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.
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