Sorcerer in Audalis | World Anvil

Sorcerer

Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 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 (3), Sorcerous Restoration 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th +3 5 Internal Focus Improvement 5 6 4 3 2
6th +3 6 Matemagic (6), Sorcerous Origin feature 5 7 4 3 3
7th +3 7 Magic Sense (1) 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic (9), Metamagic Mastery 6 11 4 3 3 3 2
11th +4 11 Magic Sense (2) 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 13 4 3 3 3 2 1
13th +5 13 6 14 4 3 3 3 2 1 1
14th +5 14 Metamagic (12), Sorcerous Origin feature 6 15 4 3 3 3 2 1 1
15th +5 15 Magic Sense (3) 6 16 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 17 4 3 3 3 2 1 1 1
17th +6 17 6 18 4 3 3 3 2 1 1 1 1
18th +6 18 Body of Magic, Sorcerous Origin feature 6 19 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 20 4 3 3 3 3 2 1 1 1
20th +6 20 Arch-Sorcerer 6 20 4 3 3 3 3 2 1 1 1
 

Spellcasting

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

Cantrips

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

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your 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 all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either spell slot  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.   The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, 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 the sorcerer spell list, which also must be of a level for which you have spell slots.   You can also spend 2 days to meditate on your arcane power to change a number of spells equal to your Constitution modifier instead of having to gain a level in this class.  

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.  
Spell Save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier

Internal Focus

When you cast spells that require a material component, you can ignore that component unless it has a value, such as the specially marked sticks, bones, or similar tokens worth at least 25 gp for the augury spell, in which case the components are required.   At 5th level, all of your attacks count as magical, and you can use your Charisma modifier for Arcana checks instead of Intelligence.  

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. There are too many to upkeep this list, and they're all linked at the end of the class description.   Your choice grants you features when you choose it at 1st level and again at 3rd, 6th, 14th, and 18th level.  

Origin Spells

Each origin has a list of spells-its origin spells-that you gain at the sorcerer levels noted in the origin description. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know but once you choose it you cannot change it.   If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. When you choose one spell over another then it still counts as a sorcerer spell for you, but it will count as a spell known if you take it.  

Font of Magic

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

Sorcery Points

You have 4 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 unless you use a wish spell or something like it. You regain all expended sorcery points when you finish a long rest.  

Empowering Reserves

When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.  

Imbue Magic

As an action, you can touch one nonmagical item and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the item is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks or having resistance to nonmagical attacks.  

Sorcerous Constitution

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. If you have taken damage at one point then the temporary hit points are used to heal you. You can reattach your limbs when you heal this way.  

Deflect Magic

As a reaction, you can spend a number of sorcery points equal to twice the spell slot level that you're deflecting to deflect a spell into the distance (2 sorcery points if it's a cantrip). You cannot deflect spells with a range of touch, or a spell that isn't targeting you. You also can't deflect spells of 8th or 9th level.  

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.   Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a short or long rest.   Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.  

Creation/Cost of Spell Slots

Spell Slot Level Sorcery Point Cost/Return
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 10
7th 12
8th 14

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You gain two more at 6th, 10th, and 14th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.   Augmented Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 4 sorcery points to change the first saving throw required for one target of the spell. If the original save is a physical attribute, such as Strength, Constitution, or Dexterity, you must choose one from that group. Similarly, if the original save is a mental attribute, such as Intelligence, Wisdom, or Charisma, it must remain one.
Baneful Spell
When you choose this metamagic, choose a creature type. If you choose humanoids, choose up to three types of humanoid creatures (Such as humans, elves, and orcs). You may choose this metamagic option multiple times, choosing another creature type each time you do.   When you cast a spell targeting the chosen creature type, you may spend 1 sorcery point per spell level (minimum 1). If you do, the creature takes 5 more damage from the spell per spell level. If the spell is capable of targeting more than one create at the spell's current level, this metamagic only applies to the first instance of damage. For example, only the first ray of a scorching ray will have added damage.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Delayed Spell
When you cast a spell, you can delay it occurring until the start of your next turn by spending 1 sorcery point (expending the spell slot as normal). When the start of your next turn begins, you can choose to delay it once more, for 1 more sorcery point.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Double Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell's level to cast a second, different spell at the same target. The second spell must also target only one creature and not have a range of self. (1 sorcery points if the spell is a cantrip.)   To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Elemental Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.   You can use Elemental Spell even if you have already used a different metamagic option during the casting of the spell.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage die up to your Charisma modifier (minimum of 1). 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.
Explosive Spell
When you make a ranged spell attack, you may spend 2 sorcery points to make it explode on contact. Each creature other than the original target within 10 feet of the target must make a Dexterity saving throw. On a failure, the creature takes half the damage rolled.   If the spell is capable of targeting more than one creature at the spell's current level, this metamagic only applies to the first instance of damage. For example, only the first ray of a scorching ray spell will explode.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.   You can use Extended Spell even if you have already used a different metamagic option during the casting of the spell.
Focused Spell
When you cast a spell that has concentration, you can spend extra sorcery points equal to the spell's level to automatically succeed on the Constitution saving throw (1 sorcery point if the spell is a cantrip).
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Intensified Spell
When you cast a spell, you may spend 2 sorcery points to increase the damage die by one size, to a maximum of a d12.
Invisible Spell
When you cast a spell with a duration of instantaneous that other creatures can see, you can expend 1 sorcery point to make any visual manifestations of the spell's casting invisible.   You can use Invisible Spell even if you have already used a different Metamagic option during the casting of the spell.
Non-Lethal Spell
When you cast a spell that reduces a creature to 0 hit points, you can spend 1 sorcery point to knock the creature out, rendering it unconscious, rather than deal a killing blow.
Overcharged Spell
When you cast a spell that deals damage, you can spend a number of sorcery points equal to four times the spells level to double the damage dice. These additional damage dice are not effect by a critical hit. (4 sorcery point if the spell is a cantrip).
Powerful Inner Focus
When you cast a spell with a material component that costs no more than 10gp, you may instead spend 1 sorcery point to ignore this material component.
Powerless Spell
When you cast a spell, you may spend 2 sorcery points to cast a spell using a spell slot of up to 3 levels lower (minimum 1st level), using the same verbal and somatic components for the spell. If the spell typically consumes material components, you still require them but they are not consumed.   This spell deals no damage and creates a clearly powerless version of the real thing with an instantaneous duration. For example, a fireball would only be a billowing cloud of hot air and a lightning bolt would become an obviously powerless, though still impressive, display of static electricity.   This spell appears to be the standard variation of the spell until fully cast and the effects are observed.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Reactive Spell
When a creature leaves your melee range, you may spend 2 sorcery points to cast a spell rather than make a melee weapon attack.   To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Sacred Spell
When you cast a spell, you can spend 3 sorcery points to draw upon your deity's power for the magic. The spell ignores resistance and immunity of creatures that do not share the moral half of your deity's alignment (Good, neutral, or evil).   To be eligible, you must follow a deity. In addition, the spell counts as a divine spell.
Seeking Spell
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half and three-quarters cover against targets of the spell.
Slippery Slope
When you cast a spell, you can spend 5 sorcery points to make it unbreakable by the spells counterspell, dispel magic, and remove curse. If the spells are upcasted to 6th level or higher then they can still affect the spell.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Switch Spell
When you are concentrating on a spell, you can use a bonus action on your turn and spend 2 sorcery points to change that spell to a different spell. The new spell must be of a lower level than the original, and is considered to be cast at the lowest possible level. If the original spell had a target, that target must still be valid for the new spell; for example, you cannot switch a spell you have cast on someone else to a spell with a range of Self. The new spell's duration is equal to whatever time remained of the old spell's duration or its standard duration, whichever is shorter. You cannot switch a spell more than once.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).   To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Unerring Spell
When you cast a spell, and miss on the attack roll, 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.

Sorcerous Restoration

When you reach 3rd level, you've learned how to recover some of your arcane energy by going into a trance-like state to focus your arcane powers. Once per day when you finish a short rest, you recover any expended sorcery points up to a maximum of half of your sorcery points.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Magic Sense

When you reach 7th level and again at 11th, and 15th level, Your body has become more in tune with the magic around it that you're beginning to be able to see it at will, you can cast Detect Magic a number of times without expending a spell slot, you also have advantage on Constitution saving throws to keep Concentration on the spell when it's cast this way.   You can cast it 1 time at 7th level, 2 times at 11th level, and 3 times at 15th level. You regain one use on a short and all uses on a long rest. Additionally, you gain advantage on all arcana checks you make.  

Metamagic Mastery

At 10th level, you've begun to master your ability to alter essential parts of spells. You can choose 3 Metamagic options to reduce the sorcery point cost by half (rounded up).   You can change the Metamagic options affected by this ability once every long rest. Metamagics that change the cost based on spell level like Twin Spell cannot be affected by this ability.  

Body of Magic

At 18th level, the magic flowing through your body causes you to age slower. For every 50 years that pass, your body only ages 1 year. You can also no longer be magically aged, and no longer require food and water.  

Arch-Sorcerer

At 20th level, you choose 3 meta magics in your arsenal to become your signature meta magics (you cannot change these after you choose them). Once you've chosen your signature meta magics.   You can apply these metamagics to a spell that you have already applied meta magic to, without expending any sorcery points. For metamagics with a changing cost based on spell level like Twinned Spell or Focused Spell, instead of not costing sorcery points only costs half sorcery points rounded down.  

Subclasses

Divine Soul Sorcerer
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.     In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.  

Divine Soul Origin Spells

        
Sorcerer Level Spells
1st guiding bolt or shield of faith
3rd prayer of healing or lesser restoration
5th create food and water or spirit guardians
7th guardian of faith or death ward
9th greater restoration or dawn
11th heal or harm

Divine Magic

Your link to the divine allows you to learn spells normally associated with the Cleric class. When your Spellcasting feature lets you learn a Sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Cleric spell list or the Sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.   In addition, 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. If you later replace this spell, you must replace it with a spell from the cleric or paladin spell lists.   In addition, your spells count as divine rather than arcane when you take this sorcerous origin.  

Affinity Spell

      
Good cure wounds
Evil inflict wounds
Law bless
Chaos bane
Neutral protection from evil and good

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.   You can use this Feature a number of times equal to your Constitution Modifier. You regain all expended uses when you finish a short or long rest.  

Empowered Healing

At 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 2 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.  

Spectral Wings

At 14th level, you can use a bonus action to manifest a pair of spectral wings that appear on your back. While the form is in use, you have a flying speed equal to your current walking speed + 10 feet. The wings last for 10 minutes, 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, batlike wings for evil or chaos, and dragonfly wings for neutrality.  

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining or you have over 3 levels of exhaustion, you can spend 8 sorcery points to regain a number of hit points equal to half your hit point maximum and removes any level of exhaustion you currently have.
Draconic Bloodline Sorcerer
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Bloodline Origin Spells

        
Sorcerer Level Spells
1st chromatic orb or cause fear
3rd dragon's breath or hold person
5th elemental weapon or fear
7th elemental bane or conjure minor elementals
9th passwall or geas
11th scatter or true seeing

Draconic Ancestry

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

Dragon Damage Type

                 
Amethyst Force
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Crystal Cold
Emerald Thunder
Gold Fire
Green Poison
Obsidian Fire
Red Fire
Sapphire Lightning
Silver Cold
Topaz Necrotic
White Cold

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.   Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You also gain natural claws that you're considered proficient in, the claws deal 1d4 slashing damage + your Constitution modifier.  

Elemental Affinity

At 6th level, when you cast a spell that requires an attack roll or saving throw that deals damage of the type associated with your draconic ancestry, you can add your Sorcerer level to one damage roll of that spell.   You can also cast the dragon breath spell once without expending a spell slot, the damage type is associated with your draconic ancestry and you cannot change it.   You gain additional dragon breath charges at 14th, and 18th level.  

Elemental Enforcement

Also at 6th level, you gain resistance to your draconic ancestry damage type, and whenever you cast a spell that deals damage in general, you can spend 1 sorcerer point to deal additional damage equal to your Constitution Modifier.   The element of the additional damage is decided by your draconic ancestry.  

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current walking speed +20 feet. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.   You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.  

Draconic Form

At 18th level, you gain the ability to cover most of your body in draconic scale armor that is a part of you, when you do this you become immune to your draconic ancestry damage type, you add your Constitution modifier to your Armor Class and your claws now deal 2d6 slashing damage + your Constitution modifier + your proficiency bonus and are considered magical for the duration of this transformation. This form lasts for 1 hour.   If you're wearing armor when you manifest your scales the armor is destroyed, as is any clothing you were wearing.   In addition, 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 4 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 120 feet. For 1 minute, 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 it for 24 hours.
Fey Bloodline Sorcerer
Your innate magical abilities come from the magic of creatures of the Feywild that was linked in the blood of your ancestors. Sorcerers of this origin typically are able to trace their descent from the satyrs which breed rapidly with other races, however other fey creatures may have either made deals with your ancestors or reproduced with them. A small percent of these bloodlines may be well known, however, most of them are obscure due to the flighty nature of fey.

Fey Bloodline Origin Spells

        
Sorcerer Level Spells
1st faerie fire or entangle
3rd calm emotions or moonbeam
5th plant growth or protection from energy
7th confusion or conjure woodland beings
9th geas or awaken
11th scatter or conjure fey

Fey Descent

You can speak, read, and write Sylvan. Additionally, whenever you make a Charisma check when interacting with the Fey, your proficiency bonus is doubled if it applies to the check.   Your link to the Feywild allows you to learn spells normally associated with the Druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Druid spell list or the Sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Sorcerer spell for you.  

Natural Traveler

Starting at 1st level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.  

Fey Dash

At 6th level, whenever you take damage, you can use your reaction to teleport in a puff of mist up to 30 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your Constitution modifier and you regain all uses after a long rest.  

Presence of the Fey Wild

At 6th level, you can use an action to spend 3 sorcery points to emit an aura of calming energy. This aura lasts 1 minute, or until you lose your concentration (as if you were concentrating on a spell). All hostile creatures within 30 feet of you have disadvantage on attack rolls targeting you. At 14th level all hostile creatures in the aura have disadvantage on saving throws against any spell you cast.  

Sylvan Descent

At 14th level, your ancestors from the fey give you some perks. You have advantage on saving throws against being charmed, are immune to disease and poison-type damage, and magic cannot put you to sleep. You also gain advantage on saving throws against being grappled and are immune to being paralyzed.  

Misty Ride

At 18th level, you have gained the ability to transport others instead of just yourself. As a bonus action, you can expend 4 sorcery points to teleport a creature or object of any size within 30 feet of you to a distance of 60 feet away from yourself. If the target is a creature, it must make a Constitution saving throw against your spell save DC to resist being teleported.   You can also spend 6 sorcery points to teleport a group of willing creatures equal to half of your sorcerer level out of danger, alternatively you can send yourself to the Fey Wilds and regain a spell slot of 5th or lower. You can still see the fight and watch from a distance, however, you can only stay for no longer than 1 minute while in combat.
Fireheart Sorcerer
The arcane energies within you are a manifestation of raw primordial fire. Perhaps you were born in a border region between the Material Plane and the Plane of Elemental Fire. Or perhaps you trace your heritage back to a powerful Efreeti. You have an innate understanding of fire magic, and are able to manipulate it in the battlefield to great effect. Some sorcerers who claim this origin are consumed by pyromaniac urges, as their desire to burn and destroy overtakes reason. Others become references in the applied study of evocation magic. Whatever the circumstances, the control of embers comes as naturally to you as breathing.

Fireheart Origin Spells

        
Sorcerer Level Spells
1st burning hands or hellish rebuke
3rd aganazzar's scorcher or scorching ray
5th fireball or melf's minute meteors
7th fire shield or wall of fire
9th immolation or flame strike
11th investiture of flame or sunbeam

Fire Within

Your inner flame grants you aptitude in all forms of fire magic but you can't learn ice magics. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the bard, warlock, or wizard spell lists if the chosen spell deals fire damage in addition to any spell on the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Spells that don’t deal fire damage must still be chosen from the sorcerer spell list, as normal. You cannot learn any spell that deals cold damage.   Additionally, you can speak, read, and write Ignan.  

Heart of Fire

Starting at 1st level, whenever you start casting a spell that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (rounded up).  

Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage, and you can spend 1 sorcery point as a reaction to treat immunity to fire damage as resistance to fire damage.  

Burning Blood

At 6th level, you gain the ability to partially control the heat and fire around you.   You can use your action to dramatically increase the temperature in a 20-foot radius sphere centered on you. The heat is enough to make creatures sweat and make liquid simmer. During this effect, light flames dance across your body, and your eyes shed dim light in a 30 foot radius for 10 minutes. You may end this effect as a bonus action.   Additionally, during this effect you can spend 4 sorcery points to make all of your attacks gain extra fire damage equal to half of your Sorcerer level. Any creature that hits you during this effect takes fire damage equal to your sorcerer level.  

Fury of the Flame

At 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals twice your sorcerer level, and ignores resistance and immunity to fire damage.  

Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, on your turn you can use your action to spend 10 sorcery points to create A massive burst of flames around you dealing fire damage equal to half of your hit points. The damage ignores both resistance and immunity
Frost Blood Sorcerer
The arcane energies within you are a manifestation of raw primordial ice. Perhaps you were born in a border region between the Material Plane and the Plane of Elemental Ice. Or perhaps you trace your heritage back to a powerful Frost Elemental. You have an innate understanding of ice magic, and are able to manipulate it in the battlefield to great effect. Some sorcerers who claim this origin are consumed by cryomantic urges, as their desire to freeze and create overtakes reason. Others become references in the applied study of evocation magic. Whatever the circumstances, the control of frost comes as naturally to you as breathing.

Frost Blood Origin Spells

        
Sorcerer Level Spells
1st armor of agathys or ice knife
3rd snilloc's snowball swarm or gust of wind
5th sleet storm or water walk
7th ice storm or watery sphere
9th cone of cold or hold monster
11th investiture of ice or wall of ice

Cold Within

Your inner ice grants you aptitude in all forms of ice magic but you can't learn fire magics. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from bard, warlock, or wizard spell lists if the chosen spell deals cold damage in addition to any spell on the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Spells that don’t deal cold damage must still be chosen from the sorcerer spell list, as normal. You cannot learn any spell that deals fire damage.   Additionally, you can speak, read, and write Aquan.  

Heart of Ice

Starting at 1st level, whenever you start casting a spell that deals cold damage, icy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take cold damage equal to half your sorcerer level (rounded up).  

Frost in the Veins

At 6th level, you gain resistance to cold damage. In addition, spells you cast ignore resistance to cold damage, and you can spend 1 sorcery point as a reaction to treat immunity to cold damage as resistance to cold damage.  

Frozen Blood

At 6th level, you gain the ability to partially control the cold and ice around you.   You can use your action to dramatically decrease the temperature in a 20-foot radius sphere centered on you. The cold is enough to make creatures shiver and make liquid frost over. During this effect, a light mist of frost dances across your body, and your eyes shed dim light in a 30 foot radius for 10 minutes. You may end this effect as a bonus action.   Additionally, during this effect you can spend 4 sorcery points to make all of your attacks gain extra cold damage equal to half of your Sorcerer level. Any creature that hits you during this effect takes cold damage equal to your sorcerer level.  

Fury in the Cold

At 14th level, when you are hit by a melee attack, you can use your reaction to deal cold damage to the attacker. The damage equals twice your sorcerer level, and ignores resistance and immunity to cold damage.  

Frozen Soul

At 18th level, you gain immunity to cold damage. In addition, on your turn you can use your action to spend 10 sorcery points to create A massive burst of ice and cold around you dealing damage cold equal to half of your hitpoints. The damage ignores both resistance and immunity.
Hemomancy Sorcerer
Your innate magic manifests through your command of blood. Hemomancers, as such sorcerers are called, use their own blood to fuel and empower their spells. Later on, this magic extends to their foes, draining vitality and causing them to bleed out more rapidly.   Over time, their bodies have learned to adapt to the frequent exsanguination required to fuel their sorcery. One can easily recognize a Hemomancer from his or her ruddy complexion, at least out of combat. The numerous scars over the hands and forearms are also quite telling, unless concealed by robes. Some Hemomancers have such an increased level of hematopoiesis that they must do regular phlebotomies lest it result in health problems.

Hemomancy Origin Spells

        
Sorcerer Level Spells
1st hex or inflict wounds
3rd hold person or cloud of daggers
5th vampiric touch or life transference
7th death ward or stone skin
9th animate object or hold monster
11th blade barrier or harm

Hemomancer’s Fortitude

Starting at 1st level, you are immune to poison damage and the poison condition, you gain proficiency in 4 martial weapons of your choice, and your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition, you have advantage on Constitution saving throws from an attack, and your Sorcerous Constitution ability lets you roll 2d4 instead of 1d4 for every sorcery point expended.  

Crimson Infusion

At 1st level, you can mix your blood into your attacks, adding raw magical power to them. When you cast a spell that deals damage or use a weapon, you can spend one of your hit dice to deal an additional 1d6 force damage with the spell or weapon attack. This damage increases to 2d6 at 6th level, 3d6 at 14th level, and 4d6 at 18th level.  

Sanguine Conversion

At 6th level, if you start combat with no sorcery points you can convert a number of hit dice or hit points into sorcery points. 1 hit dice or 6 hit points = 2 sorcery points.   In addition you've become resistant to non-magical bludgeoning, piercing, and slashing damage.  

Crimson Weapon

At 6th level, you gain the ability to recreate weapons that you've seen before. As a bonus action, you can spend 6 sorcery points or 18 hit points to summon a +1 weapon of your choice for 20 minutes, you have proficiency in this weapon and it's considered magical, and uses your Constitution modifier instead of Strength or Dexterity for the weapons attack bonus. The weapon has infinite ammunition if it requires it.   The weapon is made of your solidified blood and has the same stats of the base weapon and you have extra attack with your Crimson Weapon. The weapon also deals additional force damage equal to half your sorcerer level. When you make a successful attack roll then you gain hit points equal to half the damage.   In addition, the weapon becomes +2 at 14th level and +3 at 18th level.  

Shape Blood

At 14th level, you gain the ability to shape blood weather it's from yourself or spilled from another. You can use your action to spend 3 sorcery point or 9 hit points and choose a spot of blood that you can see within 50 feet of you and that fits within a 5 - foot sphere for 20 minutes. You can manipulate it in two of the three following ways.   You split and crystalize the blood to form 6 small weapons like daggers, balls, or spikes. The daggers deal 2d4+1 slashing damage, the balls deal 2d4+1 bludgeoning damage, and the spikes deal 2d4+1 piercing damage. You can make the blood into 3 10 foot long tendrils on your back that you can make a melee attack roll with when an enemy is within 10 feet of you. These tendrils deal 2d8 slashing or piercing damage.   You can crystalize the blood and form wings on your back, the wings grant you a magical flying speed equal to your movement speed. For the duration the wings are out you cannot take fall damage.   After the duration is up then the blood returns to it original state and must have the effect reapplied to it.  

Sanguine Armor

At 18th level, you've become resistant to necrotic damage and all forms of bludgeoning, piercing, and slashing damage, you can use all three of the effects of your shape blood ability at once, and you gain extra attack with it.   Your control over blood expands even further. As a bonus action, you can spend 8 sorcery points or 24 hit points to create a set of +3 magical armor made of your own solidified blood for 20 minutes, you have proficiency in this armor and it replaces your current armor. The armor can only go up to medium and uses your Constitution modifier.   While the armor is active. If an enemy attack misses you, you can take your reaction to make a melee or spell attack. If an enemy attack hits and deals piercing or slashing damage, then you can take your reaction to attack with your crimson armor. If the attack is a melee attack then you make a melee spell attack dealing piercing or slashing damage on a hit. If the attack is ranged within 100 feet of you then you make a ranged spell attack dealing piercing or slashing damage on a hit. If you take 100 points of damage while the armor is active, then the armor is destroyed and must be reformed
Sea Blood Sorcerer
The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.   Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.

Sea Blood Origin Spells

        
Sorcerer Level Spells
1st create or destroy water or fog cloud
3rd blur or enthrall
5th wall of water or tidal wave
7th control water or watery sphere
9th maelstrom or control winds
11th true seeing or wall of ice

Soul of the Sea

Starting at 1st level, your tie to the sea grants you the ability to breathe underwater, you also have a swim speed equal to your walking speed and you ignore any drawbacks caused by a deep underwater environment.   Additionally, you have an aptitude in all forms of water magic and you can speak, read, and write Aquan.  

Curse of the Sea

At 1st level, you learn the secret of infusing your spells with a watery curse.   When you hit a creature with a sorcerer cantrip’s attack or when a creature fails a saving throw against your sorcerer cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.   Once per turn when you cast a sorcerer spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):   Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.   Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Constitution modifier.   Forced Movement. If the target is moved by your spell, increase the distance it is moved by up to 15 feet.  

Watery Defense

At 6th level, you gain resistance to fire and cold damage.   You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Constitution score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.  

Shifting Form

At 14th level, you gain the ability to enter a liquid state while moving.   When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.   On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.  

Water Soul

At 18th level, your being is altered by the power of the sea. You gain the following benefits: You no longer age or suffer the effects of aging. You no longer need to eat, drink, or sleep. A critical hit against you becomes a normal hit. You have resistance to bludgeoning, piercing, and slashing damage.
Shadowborn Sorcerer
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. Roll on the Shadow Sorcerer Quirk table.

Shadowborn Origin Spells

        
Sorcerer Level Spells
1st inflict wounds or arms of hadar
3rd pass without trace or ray of enfeeblement
5th vampiric touch or bestow curse
7th shadow of moil or blight
9th enervation or creation
11th harm or circle of death

Shadowborn Sorcerer Quirks

        
d6 Quirks
1 You are always icy cold to the touch.
2 You don't appear to breathe no matter how hard you're breathing (though you must still breathe to survive)
3 You barely bleed, even when badly injured.
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.
6 You blinked. Once. Last week.

Constitution of the Dark

The magic that you command is shadow magic that's infused into your being directly from the shadowfell, You have resistance to necrotic or psychic (once you choose one that's the damage all of your abilities do.) damage. At 6th level, your hit point maximum can't be reduced except by holy means.   In addition, using the Optional Damage Type Rules, you can make all of your spells deal exclusively necrotic or psychic damage. spells you cast ignore resistance to necrotic or psychic damage and you can spend 1 sorcery point as a reaction to treat immunity to necrotic or psychic damage as resistance to necrotic or psychic damage.  

Eyes of the Dark

Starting at 1st level, you can see normally in the dark and dim conditions with a range of 120 feet and can see through your own magical darkness. Additionally you can expend 2 sorcery points to see through others magical darkness for 1 hour.   When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition you can cast it by spending 2 sorcery points or by expending a spell slot.  

Strength of Death

At 6th level, your existence in a twilight state between life and death has made you difficult to defeat. When damage reduces you to 0 or lower hit points, you can make a Constitution saving throw (DC 5 + half the damage taken rounded down). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points or lower by radiant damage or by holy items. You can use this Feature a number of times equal to your Constitution Modifier, you recover all uses on a short or long rest.  

Shadow Walk

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 80 feet to an unoccupied space you can see that is also in dim light or darkness. You are considered hidden and have advantage on the first attack you make before the end of the turn.  

Dire Hound of Ill Omen

At 14th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 4 sorcery points to summon a dire hound of ill omen to target a number of creatures equal to your Charisma modifier that you can see within 120 feet of you. The dire hound uses the dire wolf’s statistics, with the following changes:  
  • The hound counts as a Monstrosity not a Beast.
  • It appears with a number of temporary hit points equal to your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 4 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its targets locations. If the targets were hidden, they're no longer hidden from you and the hound.
  The hound appears in an unoccupied space of your choice within 30 feet of its targets. Roll initiative for the hound. On its turn, it can move towards only one of its targets on its turn by the most direct route, and it can only use its actions or reactions to attack or dodge its target. The hound can make opportunity attacks, but only against its current target.   Additionally, while the hound is within 5 feet of any of its targets, the targets have disadvantage on saving throws and attack rolls against you or any spells you cast. The hound disappears if it is reduced to 0 hit points, if all of its targets are reduced to 0 hit points, or after 10 minutes.  

Umbral Form

At 18th level, you become immune to necrotic or psychic damage, and can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 6 force damage if you end your turn inside an object. This form lasts for 3 minute. Alternatively, you can choose to remain in this form for 10 minutes instead, but you can't use the attack action/reaction. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Starborne Origin Sorcerer
Born of the infinite cosmos of the astral sea, your body contains a vast amount of deific power. You hold a fragment of the home of the gods running through your blood and in your very soul and you command it to crush any who would resist you. Your voice rings true, holding the power of the divine within it and causing your foes to shudder.

Starborne Origin Spells

        
Sorcerer Level Spells
1st astral terror or dreadful whispers
3rd angelic visage or invoke obedience
5th astral step or compel attention
7th invoke angelic form or invoke terror
9th astral tempest or word of rebuke
11th prophecy of doom or rain of colorless fire

Starborne Strength

You are closely linked to the astral sea just as the divine champions of old. When your Spellcasting feature lets you learn a Sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Invoker spell list or the Sorcerer spell list. You must otherwise obey all restrictions for selecting the spell, and it becomes a sorcerer spell for you.   In addition, choose an affinity for the source of your astral link: Deific, Primordial, or the vast Void itself. You gain resistance to a damage type of your choice, as shown below.  

Affinity Resistance

    
Deific Radiant or Necrotic
Primordial Fire or Electric
Void Cold or Psychic

Astral Conduit

Your link to the realm of the gods reinforces your body and strengthens you flesh. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.   Additionally, you learn to speak, read, and write celestial if you have a deific affinity, primordial if you have a primordial affinity, or deep speech if you have a void affinity.  

Words of the Ancient Ones

Beginning at 6th level, your voice carries so much power that it fills your spells with power on its own. You do not need to perform somatic components of spells so long as the spell also has verbal components and you are able to speak. The verbal components of spells cast in this way must be spoken in the language you gained from your Astral Conduit feature.   In addition, you gain an additional creature type depending on your chosen affinity. Creatures that share this damage type treat you as a friendly acquaintance rather than neutral or an enemy so long as you or your allies do not threaten or harm them. This does not make the creature treat your allies differently.  

Astralform

Starting when you reach 14th level, you can attune your physical self to the astral sea. Your eyes glow brightly and light emits from your mouth whenever you speak in the language you gained from your Astral Conduit feature.. While in this form, you gain truesight to a range of 60 feet. In addition, you may choose to hover up to 5 feet off the ground. This form lasts for 10 minutes, you're incapacitated, you die, or you dismiss it as a bonus action.   The affinity you chose for your Starborne Strength determines your appearance while in this form. If you chose Deific, you gain an emotionless mask like that of the angels that serve the gods and your lower body dissolves into a wispy trail of light. If you chose Primordial, your form becomes one of molten, cracked stone with vines and electricity coursing across your body. If you chose the Void, your form becomes an inky blackness, appearing as a silhouette of your physical form, the only light being that which comes from your eyes and mouth.  

Astral Blood

When you reach 18th level, the latent power in your body begins to flare to life. At the beginning of your turn, so long as you have at least 1 hit point remaining, you regain 2 hit points.   In addition, you gain immunity to the damage type you chose for your Starborne Strength.
Stone Soul Sorcerer
Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.   Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.

Stone Soul Origin Spells

        
Sorcerer Level Spells
1st earth tremor or shield
3rd earthbind or maximilian's earthen grasp
5th erupting earth or meld into stone
7th stone shape or stone skin
9th transmute rock or wall of stone
11th bones of the earth or investiture of stone

Bonus Proficiencies

At 1st level, you gain proficiency with shields, and martial weapons. You can speak, read, and write Terran.  

Metal Magic

Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.  

Stone Soul Extended Spell List

      
Spell Level Spells
1st compelled duel, searing smite, thunderous smite, wrathful smite
2nd branding smite
3rd blinding smite, elemental weapon
4th staggering smite

Stone’s Endurance

At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.   As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.  

Stone Aegis

At 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection.   As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + half your sorcerer level (rounded up). This effect lasts for 1 minute, until you use it again, or until you are incapacitated.   In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.  

Stone’s Edge

At 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.   In addition you gain extra attack with melee weapons, melee spells, and your Stone Aegis reaction.  

Earth Master’s Aegis

At 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to five creatures to gain its benefits.
Storm Sorcerer
Your innate magic comes from the power of elemental air. Many with this power can trace their magic mack to a near death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.   Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Storm Sorcerer Origin Spells

        
Sorcerer Level Spells
1st witch bolt or fog cloud
3rd gust of wind or warding wind
5th wind wall or call lightning
7th storm sphere or freedom of movement
9th control winds or steel wind strike
11th chain lightning or investiture of wind

Wind Speaker

The arcane magic you command is infused with elemental air, this grants you aptitude in all forms of air magic. You can speak, read, and write Auran.  

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. If you are prone then you only fly up 5 feet, afterwards you aren't considered prone but you lose 10 feet of movement speed for 1 round.  

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning and thunder damage each equal to a quarter of your sorcerer level (rounded up).  

Storm Guide

Also at 6th level, you gain the ability to partially control the weather around you.   If it is raining, you can use an action to cause the rain to stop falling in a 50-foot-radius sphere centered on you. You can end this effect as a bonus action. You can also spend 3 sorcery points to cast the Tidal Wave spell; you must finish a short or long rest to use this ability again.   If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-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. You can also spend 3 sorcery points to cast the Wind Wall spell without concentration; you must finish a short or long rest to use this ability again.   If it is stormy, you can use a bonus action to control whenever the lightning strikes in the sky. You can also spend 3 sorcery points to cast the Call Lightning spell without concentration; you must finish a short or long rest to use this ability again.   You gain an additional use of the storm guide spells at 14th level (2nd use), and 18th level (3rd use).  

Storm’s Fury

At 14th level, when you are hit by an attack within 10 feet of you, you can use your reaction to deal lightning and thunder damage to the attacker. The lightning and thunder damage both equal half your sorcerer level rounded up. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you, and 10 feet on a successful save.  

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage. You gain a magical flying speed equal to your current walking speed + 30 feet, and you no longer take fall damage. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Constitution modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.   You can also spend 12 sorcery points to summon a storm to strike a number of creatures equal to half your sorcerer level (rounded down) with lighting and thunder, or push them around into objects to concuss them. The storm lasts for 5 minutes and in that time you can use your action to strike creatures with a bolt of lightning or push them 30 feet in a direction of your choice with a gale.   A creature being struck by your lightning must make a Dexterity saving throw or take lighting and thunder damage both equal to your sorcerer level and half damage on a successful save. A creature pushed by your wind must succeed on a Strength saving throw or be pushed 30 feet in a direction of your choice, the creature must then make a Dexterity saving throw or fall prone taking bludgeoning damage equal to half your sorcerer level rounded up. If there is an object in the direction of the creature being pushed then they take bludgeoning damage equal to half your sorcerer level.   Once you have selected the creatures they are all affected by the same action you choose.
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.   Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.   Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.  

Raw Magic

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. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. 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.   Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.  

Unexplained Powers

Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on. Sorcerers often have obscure or quixotic motivations driving them to adventure.   Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.  

Creating a Sorcerer

The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?   How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.  

Quick Build

You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.  

Playing a Sorcerer

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 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 unexpected 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.   Playing a sorcerer character can be a rewarding as it is challenging. The sections below offer suggestions on how to flesh out and personalize your persona.  

Arcane Origins

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 you 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 came from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign.  

Arcane Origins

d6 Arcane Origins
1 Your power arises from your family's bloodline. You are related to some powerful creature, or you inherited a blessing or a curse.
2 You are the reincarnation of being from another plane of existence.
3 A powerful entity entered the world. Its magic changed you.
4 Your birth was prophesied in an ancient text, and you are foretold to use your power for terrible ends.
5 You are the product of generations of careful selective breeding.
6 You were made in a vat by an alchemist.
 

Reaction

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 sorcerer's powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between?  

Reactions

d6 Reactions
1 Your powers are seen as a great blessing by those around you, and you are expected to use them in service to your community.
2 Your powers caused destruction and even a death when they became evident, and you were treated as a criminal.
3 Your neighbors hate and fear your power, causing them to shun you.
4 You came to the attention of a sinister cult that plans on exploiting your abilities.
5 People around you believe that your powers are a curse levied on your family for a past transgression.
6 Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in a bloody revolt over a century ago.
 

Supernatural Mark

A sorcerer at rest is almost indistinguishable from a normal person; it’s only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk.   If your sorcerer has a supernatural mark, it might be one that’s easily concealed, or it could be a source of pride that you keep on constant display.  

Supernatural Marks

d6 Supernatural Marks
1 Your eyes are an unusual color, such as red, turquoise, or gold.
2 You have an extra toe on one foot.
3 You have strange runic markings all over your body.
4 Your hair grows at a prodigious rate.
5 You wrinkle your nose repeatedly while you’re chewing.
6 A brightly colored splotch appears on your neck once a day, then vanishes after an hour.
 

Signs of Sorcery

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 foes 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 your sorcerer character 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?  

Signs of Sorcery

d6 Signs of Sorcery
1 You deliver the verbal components of your spells in the booming voice of a titan.
2 When you begin casting a spell, the area around you grows dark and gloomy until you're done casting a spell.
3 You sweat profusely while casting a spell and for a few seconds thereafter.
4 Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell.
5 When you cast a spell, you rise six inches into the air and gently float back down.
6 Illusory blue flames wreathe from your hands and head as you begin casting a spell, then abruptly disappear.
 

Class Features

As a sorcerer, you gain the following class features.  

Hit Points

Hit Dice: 1d6 per sorcerer level   Hit Points at 1st Level: 6 + your Constitution modifier   Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

Armor: Light armor   Weapons: Simple weapons   Tools: None   Saving Throws: Constitution, and one of your choice from Strength, Dexterity, Intelligence, Wisdom, or Charisma   Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

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