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PHB

Sorcerer

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.  

Sorcerous Origin

Level Prof. Bonus Features Sorcery Points Cantrips Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st+2Spellcasting, Sorcerous Origin422
2nd +2 Font of Magic 2 4 3 3
3rd +2 Metamagic 3 4 4 4 2
4th +2 Ability Score Improvement/Feat, Sorcerous Versatility 4 5 5 4 3
5th +3 Magical Guidance 5 5 6 4 3 2
6th +3 Sorcerous Origin feature 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 Ability Score Improvement/Feat 8 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 Metamagic 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement/Feat 12 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Sorcerous Origin feature 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement/Feat 16 6 14 4 3 3 3 2 1 1 1
17th +6 Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin feature 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement/Feat 19 5 15 4 3 3 3 3 2 1 1 1
20th +6 Sorcerous Restoration 20 5 15 4 3 3 3 3 2 2 1 1
 
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
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a component pouch or (b) an arcane focus

  • (a) a dungeoneer's packe or (b) an explorer's pack

  • Two daggers


Alternatively, you can ignore the equipment from your class and background, and start with 3d4 x 10 gp.
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

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

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these 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 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.

Spellcasting Ability

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

Spellcasting Focus

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

class features:

Sorcerous Origin

1st-level sorcerer feature  

Font of Magic

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

Sorcery Points.

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting.

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
  • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
  • 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.
Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7
 

Metamagic

3rd-level sorcerer feature
You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
    When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
    You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • 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.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
    You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  • Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
  •  

    Ability Score Improvement/Feat

    4th-level sorcerer feature
    Whenever you reach a level that gives this feature you can choose between these two options:
    Ability Score Improvement. 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.
    Feat. You can take a feat of your choice, as long as you meet it's prerequisites and qualify for it per the DM. You can take each feat only once, unless the feat’s description says otherwise.
     

    Sorcerous Versatility

    4th-level sorcerer feature
    When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
    • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
    • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.
     

    Magical Guidance

    5th-level sorcerer feature
    You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
     

    Sorcerous Restoration

    20th-level sorcerer feature
    You regain 4 expended sorcery points whenever you finish a short rest.

    subclass options:

    Draconic Bloodline

    Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.  

    Dragon Ancestor

    1st-level draconic bloodline feature
    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 ColorDamage Type
    BlackAcid
    BlueLightning
    BrassFire
    BronzeLightning
    CopperAcid
    GoldFire
    GreenPoison
    RedFire
    SilverCold
    WhiteCold
     

    Draconic Resilience

    1st-level draconic bloodline feature
    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.

    Elemental Affinity

    6th-level draconic bloodline feature
    When you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
     

    Dragon Wings

    14th-level draconic bloodline feature
    You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action 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 Presence

    18th-level draconic bloodline feature
    You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

    Wild Magic

    Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.  

    Wild Magic Surge

    1st-level wild magic feature
    Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
     

    Tides of Chaos

    1st-level wild magic feature
    You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
    Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

    Bend Luck

    6th-level wild magic feature
    You have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
     

    Controlled Chaos

    14th-level wild magic feature
    You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
     

    Spell Bombardment

    18th-level wild magic feature
    The harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
    d100 Effect d100 Effect
    01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
    05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 07-08 You cast Fireball as a 3rd-level spell centered on yourself.
    09-10 You cast Magic Missile as a 5th-level spell. 11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
    13-14 You cast Confusion centered on yourself. 15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
    17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 19-20 You cast Grease centered on yourself.
    21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
    25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight. 27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
    29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
    33-34 Maximize the damage of the next damaging spell you cast within the next minute. 35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
    37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 39-40 You regain 2d10 hit points.
    41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
    45-46 You cast Levitate on yourself. 47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
    49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
    53-54 You are immune to being intoxicated by alcohol for the next 5d6 days. 55-56 Your hair falls out but grows back within 24 hours.
    57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. 59-60 You regain your lowest-level expended spell slot.
    61-62 For the next minute, you must shout when you speak. 63-64 You cast Fog Cloud centered on yourself.
    65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. 67-68 You are frightened by the nearest creature until the end of your next turn.
    69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. 71-72 You gain resistance to all damage for the next minute.
    73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
    77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
    81-82 You can take one additional action immediately. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
    85-86 You cast Mirror Image. 87-88 You cast Fly on a random creature within 60 feet of you.
    89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
    93-94 Your size increases by one size category for the next minute. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
    97-98 You are surrounded by faint, ethereal music for the next minute. 99-00 You regain all expended sorcery points.

    Storm Sorcery

    Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.
    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 Magic

    1st-level storm sorcery feature
    You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.
    Sorcerer LevelSpells Known
    1stfog cloud, thunderwave
    3rdgust of wind, shatter
    5thcall lightning, sleet storm
    7thice storm, summon elemental (air)
    9thcone of cold, control winds
     

    Wind Speaker

    1st-level storm sorcery feature
    The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
     

    Storm Surge

    1st-level storm sorcery feature
    The chaos of the storm flows through you and is eager to be released. Immediately before or after you cast a spell of 1st level or higher, you can choose one of the following bonus actions to perform on your turn. You gain additional bonus action options when you reach certain levels in this class, Sweeping Gale at level 6, and Cold Front at level 14.
    • Tempestuous flight (1st Level): You cause whirling gusts of elemental air to briefly surround you, allowing you to fly up to 15 feet without provoking opportunity attacks.
    • Sweeping Gale (6th level): You briefly channel the air in a 30 foot radius sphere around you into a strong wind that blows in the direction of your choice. Each creature of your choice in the sphere must succeed on a Strength saving throw or be pushed 10 feet in the direction of the wind.
      The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
    • Cold Front (14th level): You freeze the air in a 10 foot radius around you into swirling sleet and fog. It stays in that spot until the beginning of your next turn, during which time the affected area is difficult terrain for others, and the area is heavily obscured.
      The sleet extinguishes candles, torches, and similar unprotected flames in the area. The fog is dispersed by a moderate wind.

    Heart of the Tempest

    6th-level storm sorcery feature
    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 or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
     

    Storm Guide

    6th-level storm sorcery feature
    You gain the ability to subtly control the weather around you.
    You learn the gust cantrip, which doesn’t count against the number of cantrips you know.
    If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
    If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-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.
     

    Storm's Fury

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

    Wind Soul

    18th-level storm sorcery feature
    You gain immunity to lightning and thunder damage.
    You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

    Lunar Sorcery

    On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.
    You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells-perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
     

    Lunar Embodiment

    1st-level lunar sorcery feature
    You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
    Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
    Sorcerer LevelFull MoonNew MoonCrescent Moon
    1stshieldray of sicknesscolor spray
    3rdlesser restorationblindness/deafnessalter self
    5thdispelvampiric touchphantom steed
    7thfreedom of death wardconfusionhallucinatory terrain
    9thrary's telepathic bondhold monstermislead
     

    Moon Fire

    1st-level lunar sorcery feature
    You can call down the radiant light of the moon on command. You learn the sacred flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.
     

    Lunar Boons

    6th-level lunar sorcery feature
    The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:
    • Full Moon. Abjuration and Divination spells
    • New Moon. Evocation and Necromancy spells
    • Crescent Moon. Divination and Transmutation spells
    Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest

    Waxing and Waning

    6th-level lunar sorcery feature
    You gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase for a different one.
    You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest.
     

    Lunar Empowerment

    14th-level lunar sorcery feature
    The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:
    • Full Moon. You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.
    • New Moon. You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.
    • Crescent Moon. You have resistance to necrotic and radiant damage.
     

    Lunar Phenomenon

    18th-level lunar sorcery feature
    As a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:
    • Full Moon. You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.
    • New Moon. You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack or cast a spell.
    • Crescent Moon. You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.
    Once you use one of these bonus action benefits, you can’t use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.  

    Divine Soul

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

    1st-level divine soul feature
    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 spell list.
    AffinitySpell
    Goodcure wounds
    Evilinflict wounds
    Lawbless
    Chaosbane
    Neutralityprotection from evil and good

    Favored by the Gods

    1st-level divine soul feature
    Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
    Once you use this feature, you can't use it again until you finish a short or long rest.
     

    Empowered healing

    6th-level divine soul feature
    The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
     

    Angelic Form

    14th-level divine soul feature
    You can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
    The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
     

    Unearthly Recovery

    18th-level divine soul feature
    You gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
    Once you use this feature, you can’t use it again until you finish a long rest.

    Shadow Magic

    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.
     

    Shadow Sorcerer Quirks

    At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
    1d6 Quirk
    1You are always icy cold to the touch.
    2When you are asleep, you don't appear to breathe (though you must still breathe to survive).
    3You barely bleed, even when badly injured.
    4Your heart beats once per minute. This event sometimes surprises you.
    5You have trouble remembering that living creatures and corpses should be treated differently.
    6You blinked. Once. Last week.
     

    Eyes of the Dark

    1st-level shadow magic feature
    You have darkvision with a range of 120 feet.
    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. If you cast it with sorcery points, you can see through the darkness created by the spell.
     

    Strength of the Grave

    1st-level shadow magic feature
    Your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
    After the saving throw succeeds, you can't use this feature again until you finish a long rest.

    Hound of Ill Omen

    6th-level shadow magic feature
    You gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:
    • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
    • It appears with a number of temporary hit points equal to half your sorcerer level.
    • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
    • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
    The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
     

    Shadow Walk

    14th-level shadow magic feature
    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 120 feet to an unoccupied space you can see that is also in dim light or darkness.
     

    Umbral Form

    18th-level shadow magic feature
    You 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 5 force damage if you end your turn inside an object.
    You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

     

    Created by

    Theo3000.

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