All creatures not constructs and undead within 20 ft that can hear you, must make a Constitution saving throw against your spell save DC.
On a failure they take psychic damage equal to your sorcerer level and are stunned until the beginning of their next turn. On a successful save they take half damage and are frightened until the beginning of their next turn.
Once you have used this feature, you cannot do so again until you finish a long rest.
Your body has become attuned to the Ethereal Plane, making you more ghost than mortal. You no longer require air, food, drink, or sleep.
Additionally, you are able to possess other creatures, taking control of their bodies. As an action, you can spend 10 sorcery points to possess a target. Choose one humanoid that you can see within 10 ft. This target must succeed on a Charisma saving throw against your spell save DC or become possessed by you. You then disappear, and the target is incapacitated and loses control of its body.
You now control the body but this effect doesn’t deprive the target of awareness. You can’t be targeted by any attack, spell, or other effect, except ones that turn undead or affect your mind. You use the possessed target’s physical stats, however you do not gain access to the target’s knowledge, class features, or proficiencies.
This possession lasts until the target’s body drops to 0 hit points, you end this effect as a bonus action, or you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 feet of the body. The target is immune to this possession for 24 hours after succeeding on the saving throw or after the possession ends.
Sorcerer Level | Features |
---|---|
1st | Fiendish Bloodline, Demonic/Devilish Nature, Darkened Sight |
6th | Fiendish Resilience |
14th | Vile Wings |
18th | Hellfire OR Will of Asmodeus |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Reset Darkened Sight. |
* Reset Hellfire. |
Your innate magic comes from fiendish power that can be traced back to the Abyss or the Nine Hells of Baator, power infused into your blood or that of your ancestors. Such power most often manifests itself as the result of a pact or bargain made with a powerful fiend, such as a Pit Fiend or a Balor. You may have endured a near death experience at the hands of a fiend and been forever tainted by the encounter, or perhaps your bloodline includes a powerful Tiefling whose ancestry has manifested in an unusual way. Regardless of circumstance, fell power now surges through you, both a blessing and a curse. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Abyss.
When you choose this origin at 1st level, you choose either the Abyssal or Infernal bloodline. Your choice determines aspects of features as you level up, as well as which quirks table to roll on (should you choose to use any).
d6 | Quirk |
---|---|
1 | People swear that you smell slightly of sulfur. |
2 | You have an extra set of eyes, fingers, toes, or additional teeth. |
3 | You don’t fear death, demons, or harm done to yourself at all. |
4 | Those who don’t fear you definitely should. |
5 | Animals tend to shun you and stay away from you if they can. |
6 | You have a great respect for those who wield and command power. |
d6 | Quirk |
---|---|
1 | You respect order and a chain of command. |
2 | Those who are weak must submit to the will and commands of the strong. |
3 | It is better to have some form of ambition than none at all. |
4 | A person’s temptations are the best way to manipulate them. |
5 | Your voice sounds frightening, yet eloquent. |
6 | You have sharp teeth, cat like eyes, a tail, or long claws. |
The demonic or devilish magic that resides within you has altered parts of you and your nature. You gain 1 skill point to spend on either Physique or Speechcraft.
In addition, you have advantage on Charisma check when interacting with demons (if you chose the Abyssal bloodline) or devils (if you chose the Infernal bloodline).
Your vision is almost like that of a fiend. You can see in dim light within 120 ft as if it were bright light.
Additionally, you can use an action to see through magical and mundane darkness up to 30 ft for 1 minute. Once you have used this feature, you cannot do so again until you finish a long rest.
Gain resistance to fire and poison damage.
Additionally, your skin hardens and darkens to a deep reddish hue, while not wearing armor, your AC equals 13 + your Dexterity modifier.
You have learned how to spring forth vile wings from your back, gaining a flying speed equal to your current speed. These wings can appear like those of a winged demon or devil, such as a balor or a horned devil. You can create these wings as a bonus action. The wings last until you’re incapacitated, you die, or 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.
You can call down a column of hellfire. The area of effect for this ability is a 10 ft radius and 30 ft tall cylinder, dealing 1d6 points of fire damage per sorcerer level to creatures in this area. Those caught in the area of your blast receive a Dexterity save for half damage. Non evil creatures that fail their saves are frightened for a number of rounds equal to your sorcerer level
You may use this ability twice per long rest.
You take on the inscrutable nature of the Lord of the Ninth himself. Any magic or ability that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic.
Additionally, you can use the full force of your infernal magic to impose your will on a creature that would otherwise do you harm. When you are targeted by an attack or spell, you can use your reaction and spend 5 sorcery points to force the attacking creature to make a Wisdom saving throw.
On a failed save, the creature is charmed by you until the end of your next turn, and you can choose to have the creature immediately move up to its speed and perform the attack or spell against a new target of your choice. While charmed, the creature uses your spell save DC in place of its own.
Sorcerer Level | Features |
---|---|
1st | Frigid Soul, Wintertouched |
6th | Flashfreeze, Frostbite |
14th | Frozen Mobility, Glacial Wreath |
18th | Call of Winter |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Reset Glacial Wreath. |
The season of winter brings forth a time of cold winds, hibernation, and grey skies. Most of the land lies under blankets of white snow, and as the days shorten only the strongest and fiercest animals and people even dare to thrive amidst the cold.
Legends tell of an ancient queen whose cruelty was so great that the gods turned her heart into ice. Her power, terrible and beautiful, has manifested within you. Perhaps you are a descendant of the Ice Queen, perhaps you came in contact with a magical relic from the deep north, or maybe you had been raised by a clan living in the frozen north, cursed by a magician who learn ice magic.
Whatever the case, you are a sorcerer who controls the might of winter, with the power of ice and howling winds at your fingertips.
“Let it go.”
– Ice queen Elsa
d6 | Quirk |
---|---|
1 | Your skin is always icy to the touch. |
2 | Whenever you breathe, you can always see the air escape you as if you are in cold climates. |
3 | Your hair and skin are an almost snow-white in color. |
4 | There are always small chunks of ice in your hair or on your body, regardless of surrounding temperature. |
5 | You have very thick, shaggy hair or fur. |
6 | When you walk on natural terrain such as grass or plants, the ground and plants ice over in your footsteps. |
Propelled by a heart of ice, the blood in your veins runs cold. You are naturally adapted to cold climates and and can move across difficult terrain made of ice or snow without expending extra movement.
In addition, you have resistance to cold damage.
Frozen magic comes as naturally as breathing. You learn the ray of frost cantrip.
Additionally, when you hit a creature with a spell that deals cold damage, you can reduce that creature’s speed by 5 ft until the end of their next turn. This increases to 10 ft at 14th level.
You can use your action and spend 2 sorcery points to create a simple object or structure made of ice, such as a stairway, a sword, or a solid block. It must reside within a 10 ft cube centered on a point within 120 ft of you. You can’t shape the ice to trap or injure a creature in the area, but you can create walls.
Alternatively, you can turn areas of water to ice within a 40 ft cube centered on a point within 120 ft of you. You cannot freeze areas of water that would trap a creature in ice.
The ice that you create is abnormally cold and dense, but it isn’t magical. At room temperature, it melts at a rate of 1 ft every 8 hours.
Each 5 ft square section of ice has AC 10, 20 hp, and vulnerability to fire damage. Reducing a frozen section to 0 hp destroys it.
Your frost cuts deep into muscle, making your foes sluggish and occasionally freezing them in their tracks.
Whenever you deal cold damage to a creature with a spell of 1st level or greater, you may add your Charisma modifier to the damage dealt. At the same time you may use a bonus action to apply one of the following additional effects to that spell:
Your power over ice can be used to help you move about the land and air. As an action, you can summon ice to emerge from beneath you, lifting you off the ground and into the air. While maintaining concentration, you can use this ice to maneuver you through the air as if you had a flying speed equal to your movement speed, so long as at least one of your feet maintains a connection to the ice. Whenever your feet leave the ice, the ice starts melting instantly, just as regular ice would.
You can conjure sheaths of ice to protect yourself. Whenever an attack roll against you succeeds, you can use your reaction and spend 1 sorcery point to gain temporary hit points equal to half your sorcerer level, which takes effect before you take damage.
Additionally, you can use your action to encase yourself in a protective cocoon of ice for 1 minute or until you choose to end the effect. You become petrified and gain temporary hit points equal to twice your sorcerer level at the start of your turns which last until the effect ends. You are still aware of your surroundings, however.
Once you encase yourself in this way, you can’t do so again until you finish a long rest.
Your connection to the chills of winter has grants you resistance to fire damage.
You are able to call upon winter itself to aid you in battle. As an action, you can spend 10 sorcery points to coat a 100 ft radius area with winter weather; ice frosts over many objects, snow begins to fall from grey clouds that form 50 ft above you, and chilling winds blow throughout the area. For 1 minute, the affected area has the following effects:
Sorcerer Level | Feature |
---|---|
1st | Ectoplasmic Spells |
3rd | Cooperative Metamagic |
6th | Cooperative Metamagic: Persistent Spells, Seize Concentration |
14th | Cooperative Metamagic: Items, Drain Magic |
18th | Stealspell |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Reset Spellsteal. |
These rare and mysterious individuals have unique spells and a dweomercraft all their own. They are especially adept at countering and negating the magics of other spellcasting creatures and individuals, and at dealing with creatures who exist simultaneously on more than one plane (such as certain undead).
Incantatrix, whose male equivalent is the Incantatar, study and shape spells in their raw effects and can modify the spells of allies, magic items and even active spells cast by another. They dislike extraplanar intrusions, having a particular fondness for magic that thwarts extraplanar beings while seeking out and destroying planar portals and gates.
“But how could a mere wizard defeat the Archmage with a spell so beyond her powers?” asked the sage skeptically.
“It is said,” replied the teller-of-tales in a low, guarded voice, “that she stole the spell from his own mind!”
“Impossible!” sputtered the sage.
The other shook his head slowly. “No, my friend,” he corrected the learned one. “Not for an incantatrix.”
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether. They have full effect against incorporeal or ethereal creatures.
When you gain access to metamagic, you have the ability to apply any metamagic you possess to a spell being cast by a willing allied spellcaster. You must be adjacent to the other caster, use a reaction and succeed at a Arcana check, with a DC equal to the 3 times the spell’s level. If you succeed, spend the sorcery point cost as if you had used the metamagic yourself.
You can apply your 3rd level cooperative metamagic feature to a persistent spell effect that is already in place.
For example, you could use Extend Spell to extend the duration of a wall of force or Empowered Spell to change the damage dealt by a cloudkill.
Gain the ability to wrest control of a spell that requires concentration from another spellcaster within 30 ft. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, you make a spell attack against your opponent’s spell save DC. If you are trying to seize control of a divine spell, your attack roll is made with disadvantage.
If you win, you gain control of the spell for as long as you maintain concentration or until the original spell duration expires. The spell functions as though you were the caster, except that any variables determined when the spell was cast remain as determined by the original caster.
The original spellcaster can be affected by his own spell, though he receives advantage on any saving throw allowed against it. If you allow your concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful spell attack against your spell save DC. If he fails to do so, no one controls the spell.
Gain the ability to apply your 3rd level cooperative metamagic to the effect of a spell trigger item (generally wands). To use this ability you must be the one using the item and make a successful Intelligence (Arcana) check, with a DC equal to 3 times the spell level. If you succeed, spend the sorcery point cost as if you had used the metamagic yourself.
If the item requires attunement, you must be attuned to use cooperative metamagic.
Gain an ability to drain magic from an item or device that has charges, and use that magical force to restore your own vitality. This power does not work on a item that has no charges, nor on an artifact or relic. For each charge drained from an item, you roll one of your Hit Dice + your Constitution modifier, adding to your current hit point total, without spending one of your own Hit Dice.
To use this power, you must remain still, holding the item to be drained with bare hand or hands, for one minute per charge drained.
Gain the power to steal spells from your opponent’s mind. This powerful magic is famous in legend, and the one power that above all others identifies the incantatrix as a person of special powers.
By means of this power, you target any single being who is within 60 feet. To steal a spell, you need to make an spell attack roll against your opponent’s spell save DC. If you are trying to steal a divine spell, your attack roll is made with disadvantage. If you succeed, you steal a spell from the mind of the victim. The stolen spell is determined randomly. The magic of the stealspell works even against a victim who is unconscious or insane; psionic protections, anti-magic shell and all similar shielding spells, are all powerless against this ability.
A stolen spell may be cast immediately, without material components or even any need for you to understand the spell. You will not automatically know the identity or the nature of the stolen spell so you may end up aiding rather than harming an opponent. Any stolen spell takes effect, when expelled, as though it was cast by the being from which it was stolen, with regard to level of effectiveness, damage caused, alignment considerations, and so forth. Spell-like natural powers employed by beings cannot be stolen by means of this spell.
Once you use this feature, you can’t use it again until you complete a long rest.
Sorcerer Level | Features |
---|---|
1st | Command Water, Creature of the Seas |
6th | Strength of the Tides |
14th | Shifting Form |
18th | Elemental Form |
Long rest |
---|
After a long rest: |
* Regain all uses of Strength of the Tides. |
The powers of the sea, much like the sea itself, are vast, mysterious, and powerful. You are a sorcerer of the oceans and seas, having power over their waters and the creatures who live inside of them. Your family could have been filled with powerful sailors or beings of the depths, or maybe you almost drowned, and this awakened great magics that had lied dormant within you. Or, it could be that your bloodline somehow originated in the Elemental Plane of Water. Whatever the case may be, the magic that exists at your command is a powerful force, and can easily be one of the strongest forms of magic that exists.
d6 | Quirk |
---|---|
1 | Something of the sea, such as barnacles, seaweeds, coral, fins, or scales, are on parts of your body. |
2 | Your fingers and toes are webbed, and you have gills on your neck. |
3 | The great beasts of the sea are to be both feared and respected. |
4 | The world, much like the seas, is both beautiful and unpredictable. |
5 | You prefer to carry some containers of fresh and salt water with you at all time. |
6 | Like the oceans of the world, the way you are deep inside might not be how you appear on the surface. |
Learn the water whip cantrip and the shape water cantrip. The cantrips don’t count against your number of cantrips known.
When you cast shape water, you can choose two effects to activate with a single casting of the spell. You may choose the following effect as one of them:
You are accustomed to living in or near the water. You gain a swim speed equal to your base speed and you can spend 1 sorcery point to breathe water for 1 hour.
The special effects of numerous spells can be altered to appear watery in origin. For example, burning hands can instead be superheated steam. Shield may be a solidified disk of water. With the DM’s permission, you could also alter the damage type of a spell to reflect this origin.
For example, the water whip cantrip below is simply the thornwhip druid cantrip with the piercing damage changed to bludgeoning. Bludgeoning and cold are appropriate damage exchanges, but oceanic sorcerers also control weather, so wind-like effects, lightning and thunder are also appropriate.
Transmutation cantrip
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a splash of water)
Duration: Instantaneous
You create a long, whip-like tendril of water that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 bludgeoning damage, and if the creature is Large or smaller, you pull the creature up to 10 ft closer to you.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Your watery nature has granted you increased protection. You gain resistance to fire and acid damage.
In addition, you have learned how to summon water to hinder your foes. When you see a target within 30 ft make an attack, you can use your reaction to summon a wall of water in front of the target to impose disadvantage on the attack roll.
At 14th level, the range increases to 60 ft.
Once you have used this feature, you cannot do so again until you finish a long rest.
You gain the ability to enter a semi-liquid state while moving. You have advantage on Dexterity checks made against being grappled, and when you move on your turn, you have resistance to damage from opportunity attacks.
On your turn, 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 that is 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.
You may spend 10 sorcery points to transform into an air elemental or water elemental for up to 8 hours. This ability otherwise works as the shapechange spell.
Sorcerer Level | Features |
---|---|
1st | Indiscernible Anatomy, Oozy Touch |
6th | Malleability |
14th | Goopy Blood |
18th | One with the Ooze |
Long rest |
---|
After a long rest: |
* Regain use of One with the Ooze. |
Your innate magic stems from a long family line of Ooze blood. For generations, the taint of Ooze blood has run in your family, infecting some at birth and sparing others, stemming from a well-documented but shadowy ancestor. It’s unclear what horrific experiment infused a monstrous ooze or slime into his body so long ago, but some of his scattered descendants are born to this day with a personal, innate magic and bizarre physical characteristics.
Your placement and composition of your internal organs is bizarre. You take no additional damage from critical hits.
You can excrete slime with a touch. As an action you can make a melee spell attack. On a hit, the target takes 1d6 acid damage. You can expend 1 sorcery point make this touch rust metal, or rot wood, up to a maximum of 10 cubic ft of material. You have advantage on on Strength checks to break rusted metal or rotten wood.
This ability’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Your body becomes more fluid. You can shift your features around and make yourself look differently while you maintain concentration on the change. You can seem 1 ft shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the physical change is up to you.
Additionally, you can expend 2 sorcery points to compress your body enough to squeeze through an inch-wide crack. You cannot expand inside a space that offers any resistance, such as an occupied suit of armor.
Your blood flows like a thick soup rather than a normal liquid. As a reaction expending up to 5 sorcery points when you are attacked, you can reduce the damage dealt by 3 times the number of sorcery points expended, up to a maximum of the damage dealt.
Your transformation into an ooze is complete. You can polymorph, as per the spell, into any ooze without expending a spell slot.
After you use this ability, you cannot use it again until you complete a long rest.
Sorcerer Level | Features |
---|---|
1st | Afflicted Affinity, Gale of Madness |
6th | Twisted Perspective |
14th | Shadow of Doubt |
18th | Crushing Hopelessness |
Your innate powers come from the insane, chaotic energies of Pandemonium, its magic giving you dominion over mind and madness. You may trace your lineage back to one of the few people who escaped its clutches, possibly someone who went mad from the constant, screaming winds. Perhaps you yourself endured the winds for a brief time, blowing in from a planar portal or somewhere planar boundaries are thin. Whatever the reason, the magic of Pandemonium is yours to command - though its energies can still affect your mind, making you question your reality and sanity.
At your option, you can pick from or roll on the Pandemonic Influence table to create an effect for your character.
d6 | Influence |
---|---|
1 | You have the same dream every night; walking alone in a stone tunnel, buffeted by never-ending winds. At the moment you lose hope of seeing the end, you wake. |
2 | Darkness feels like a physical object to you, a dense, suffocating shroud only held back by light. |
3 | You sometimes hear highly unsettling sounds blended with others, such as your name being called in the rush of water or tortured screams in the crackle of a fire. |
4 | While you’re alone, you hallucinate signs of imminent danger - shadows in the corner of your vision, the growl of something unnatural, and the like. |
5 | You can always hear the distant sound of Pandemonium’s winds, no matter where you are. |
6 | In enclosed spaces, you sometimes hear cries for help close by. If you ignore them, they become more and more disturbing. |
Your connection to Pandemonium allows you to identify the insane and the influenced. You can use an action to examine a creature and determine if it is charmed, possessed or under any other effect that would alter its personality or actions, and whether the effect is planar in nature. You don’t identify the exact type of effect - for example, if a creature was under the effect of a geas spell, you would only know the creature was charmed.
No other plane in existence - not the Nine Hells, nor the Abyss or Hades - embodies madness and futility more than the Windswept Depths of Pandemonium. Roaring winds scream through endless dark tunnels like the wail of tormented souls, grinding even the most stalwart down into insane, listless wrecks. Those resilient or resourceful enough to survive find no solace in this victory; one can wander the tunnels for weeks to find no other living soul, and portals are even rarer. For most travelers, the only escape is death.
You can make a creature hear and feel Pandemonium’s howling winds in its mind when you use your magic. Once on each of your turns when you cast a sorcerer spell of 1st-level or higher, you can choose a creature within 30 ft. That creature must make a Wisdom saving throw. On a failed save, it becomes deafened and frightened of you until the start of your next turn, panic stricken by the overwhelming assault on its senses.
After being targeted by this effect, a creature is immune to it until 24 hours have passed.
You can alter a creature’s perception of reality before it strikes, turning your enemies against each other. When a creature you can see within 60 ft makes an attack, you can use your reaction and spend 2 sorcery points to divert the attack. The attacker must make a Wisdom saving throw.
On a failed save, the attacker must target a creature or object of your choice that is within range of the attack instead of the original target, other than itself. On a successful save, you can’t use this feature on the attacker again until 24 hours have passed.
Creatures that can’t be charmed are immune to the effect.
You can become a blurred figment in the eyes of others only to reappear elsewhere, making them question if you’re even present at all. You can use your bonus action and spend 1 sorcery point to teleport up to your speed to an unoccupied space you have a clear path to (for example, around a corner or up a steep cliff, but not through a keyhole), flickering between your current plane and Pandemonium for a few brief moments.
Additionally, your ability to identify the maladies of afflicted creatures improves. When you use your Afflicted Affinity feature, you can determine the exact types of effects a creature is influenced by, if any are present.
You can wield Pandemonium’s power to show other creatures the absolute futility of their efforts. You can use your action and spend 6 sorcery points to force a creature you can see within 60 ft to make a Wisdom saving throw. On a failed save, the creature takes 3d12 psychic damage, gains a level of exhaustion, and is deafened and paralyzed for 1 minute, or until you lose concentration (as if you were casting a concentration spell), as Pandemonium’s winds roar in their mind. At the end of each of the creature’s turns, it takes 3d12 psychic damage and must make another Wisdom saving throw. The creature gains a level of exhaustion on a failure, and ends the effect on a success, losing all exhaustion caused by this feature.
A creature that gains 6 levels of exhaustion while under this effect, or is reduced to 0 hit points by it, doesn’t die. Instead, the effect ends, the creature loses all exhaustion caused by this feature and it goes insane until cured by greater restoration, becoming stable if at 0 hit points. While insane, the creature’s speed is reduced to 10 feet, it has disadvantage on attack rolls, ability checks and saving throws, it perceives all other creatures as enemies, it can’t read, and it speaks only in gibberish.
Sorcerer Level | Features |
---|---|
1st | Ignite, Mantle of Flame |
6th | Phoenix Spark |
14th | Nourishing Fire |
18th | Form of the Phoenix |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Reset all uses of Mantle of Flame. |
* Reset Phoenix Spark. |
Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.
More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
Phoenix sorcerers often have fire-related personality quirks.
d6 | Quirk |
---|---|
1 | You absentmindedly ignite small fires that quickly sputter out. |
2 | You cackle like a fiend when you unleash your fire spells. |
3 | You admire fire, even if it burns your friends. |
4 | You are covered in burns that mark the first time your power manifested. |
5 | You like your food charred. |
6 | You are brave to the point of recklessness. |
Gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
You can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, with eyes glowing like hot coals. For 1 minute, you gain the following benefits:
Once you use this feature a number of times equal to your Charisma modifier, you can’t use it again until you finish a long rest.
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 on the spark of the phoenix. 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.
If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.
Once you use this feature, you can’t use it again until you finish a long rest.
Your fire spells soothe and restore you. When you expend a spell slot to cast a spell that deals fire damage, you regain hit points equal to the slot’s level + your Charisma modifier.
You finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
Sorcerer Level | Feature |
---|---|
1st | Knowledge of the Infected, Life of the Sickened |
6th | Fear of the Contagious |
14th | Aura of the Afflicted |
18th | Form of the Rotten |
Long rest |
---|
After a short rest: |
* Regain use of Fear of the Contagious. |
Sometimes the magic that empowers a sorcerer comes from a source that would normally harm both nature and civilizations, though not necessarily be evil in and of itself. Plagues are one such thing as this, and you are a sorcerer who draws their power from the diseases and illnesses that fly on the winds of plagues. Perhaps you were changed by the effects of a plague, or were one of the only survivors of a deady disease that devastated your homeland. However you came to these powers, you are a harbinger of the plague.
d6 | Quirk |
---|---|
1 | You often cover yourself in bandages to hide scars from past diseases and afflictions. |
2 | You enjoy the company of those who are sickly or diseased. |
3 | The skin around your eyes, fingertips, lips, toes, and ears appears shriveled, blackened, and dry. |
4 | Your eyes are a sickly color of green, red, black, or yellow. |
5 | Your footprints on grass, plants, and other living natural terrain cause the plant life to wither and turn black. |
6 | You have a raspy voice, as though you are always sick. |
Your connection to plagues grants you unnatural powers. You gain immunity to disease, and learn the poison spray cantrip.
Additionally, your knowledge of diseases allows for you to more easily identify what causes sicknesses and how to diagnose them, as well as to treat them. Add Medicine to your class skills and gain 1 skill point to spend on this skill.
Your body has become unaffected by rotting foods and some poisons. You are able to eat raw and rotten food without suffering ill effects from them. In addition, you have advantage on saving throws against the poisoned condition.
Your connection to the diseased and decaying has strengthened. You have resistance to necrotic damage.
In addition, you can cause those near you to become frightened of you by your appearance or illnesses. As an action, you can choose a number of creatures up to your Charisma modifier within 20 ft to make a Wisdom saving throw against your spell save DC. On a fail, you cause a target to witness an illusion that makes their body appear to start decaying as if severely ill, and they become frightened of you until the end of their next turn.
Constructs, undead and creatures immune to being frightened are unaffected by this effect, and youregain use of this feature after a long rest.
You can use a bonus action to cast stinking cloud without expending a spell slot or using material components. When you cast stinking cloud in this way, the spell affects only an area with a 5 ft radius from you.
Additionally, whenever you come across someone who carries a disease, you can attempt to remove the disease from them and bear the disease yourself. By spending 1 minute in concentration while touching the afflicted individual, you can remove one disease from them. You then take on the appearance as having this disease for 1d6 days, though you suffer no ill effects of the disease itself.
You have become a harbinger of plagues. Any spell that you cast that causes disease or poison treats the diseases as magical.
In addition, you can spend 5 sorcery points to change the range of the spell contagion from touch to a 30 ft sphere centered on yourself. This spell moves with you and lasts up to 1 minute. Additionally, you can choose up to two diseases instead of one. When you choose two diseases, they both work at the same time, and each targeted creature must roll twice, once for each disease. You can choose a number of creatures within range of this spell up to your Charisma modifier to be immune to its effects.
Sorcerer Level | Features |
---|---|
1st | Relic Bond |
6th | Sorcerous Recharge |
14th | Greater Relic |
18th | Artifact |
Long rest |
---|
After a long rest: |
* Reset a Relic weapon of the Many. |
Add the following bloodline specific benefits to choose from: |
* Regain all charges from a Glyph stone. |
* Regain all charges from an Umbral cloak. |
The wellspring of your arcane might lies not with an eldritch bloodline or the interference of wild magic, but with a deep cache of arcane power, stored within an ancient magic item. By fate, or perhaps by the item’s wishes, your soul has become entwined with this magic item, which remains always at your side, empowering your abilities and motivating your quest.
Your very soul is bonded to a unique magic item, called a relic, from which you manifest your arcane might. If your relic is ever lost or destroyed, it manifests at your side when you next take a long rest. Choose one of the following options:
Perpetually floating in an orbit about your person, this smooth stone is marked with a single ancient glyph along its side. You can use your glyph stone as an arcane focus, even though you do not need to hold it.
The stone knows two cantrips of your choice. You can cast these cantrips as if you knew them, and they count as sorcerer spells for you.
Additionally, the stone contains one spell of your choice from any class’s spell list. It has 3 charges that can be used to cast that spell by expending a number of charges equal to the spell’s cost in sorcery points, as shown on the Creating Spell Slots table.
The stone gains an additional spell at 3rd, 6th and 14th levels.
Though the iron of this weapon is rusted and its wood is stained with blood, an unseen power weights its swing. Your relic weapon is your choice of any melee weapon. Once chosen, this decision cannot be changed.
You can use your action to summon your relic weapon to your open hand. You are proficient with it while you wield it. While holding your relic weapon and no other weapons, and not wearing armor or shield, you gain a +3 bonus to your armor class.
When you use the Attack action to make an attack with your relic weapon, you can make an additional attack using a bonus action.
This hooded cloak confounds the eye, seeming indistinct and difficult to focus upon. When you don your umbral cloak, gain 1 skill point that you can spend on the Stealth skill. This skill point disappears when you doff the cloak.
Your umbral cloak has 3 charges, which can be used with a bonus action to become invisible, as the spell invisibility. If you begin your turn invisible, you can maintain this effect by spending a sorcery point. Otherwise, the spell ends.
Your connection to your relic has strengthened. Your relic increases to having 6 charges. Additionally, you can use your action and expend any number of sorcery points to regain the same number of your relic’s expended charges.
If you have a relic weapon, you may add your Charisma modifier to its damage.
Your relic takes on an aspect of greater power. Choose one of the following features, as appropriate to your relic:
of Dawn. Your glyph stone learns the following spells: bless, faerie fire, lesser restoration, prayer of healing, zone of truth, daylight, fireball and divination.
of Warding. Your AC increases by 1. Additionally, your glyph stone learns the following spells: mage armor, shield, blur, hold person, counterspell, dispel magic and death ward.
of Flight. While you wear your umbral cloak, you can spend 2 sorcery points to cast the fly spell as a bonus action without using a spell slot (no concentration required).
of Spaces Beyond. You can use your action to reverse your umbral cloak, disappearing with your belongings into a 30 ft cube extradimensional space accessible only to you. Attacks and spells can’t target you inside the space, but you can see and hear outside the space from the point you entered. Objects brought within the space remain there and can be retrieved by you later. You can exit the space as an action, reappearing within 5 ft of where you entered.
of Swiftness. While you are wearing your umbral cloak, opportunity attacks made against you have disadvantage and you can take the Dash action as a bonus action.
of the Many. You can use your action to transform your relic weapon into any other weapon of your choice (though this transformation does not include ammunition). You are proficient with any form the weapon becomes while you wield it.
When you finish a long rest, choose one of the following monster types: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. The weapon counts as a +3 weapon creatures of the chosen type until you next finish a long rest.
of Retribution. When you take damage from an adjacent creature, you can use your reaction to make an attack against that creature using your relic weapon.
of Wounding. Once per turn, when you hit a creature with your relic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d8 necrotic damage for each time you’ve wounded it, and can then make a Constitution saving throw against your spell savd DC, ending the effect of all such wounds on itself on a success.
Alternatively, a DC 15 Wisdom (Medicine) check, ends the effect of such wounds on a success.
Your relic becomes an artifact. It gains two minor and one major beneficial property, either selected at random or chosen by the DM. When you gain this feature, you can also choose to gain an additional minor beneficial property as well as one minor detrimental property, selected at random.
Sorcerer Level | Features |
---|---|
1st | Stardust, Guiding Lights |
6th | Strength of the Flame |
14th | Shifting Cosmos |
18th | Shooting Stars |
By either an ancient ritual, or a birthright passed down through generations, you are able to use magic that reflects the power of stars. This magic, both old and powerful, can shape worlds or destroy them, and lets you shine the light from above down onto those who would face you.
d4 | Quirk |
---|---|
1 | Your body never appears to be effected by long exposure to sunlight. |
2 | The footsteps you leave seem to singe, as if slightly burned. |
3 | Your eyes seem to shine or twinkle brightly, and your skin is always warm to the touch. |
4 | You envy the power of the sun, as you wish that you could be so grossly incandescent. |
The power of starlight is ingrained into your magic. Whenever you cast a spell of 1st level or higher, you can summon a mote of starlight that orbits around you in your space. A mote sheds bright light in a 10 ft radius.
You can have a maximum number of motes orbiting around you equal to your Charisma modifier + half your sorcerer level, rounded down. Motes last for a minute, or until they move further than 120 ft away from you.
You can use your bonus action to send out an orbiting mote, to a point within 60 ft. Motes not orbiting you can be recalled as a bonus action.
You can use your action to make a ranged spell attack, flinging the mote at a creature within 60 ft. If the attack hits, the creature takes 1d8 radiant damage, and the mote sticks to the creature. That creature can use its action to remove the mote, at which point it will return to orbiting you. You can make additional attacks with your motes when you reach higher levels: you can attack with two motes as part of the same action at 5th level, three motes at 11th level, and four motes at 17th level. You can direct the motes at the same target or at different ones. Make a separate attack roll for each mote.
The number of motes you create per casting increases to 2 at 6th level, 3 at 14th level, and 4 at 18th level.
Your attunement to the stars allows you to find your way. Add Cosmology to your class skills and gain 1 skill point to spend on this skill.
Gain resistance to fire and radiant damage.
In addition, whenever you cast a spell of 1st level or higher that deals fire or radiant damage, you can choose to have blinding flames or light suddenly shine from you. This light forces creatures within 10 ft that can see you to make a Wisdom saving throw against your spell save DC. On a failed save, the targets are blinded until the beginning of their next turn.
When you send out a mote that is orbiting you, you can spend 1 sorcery point to travel with the mote, appearing within 5 ft of the mote you sent out, which then returns to orbiting you.
You can now wield the destructive power of the cosmos, allowing you to cause your motes to detonate in a brilliant flash of destructive energy. As an action on your turn, you can cause any number of your motes to rush to a creature within 120 ft of you, spending 1 sorcery point for each mote.
The creature must make a Dexterity saving throw against your spell save DC, taking 2d10 radiant damage per mote and be blinded until the start of its next turn on a failed save, and half as much damage and not be blinded on a successful save.
Sorcerer Level | Features |
---|---|
1st | Bonus Skills, Mountain’s Durability, One with the ground |
6th | Stoneflesh |
14th | Earth Glide |
18th | Strength of Stone |
Long rest |
---|
After a long rest: |
* Reset One with the Ground. |
Add the following bloodline specific benefits to choose from: |
* Reset all uses of Mountain’s Durability. |
Beneath the surface of the ground, there exist those who have command over stone and rock, moving within the very earth itself. These beings have incredible powers, and are often revered for their constructive abilities as they are equally feared for their potential for utter destruction.
Perhaps you were born underground or at the base of a mountain, or came in contact with an immense being that lurks in the darkness of the deep 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. However you came into your power, you are an entity of the raw power of earth and stone, and as such are one of incredible earthen strength.
d6 | Quirk |
---|---|
1 | You are always covered in some form of dirt, mud, or grime. |
2 | Your eyes, fur, skin, wings, horns, or teeth appear greyish, as if made of stone. |
3 | You have incredibly patience, and can wait in one spot for a long period of time before what you are expecting to happen occurs. |
4 | The study of rocks and precious stones is not taken seriously enough, in your opinion. |
5 | To you, having a ceiling of any kind over your head is better than an open sky. |
6 | Your voice is unusually deep and rough. |
Select any 2 weapon groups and gain rank 2 in each. You gain 1 skill point to spend on Armor skills.
Additionally, you learn the mold earth cantrip, add Geology to your class skills and gain 1 skill point to spend on this skill.
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 a reaction to taking damage, you can reduce the damage taken by an amount equal to half your sorcerer level + your Charisma modifier as your skin suddenly grow stony on the part of your body that was hit. You can use this feature a number of times equal to your Charisma modifier.
You know how to utilize the earth itself to locate people and objects. As an action, you gain tremorsense in a 15 ft radius, increasing to 30 ft at 14th level. This effect lasts for 1 minute, and you hahe to spend your action each turn to keep it active.
Once you use this feature, you can’t use it again until you finish a long rest.
You can transform your skin into stone or rock to protect your body. As a bonus action, you can spend 3 sorcery points to turn your skin to stone. For 1 minute or until you become incapacitated, you gain the following benefits:
You have gained immunity to the petrified condition. You also gain a burrowing speed up to 20 ft, allowing you to burrow through non-magically worked earth and stone. While doing so, you do not disturb the material you move through.
You have become one with stone and the earth. You no longer can be moved against your will, and spells you cast that deal bludgeoning damage and your unarmed strikes while your Stoneflesh feature is active deal additional damage equal to half your sorcerer level.
You also have learned how to turn the power of the earth against your enemies. As an action, you can spend 5 sorcery points to cast the spell earthquake without concentration, and the spell’s range increases to 1000 feet.
Sorcerer Level | Feature |
---|---|
1st | Wind Speaker, Tempestuous Magic |
6th | Heart of the Storm, Storm Guide |
14th | Storm’s Fury |
18th | Wind Soul |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Regain use of Wind Soul. |
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 djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
The arcane magic you command is infused with elemental air. You can understand, but not speak, Primordial (to level 4), and to a lesser extent its dialects: Aquan, Auran, Ignan, and Terran (to level 3).
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 ft without provoking opportunity attacks.
Gain resistance to lightning and thunder damage.
In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, you can choose to have stormy magic erupt from you. This eruption causes creatures of your choice that you can see within 10 ft to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20 ft radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100 ft radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.
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 ft away from you.
Gain a flying speed of 60 ft. As an action, you can reduce your flying speed to 30 ft for 1 hour and choose a number of creatures within 30 ft equal to 3 + your Charisma modifier. The chosen creatures gain flying speed of 30 ft for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a long rest.
Sorcerer Level | Feature |
---|---|
1st | Bonus Skills, Mote of Time |
6th | Temporal Talents |
14th | Aevum |
18th | Elusive |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Regain all Motes of Time. |
* Regain all Aevum. |
A time thief’s legacy originally comes from a time traveler, a master of chronomancy or just some creature heavily affected by time magic. He learns instinctively to manipulate time, in particular steal time. Mostly he steals boring, unneeded time from his own future, saving tiny split-seconds he can use to make his life easier in the present. As his powers grow, the time thief can learn to manipulate bigger slices of time, giving more options to enhance his actions or even alter the timeline of enemies and allies alike. Most of the time thief’s effects are subtle to outside observers, seeming to be more good fortune and preternatural speed than control over time.
Select any 2 weapon groups and gain rank 2 in each. You gain 1 skill point to spend on Armor skills.
A mote is a tiny split-second of time that you steal from your own future. The motes taken are inconsequential slivers of continuance that even you will not notice being missing from your activities. However, you can use these motes to affect your present time, allowing you to retry actions and slow down time around you so you can act more carefully and alertly in fast-moving situations.
You have a pool of motes equal to your Charisma modifier. As a bonus action, you can expend 1 sorcery point to regain a used mote. You can regain all your motes after a long rest.
Once per round, you can expend a mote to do any one of the following things:
You may gain additional options for use of a mote by taking temporal talents, though you are still restricted to spending motes only once each round.
From 6th level, you can add the bonus from spending a mote of time to damage rolls or AC, until the beginning of your next turn.
From 14th level, you may spend a mote to reduce the duration of any negative condition or effect you are suffering. By accelerating the speed with which only the negative influences on you travel through time, you can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds.
At 18th level, you may spend a mote to take an additional move action.
As you gain experience, you learn a number of talents that aid you and confound your foes. Gain two temporal talents. You gain two additional temporal talents at 14th and 18th level. You cannot select an individual talent more than once unless otherwise noted.
You can spend two motes to fling yourself briefly into the future to observe the results of proposed acts or decisions in your present. The DM chooses from the following possible omens:
– Weal, if the action will probably bring good results.
– Woe, for bad results.
– Weal and woe, for both good and bad results
– Nothing, for results that aren’t especially good or bad.
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you use this two or more times before completing your next long rest, there is a cumulative 25% chance for each casting after the first that you get a random reading. The DM makes this roll in secret
By spending one mote, you can draw information from your future or past, allowing you to instantly gain the benefits of considerable study and reflection. You can even peer briefly into the future to see how others react to your various attempts at negotiation or subterfuge. This allows you to make a single Intelligence, Wisdom or Charisma ability check with advantage.
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can spend a mote to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
As an action, you can channel time into a wound, causing it to experience rapid healing, as if many days had passed. You may spend a mote to heal your own wounds, or the wounds of an ally touched. The wounds heal for 1d8 damage + your Charisma modifier.
You can rewind time by small amounts to erase any minor mistakes you make as a result of distraction around you. By spending a mote, you may use skills reliably even under adverse conditions. Once you spend the mote, you have advantage on any single Dexterity check.
As an action, you can attempt to steal a crucial moment from a target’s future, reducing the chance the target will enjoy a happy and prosperous future. You spend a mote to force the target to make a Charisma save or suffer a -1d4 penalty to all ability checks, saving throws, attack rolls, and damage rolls. The DC is your spellcasting DC, and the effect lasts for 1 minute.
With this talent, you can steal time from a target by spending a mote after damaging a target with a melee attack. The target must make a Charisma save, using your spellcasting DC, or have disadvantage to all ability checks, saving throws, attack rolls, and damage rolls until the end of its next turn.
You gain advanced ability to manipulate time and may now spend motes on two effects per round.
Your access to motes increases and you gain an additional number of motes per day equal to your Charisma modifier. This talent may be taken more than once, adding the same number of additional motes each time it is selected.
As a bonus action, you can spend two motes to set up a perfect weapon blow. The next melee attack you make before the end of your turn has advantage and and deals a number of d6 additional damage equal to your Charisma modifier.
You can move briefly through time, taking an action that does not exist in the normal sequence of reality. By spending two motes, you gain an additional move action. You do not set off traps, do not provoke attacks of opportunity, nor do other creatures notice you during this move action. After the move action time catches up to you, triggered traps go off and other creatures notice you where you now stands.
When an attacker that you can see hits you with an attack, you can spend a mote to use your reaction to halve the attack’s damage against you.
Gain the ability to control aevum - distinct moments of important time, stolen from the future and used to power your abilities. Unlike a mote, which is a very minor split second of time, an aevum is a more noteworthy moment, a crucial instance when something important happened. While you have a ready supply of motes to spend on minor effects, aevum represent more major manipulations of time and are thereby a rarer commodity.
When first gained, you must select a single power from the list below and you have a single aevum to spend. You gain an additional aevum power and an additional aevum to spend at 18th level. Spending an aevum is an action unless the ability description says otherwise. You regain all your aevum after a long rest.
By spending an aevum, you can accelerate your movements to a speed that allows you to easily see and react to the movement of a crossbow bolt or other projectile as it flies toward a target. You remain in bolt time for as long as you keep your concentration, up to 1 minute. While in bolt time, you gain the following benefits:
– You can attack twice, instead of once, whenever you take the Attack action on your turn.
– You may add your Charisma modifier to melee attacks, melee damage, AC and Dexterity saves.
– All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 ft, to a maximum of twice your normal speed using that form of movement.
– Each round, you may automatically dodge the first ranged attack you are aware of that would otherwise strike you.
You can force a target to suddenly feel the effects of aging, which damages and weakens it. As an action, you can spend an aevum to make a spell attack against any target you can see within 100 ft. If you hit the target, it takes 12d8 necrotic damage.
You can take risky actions and, if things go badly, simply reverse your personal timeline to before you made the effort. At the beginning of your turn, spend an aevum and take one normal round of actions, with all results noted temporarily. After your round of activity, before the next creature’s turn begins, you must decide if you are going to keep the round of activity you just took, or rewind herself.
If you keep the round of activity, any changes made to any character during her turn become permanent. If you decide to reverse the timeline, you go back to the moment you spent the aevum, and all changes that occurred during your round are erased from all creatures and items. No one but you remembers actions that took place during a round of time you reverse, and only divination spells of 8th level or higher can reveal such events. If you are killed or knocked unconscious during a round of personal time, you automatically revert back to the beginning of your turn.
You can focus your timeline-stealing powers on a target, and steal from it a moment of success. Spend an aevum as a reaction to force a target to reroll a single attack roll, damage roll, ability check, or saving throw you are aware of. The reroll is made with disadvantage.
You can spend an aevum to cast the time stop spell on yourself. You must be at least 18th level to select this aevum ability.
You are so evasive that attackers rarely gain the upper hand against you. No attack roll can have advantage against you while you aren’t incapacitated.
Sorcerer Level | Feature |
---|---|
1st | Wild Magic Surge, Tides of Chaos |
6th | Bend Luck |
14th | Controlled Chaos |
18th | Spell Bombardment |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Reset Tides of Chaos. |
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.
Starting when you choose this origin, your spellcasting can unleash surges of untamed magic. Immediately after 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 random magical effect.
You can manipulate the forces of chance and chaos to reroll any dice roll. You can only do this once, but whenever you roll a Wild Magic Surge, you regain the use of this feature.
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 1d10 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.
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.
The harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Sorcerer Level | Feature |
---|---|
1st | Bestow Power, Wishbound Arcana |
6th | Bestow Power (2 uses), Well of the Heart |
14th | Bestow Power (3 uses), Holder of Fate |
18th | Heart’s Desire |
Long rest |
---|
After a long rest: |
* Reset Wishbound Arcana. |
Add the following bloodline specific benefits to choose from: |
* Regain all uses of Bestow Power. |
* Regain use of Holder of Fate. |
Imbued with magic from a powerful, reality-altering wish, your destiny is to bring hope to others and grant their desires, while simultaneously realizing your own. Perhaps an ancestor impressed a being of great power with their selflessness, or maybe instead a selfish wish for power has been twisted into a lesson in humility. In either case, the power of wishes flows in your veins, empowering both you and your allies.
You gain an uncanny sense of the wants and desires of others, and the ability to aid in obtaining them. You gain proficiency with Insight, and learn the guidance cantrip.
When you cast guidance on another creature, you can choose to extend the effect to all rolls for one particular skill during the full duration. When casting guidance this way, you may instead of a skill grant the bonus to attack rolls, damage rolls, one type of saves or AC.
You may only use this feature once, and gain additional uses at 6th and 14th levels.
You gain a limited ability to grant the wishes of others in a manner you see fit.
Whenever you hear a creature other than yourself express a desire or wish, you can use your action before the end of your next turn to fulfill it. When you do, you cast a spell you know that could be construed as fulfilling that desire. For example, you could cast invisibility on a creature who wished to disappear, or blindness if someone wished they didn’t have to look at you. You must be able to understand the wish, but can deliberately misinterpret it.
You can’t be targeted by such a spell. Casting a spell this way does not expend a spell slot. You can fulfill a wish this way once per long rest.
You find that helping others invigorates you and fills you with purpose. Whenever you target an ally and cast a beneficial spell that does not restore hit points, you immediately gain temporary hit points equal to your Charisma modifier plus the level of the spell.
You can split your focus and maintain concentration on two spells at once. Both spells must be sorcerer spells, and none may target multiple creatures.
When you do so, you expend sorcery points equal to the level of the higher spell. You must then use your bonus action on each of your turns to maintain concentration, or the second spell ends. You make only one concentration check with disadvantage whenever you take damage, and failing the check ends both spells.
Once you have used this feature, you may not do so again until after a long rest.
Your dedication to aiding others has allowed you to more easily imbue yourself with power. When you cast a beneficial spell on a friendly target, you may also cast the same effect on yourself. If the spell normally targets more than one creature, you do not count towards the spell’s normal targets.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that deals acid, fire or poison damage, you can spend a number of sorcery points equal to the spell’s level (1 sorcery point if the spell is a cantrip) to make the spell adhere to the creature, causing more damage on the start of your the next round. If the spell targets only one creature, the damage dealt is equal to half the original (roll half the number of dice and apply half of the bonuses, round down). If the spell targets several creatures or is an area spell, the extra damage is equal to twice the sorcery points spent.
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.
When you cast a spell of 1st level or higher, you may spend up to 1 sorcery point to make the spell immediately roll on the Wild Magic Surge table.
When you cast a spell that deals thunder damage, you can spend 2 sorcery point to add a concussive sonic wave that rattles creatures affected by the spell. If the target/s fail a Constitution saving throw, they are incapacitated until the end of your next round.
When you cast a spell that has a range of 5 ft 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 ft.
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.
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.
When you cast a spell that deals fire, radiant of electricity damage, you can spend 1 sorcery point to add a flaring effect. If the target/s fail a Constitution saving throw, they are blinded until the end of your next round.
When you cast a spell that forces a creature to make a saving throw, you can spend 2 sorcery points. The target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.
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.
When you lose concentration on a spell, voluntarily or not, you may spend 1 sorcery point to force the spell to linger for one additional round. You may continue to do this for several rounds, but the cost increases with 1 point each round. This does not let you keep two concentration spells simultaneously.
When you cast a spell that requires one or more spell attack rolls, you can expend 2 sorcery points to gain advantage on one roll.
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.
When you cast a spell, you may spend 1 sorcery point to gain a number of temporary hit points equal to twice the spell’s level (a cantrip gives 1 temporary hit point).
You may use this metamagic option even if you have used another on the same spell.
When you cast a spell that deals cold damage, you can spend 1 sorcery point to let frost from your spell cling to the target, impeding it for a short time. If the target/s fail a Constitution saving throw, they are restrained until the end of your next round.
When you cast a spell with a range that affects an area, you can expend 1 sorcery point to change the area’s shape in one of the following ways:
– If the spell’s range is a line, you can change it to a cone of half range.
– If the spell’s range is a cone, you can change it to a 5 foot wide line with double range.
– If the spell’s range is a sphere, you can change its area to a cylinder of half radius and double height.
– If the spell’s range is a cylinder, you can change its area to a sphere of the same radius.
When you cast a spell that requires a spell attack roll, you can expend 1 sorcery point to target a creature that has left your line of sight since your last turn but is still within the range of the spell. Additionally, this spell ignores half cover and three-quarters cover.
When a spell you cast would get countered by counterspell or dispelled by dispel magic, you may spend 2 sorcery points as a reaction to impose disadvantage on the check made by those spells. If your spell would be countered or dispelled without a roll, you instead force the roll to occur.
You may use this metamagic option even if you have used another on the same spell, and can use this option multiple times per spell.
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
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).
You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, and even the effects of other spells. By spending 3 sorcery points you gain advantage on concentration checks, while concentrating on this spell.
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.
When you kill at least one creature with a spell you may expend 3 sorcery points to cause one creature slain by the spell to rise as zombies under your control (as animate dead) for the next minute. You may expend additional sorcery points to animate additional slain creatures.