Raw Magic
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives.
The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Unexplained Powers
Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin.
Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.
hit dice:
1d6
hit points at 1st level:
6 + your Constitution Modifier
hit points at higher levels:
1d6 (4) + your Constitution modifier per Sorcerer level after 1st
armor proficiencies:
None
weapon proficiencies:
Daggers, darts, light crossbows, slings, and quarterstaffs.
tools:
None
saving throws:
Constitution, Charisma
skills:
Choose any two
starting equipment:
As a Sorcerer, you start with the following equipment:
(a) a light crossbow and 20 bolts or (b) a sling
(a) a quarterstaff or (b) two daggers
(a) a dungeoneer’s pack or (b) an explorer’s pack
spellcasting:
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with raw magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 or pages 29-30 for the sorcerer spell list.
Cantrips
At 1st level, you know three 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 Points
The Sorcerer table shows how many spell points you have to cast your spells of 1st-level and higher. To cast one of these sorcerer spells, you must expend the amount of spell points indicated on the table below. You regain all expended spell points when you finish a long rest.
During a short rest, you can recover a number of expended spell points equal to your sorcerer level. Once you use this, you can’t use this again until you finish a long rest.
For example: as a 3rd level sorcerer, you can cast the spell burning hands at 2nd-level by spending 3 spell points.
Spell Level | Spell Point Cost
- Cantrip: 0
- 1st: 2
- 2nd: 3
- 3rd: 4
- 4th: 5
- 5th: 6
Spell Limit
Your sorcerer level limits the potency of spells that you can cast. This is reflected in the Spell Limit column of the Sorcerer Table. For example, as a 5th level sorcerer, you are limited to casting spells of 3rd-level or lower.
Spells Known of 1st-5th Level
You know six 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 can cast with spell points. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you finish a long rest, you can replace one of the spells you've learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be of the same level, or of a spell level that you can cast.
Spells known of 6th-9th level
Spells of 6th level and higher are particularly taxing to cast, as they pose a greater potency upon the wider world. You cannot cast these spells with spell points. When learning a spell of 6th level and higher, consult the above section Spells Known of 1st-5th Level. Upon reaching 11th level, you will gain a number of spell slots per level of spell of 6th to 9th level as shown on the sorcerer table. You recover these spell slots upon completing long rest.
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 modifier 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
Innate Casting
Your body itself is a spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you must provide material components that are consumed by the spell or have a required gold cost.
class features:
Magical Senses
At 1st level, you can see, hear, smell, taste, and feel magic. You can sense the presence of magic within 120 feet of you. Because of your keen senses of magic, you can see a faint aura around any visible creature, environment, object, or structure in the area that bears magic, and you learn its school of magic, if any; Also, you add your Charisma modifier to Intelligence (Arcana) checks.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power, from the pages worth of subclasses below.
Your choice grants you features when you choose it at 1st level and again at, 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, and doesn't require Material Components. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Sorcery
Also at 1st level, the spark of arcane magic within you allows you to spontaneously produce spells from within yourself. The Sorcerer spell list is included at the end of this class.
Innate Sorcery
You can cause your innate power to suge forth in times of needs. at 2nd level, Use a Bonus Action to surge in power for 1 minute, While active, your Sorcerer spell save DC increases by +1, and you have Advantage on attack rolls for Sorcery spells. You can use this feature Two times per Long Rest.
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 a number sorcery points equal to your Sorcerer Level + your Proficiency Bonus + your Charisma modifier, gaining more as you reach higher levels. You cannot exceed your current sorcery point maximum.
For example: You're a 5th level sorcerer with a Charisma Ability Score of 18, you would have a maximum of 12 sorcery points (5 Sorcerer Level + 3 Proficiency Bonus + 4 Charisma Modifier).
You regain a number of sorcery points equal to your Proficiency Bonus whenever you start initiative without sorcery points or when you finish a short rest; You regain all expended sorcery points when you finish a long rest.
Destroy Magic
As a reaction, you can spend a number of sorcery points equal to the spell level that you're destroying, to catch and destroy a spell or spell like ability (refer to the metamagic feature for sorcery point cost). You cannot destroy a spell that isn't specifically targeting you or a spell of 9th level.
Empowering Reserves
When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check. Or as a reaction, you can give an ally that you can see within 30 feet of you advantage on an ability check.
Flexible Casting
You can use your sorcery points to gain additional spell points, or sacrifice spell points to gain additional sorcery points.
Converting Sorcery Points and Spell Points. As a bonus action on your turn, you can spend spell points and gain a number of sorcery points equal to the spell points spent, and vice versa.
Sorcerous Constitution
As an action, you can spend any number of sorcery points to roll a d4 + 1 for each point expended. You gain a number of temporary hit points equal to the total rolled. If you've taken damage, you instead recover hit points healing the damage. You can regenerate chunks of bone, flesh, muscle, internal organs, and small limbs like hands, fingers, feet, toes, and eyes. But can only reattach larger limbs like arms and legs when you heal this way.
Sorcerous Strike
As an action, you can cast a strike of your sorcerous energy at any one target within *5/120 feet of you. Make a *melee or ranged spell attack (decide before the attack roll) with or without a weapon. On a hit, you deal a number of d6's equal to half your Proficiency Bonus (rounded up) + half your sorcerer level (rounded down) + a number of d6's per sorcery point you can choose to expend in damage.
Every time you roll maximum damage on a dice for this ability, you can roll an extra d6, and add it to the damage; Whenever you add damage to this ability by rolling maximum damage on a dice, the maximum number of dice you can add in this way is equal to your sorcerer level.
When you use this ability, you choose the damage type it uses from a list of damage types that you select at the end of a rest from the list shown below:
- Elemental: acid, cold, fire, lightning, poison, or thunder.
- Exotic: force, psychic, necrotic, or radiant.
- Physical: bludgeoning, piercing, or slashing.
You can change the list that you use upon completing a short or long rest.
This ability applies to class and subclass features that activate upon a 1st level or higher spell being cast as if it were a spell of 1st level. Also, you can apply metamagic to it as if it were a 1st level spell in the case of metamagics like twin spell. However this ability is not actually a spell.
Metamagic
You can draw upon your intimate connection to the arcane to manipulate magic in ways only possible for Sorcerers. At 2nd level, you learn two Metamagic abilities of your choice from the list of Metamagic at the end of this class description. You can only use one Metamagic ability per spell, reaction, ability check, or saving throw unless its description says otherwise.
As you gain Sorcerer levels, you gain additional Metamagic abilities, as shown in the Metamagics Known column of the Sorcerer table. When you gain a Sorcerer level, you can alter your magical nature and replace one Metamagic ability you know with another Metamagic ability of your choice.
Arcane Regeneration
You have learned to draw upon the innate magic presence in all things to restore your own arcane power. Starting at 3rd level, when you finish a short rest you can choose to regain expended Sorcery Points equal to your Sorcerer level.
Once you use this feature to regain Sorcery Points, you must finish a long rest before you can use it again.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can not increase an ability score above 20 with this feature.
Awakened Sorcery
At 5th level, your inner wellspring of magic has awakened to bring out more of your latent potential.
When you make an ability check that fails, you can spend 2 sorcery points to reroll gaining advantage on the reroll, potentially turning a failure into a success.
Additionally, you have advantage on all saving throws against spells and magical effects, you're immune to disease and poison, and you can't be aged magically.
Sorcery Incarnate
Starting at 7th level, Your surge in power is greater then ever before. You Regain uses of Innate Sorcery by spending 2 Sorcery Points.
While active, Innate Sorcery allows you to use two Metamagic options on every spell.
Exalted Metamagics
At 10th level, you've begin to master your ability to alter essential parts of spells. Choose three of your Metamagics Known, to reduce the sorcery point cost by half (rounded up).
If a Metamagic Option is reduced to 1 sorcery point, then you can apply this Metamagic Option to spells that already have Metamagics applied to them.
Over the course of a long rest, you can change your Metamagics effected by this feature.
Innate Arcanum
At 11th level, you manifest an increased level of power from your arcane spark, known as an Innate Arcanum. This Arcanum takes the form of a single 6th-level spell slot
that you can expend, in place of Sorcery Points, to cast any Sorcerer spell you know. Once you expend this spell slot, you do not regain it until you complete a long rest.
Moreover, as a bonus action on your turn, you can expend one Innate Arcanum spell slot to regain a number of your Sorcery Points equal to the level of the Arcanum spell slot.
Finally, whenever you learn a new Sorcerer spell, you can learn spells of a level equal to that of your Innate Arcanums.
When you reach certain Sorcerer levels, your unique magic manifests more powerful Innate Arcanums. At 13th level you gain a 7th-level spell slot, at 15th level you gain an 8th-level spell slot, and at 17th level you gain a 9th-level spell slot.
Transcendent Sorcerer
At 20th level, the magic flowing through your body causes you to stop aging, if you so wish it. You can choose to slow down and or completely stop your aging process, and you no longer require food and water. This feature applies when under antimagic, polymorph, or being shapechanged, no matter if willingly or by force.
Also, each Metamagic ability you know has its Sorcery Point cost reduced by 1 (to a minimum of 1 Spell Point). You can then as a result choose three Metamagic Options from your Metamagics Known. These Metamagics become your Signature Metamagics. Once you've chosen your Signature Metamagics; The Metamagics no longer cost any sorcery points.
Also, you can apply an unlimited number of Metamagic abilities to each spell you cast, provided that you have the Sorcery Points to do so, and the spell you cast meets all the requirements for the Metamagic abilities you wish to apply.
Metamagic
Below are the Metamagics available to Sorcerers. When you gain a Sorcerer level, you can choose one Metamagic ability you know and replace it with another ability of your choice.
Adamant Spell
When you cast a spell, you can spend Sorcery Points equal to 1 + the level of the spell to make it immune to anti-magic spells like counterspell, dispel magic, or anti-magic field.
Adjacent Spell
When you cast a spell that requires you to make a ranged spell attack while there is an enemy creature within 5 feet of you, you can spend 1 Sorcery Point to make your ranged spell attack without the normal disadvantage.
Arcane Tenacity
When you fail a Constitution saving throw to maintain your concentration on a spell, you can expend 3 Sorcery Points to add your Charisma modifier (minimum of +1) to the result of the saving throw, possibly turning a failure into a success.
Blinding Spell
When you cast a spell that deals fire or radiant damage, you can spend 1 Sorcery Point to force one target of the spell to make a Constitution saving throw. On a failure, it blinded for one minute. It can repeat the saving throw at the start of each
of its turns, ending the effect on a successful save.
Brutal Spell
When you cast a spell that deals damage, you can spend 2 Sorcery Points to empower the casting. If you roll the highest number of any of the spell's damage dice you can roll that die again and add it to the total damage. However, if you roll the lowest number on any of the spell's damage dice, you remove that die, and its damage, from the total damage of the spell.
Careful Spell
When you cast a spell that forces targets to make a saving throw, you can spend 1 Sorcery Point to protect a number of creatures equal to your Charisma modifier (minimum of 1). These creatures automatically succeed on their saving throw.
Cerebral Spell
When you cast a spell that forces an Intelligence or Charisma saving throw, you can spend 3 Sorcery Points and change the spell's saving throw to target the other ability score instead.
This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.
Concussive Spell
When you cast a spell that deals bludgeoning or thunder damage, you can spend 1 Sorcery Point to force one target
of the spell to make a Strength saving throw. On a failure, it
is knocked prone. Creatures that are Large or larger have advantage on the Strength saving throw to resist the effect.
Distant Spell
When you cast a spell with a range of 5 feet or more, you can spend 1 Sorcery Point to double its range. If you use this on a spell with a range of touch, its range becomes 30 feet.
Dynamic Presence
Choose either Deception, Intimidation, or Persuasion. You gain proficiency in that skill, and when you make an ability check with that skill, you can spend 1 Sorcery Point to grant yourself advantage on the roll. If you are already proficient in that skill, you gain proficiency in another skill of your choice.
You can select this Metamagic ability more than once, but you must select a different skill proficiency each time.
Elemental Spell
When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 1 Sorcery Point to change the spell's damage type to another from the list above.
Empowered Cantrip
When you cast a Sorcerer cantrip you can expend 1 Sorcery Point to increase the power of that cantrip to its next level.
For example, a 3rd level Sorcerer, can spend 1 Sorcery Point to cast firebolt as if they were a 5th level Sorcerer, and that firebolt will deal 2d10 fire damage in place of 1d10.
Empowered Spell
After you roll damage for a spell, you can spend 1 Sorcery Point to re-roll a number of the damage dice up to your Charisma modifier (minimum of 1) and use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic during the casting of the spell.
Esoteric Spell
When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can spend 1 Sorcery Point to change the damage type of the spell to another from the list above.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double the spell's duration, up to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw, you can spend 3 Sorcery Points to force one target of the spell to make their initial saving throw with disadvantage. The target makes subsequent saving throws as normal.
Imbuing Touch
As a bonus action, you can touch a nonmagical weapon and spend 1 Sorcery Point to imbue it with a spark of your magic. For the next minute, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Immutable Will
When you would fail an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to spend 3 Sorcery Points to re-roll your saving throw, potentially turning failure into a success. You must use the result of the new roll.
Kinetic Spell
When you cast a spell that forces a Strength or a Dexterity saving throw, you can spend 2 Sorcery Points and change the spell's saving throw to target the other ability score instead.
This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.
Misdirecting Spell
When you cast a spell that originates from you, you can spend 3 Sorcery Points to cause the spell to appear as if it had originated from a point you can see within 30 feet.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 Sorcery Points to cast it as a bonus action.
Recycled Spell
When you cast a spell you can spend 1 Sorcery Point to cast it in a way that conserves your arcane power. If the spell deals no damage, misses its target, or otherwise fails to take effect, you can use your reaction to regain half the Sorcery Points you spent to cast this spell (rounded down), including the Sorcery Point you spent on this Metamagic.
Resolute Spell
When you cast a spell that forces a Wisdom or a Constitution saving throw, you can spend 2 Sorcery Points and change the spell's saving throw to target the other ability score instead.
This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.
Seeking Spell
When you make an attack roll for a spell and miss, you can spend 2 Sorcery Points to re-roll the d20. You must use the new d20 roll, potentially turning a missed attack into a hit.
You can use Seeking Spell if you have already used a different Metamagic ability during the casting of the spell.
Shielded Spell
When you cast a spell while you are within the area of effect of that spell, you can spend 2 Sorcery Points to ignore the effects of that spell for the spell's entire duration.
Silent Spell
When you cast a spell, you can spend 1 Sorcery Point to cast a version of that spell that produces no sound. However, you must still speak the verbal components of the spell aloud as this Metamagic only removes the sound of the spell itself.
Sturdy Spell
When you cast a spell that requires your concentration, you can spend Sorcery Points, up to your Charisma modifier (minimum of 1), to empower your focus. For each Sorcery Point you spend, you gain a +1 bonus to the first saving throw you make to maintain your concentration on that spell.
Subtle Spell
When you cast a spell, you can spend 1 Sorcery Point to cast it without providing any of the somatic or verbal components.
Twinned Spell
When you cast a spell that is incapable of hitting more than one target at the level at which you are casting it and doesn't have a range of self, you can spend Sorcery Points equal to the level you cast the spell (1 Sorcery Point for cantrips) to target a second target within the range of the spell.
Unerring Spell
When you cast a spell that requires an attack roll or a Dexterity saving throw, you can spend 1 Sorcery Point to ignore the effects of half and three-quarters cover.
Unstable Spell
When you cast a spell that forces a target to make a saving throw, you can spend 2 Sorcery Points to have the initial saving throw target an ability score determined by random chance. Roll a d12, and the spell's initial saving throw is changed to target the ability score from the list below.
If you roll a 1, your spell immediately fails. However, only the 2 Sorcery Points you spent to use this ability are wasted. You regain any Sorcery Points you used to cast the spell.
Roll Saving Throw
- 1: Spell Failure
- 2-3: Strength
- 4-5: Dexterity
- 6-7: Constitution
- 8-9: Wisdom
- 10: Intelligence
- 11: Charisma
- 12: Your Choice
subclass options:
Emberheart
Whether you stole your power from a noble Efreeti lord, were gifted it by an ancient fire drake, or were born near a gate to the Elemental Plane of Fire, you now carry within your soul an ember of pure elemental flame. This ember of arcane fire fuels your burning soul, inflames your passions, and allows you to perform wondrous and terrible feats of fire magic.
Emberheart Spells
1st-level Emberheart feature
Whenever you gain a level in this class, you can replace one spell from this feature with another spell of your choice of the same level, that deals only fire damage, from any spell list.
Sorcerer Level Spell
- 1st: burning hands, hellish rebuke
- 3rd: flaming sphere, scorching ray
- 5th: fireball, minute meteors
- 7th: summon elemental (fire), wall of fire
- 9th: flame strike, immolation
Heart of Flame
1st-level Emberheart feature
Primordial flame empowers your spirit. You gain resistance to fire damage and you have advantage on saving throws to resist the charmed and frightened conditions.
You also learn to speak, read, and write Ignan, a dialect of Primordial, and the language of the Elemental Plane of Fire.
Wild Fire
6th-level Emberheart feature
You can cause fire to erupt from the ruin of your foes. When you reduce a creature to 0 hit points with a spell that deals fire damage, you can use your reaction to force creatures within 10 feet of it to make Dexterity saving throw. They take fire damage based on the size of the creature, as shown in the table below, on a failed save, and half as much on a success.
- Tiny: 0
- Small: 1d6
- Medium: 2d6
- Large: 3d6
- Huge: 4d6
- Gargantuan: 5d6
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of this reaction when you finish a long rest.
Kindle the Flame
14th-level Emberheart feature
Your body is restored when you draw on the elemental flame. Whenever you cast a spell of 1st-level or higher that deals fire damage, you can gain temporary hit points equal to the level of the spell + your Charisma modifier (minimum of 1).
Primordial Inferno
18th-level Emberheart feature
Your flaming soul has become an inferno, making you more elemental than mortal. You no longer need to eat, drink, or sleep, and you gain immunity to fire damage.
Also, when you take damage from a creature within 60 feet, you can force it to make a Dexterity saving throw as a reaction. On a failure, it takes fire damage equal to your level.
Stoneblood
You are a Stoneblood Sorcerer, a mortal imbued with a shard of pure elemental earth who can access the powerful magics of rock and stone. Whether this power was given to you by a Dao warlord, the gift of an elder earth elemental, or you are a direct descendant of one of the ancient Dwarven fathers, you now wield the unyielding power of stone. Your magic makes you as rigid and unyielding as the mountains, and can subtly drive you to hoard precious gems and metals of the earth.
Stoneblood Spells
1st-level Stoneblood feature
Whenever you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals only bludgeoning damage, from any spell list.
Sorcerer Level Spell
- 1st earth tremor, sanctuary
- 3rd earthen grasp, spike growth
- 5th erupting earth, meld into stone
- 7th stone shape, summon elemental (earth)
- 9th steel wind strike, wall of stone
Heart of Earth
1st-level Stoneblood feature
You can use a bonus action on your turn to transform and take on an earthen form, encasing your body in elemental stone. While transformed, you gain the following benefits:
- Upon transforming, you gain temporary hit points equal to your Sorcerer level. Any temporary hit points remaining from this feature dispel at the end of your transformation.
- If you are not wearing any armor or wielding a shield, your Armor Class becomes 13 + your Constitution modifier.
- You can use your Constitution, in place of Strength, for the attack and damage rolls of your unarmed strikes.
- Your unarmed strikes deal 1d8 bludgeoning damage on hit. If you strike with two hands, the d8 becomes a d10.
Your transformation lasts for 1 minute, and it ends early if you are incapacitated or you use a bonus action to end it.
You can transform in this way a number of times equal to your Charisma modifier (minimum of once), and you regain all of your expended uses when you finish a long rest. If you have no uses of this feature left, you can expend 3 Sorcery Points to transform again.
Finally, you learn to speak, read, and write Terran, one dialect of Primordial and the language of the Elemental Plane of Earth.
Crushing Blow
6th-level Stoneblood feature
You can empower your strikes with the force of elemental stone. When you hit a creature with an unarmed strike, you can
expend Sorcery Points (up to your Spell Limit) to deal an additional 1d6 magical bludgeoning damage to the target for each Sorcery Point you spent.
In addition, while you are transformed into earthen form, your unarmed strikes count as magical for the sake of overcoming resistances and immunities to non-magical attacks.
Extra Attack
6th-level Stoneblood feature
You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast a Sorcerer cantrip you know in place of one of the attacks.
Aegis of Stone
14th-level Stoneblood feature
You can ward others with elemental earth magic. As a bonus action, you can expend 3 Sorcery Points to ward yourself, or a creature you touch, with an Aegis of Stone for 1 minute. While this Aegis lasts, the creature is resistant to all non-magical bludgeoning, piercing, and slashing damage.
When a creature warded by your Aegis of Stone is hit by an attack, you can use your reaction to teleport to an unoccupied space within 5 feet of the attacker and make one melee attack against it. You can only teleport in this way if you and the attacker are on the same surface.
Only one creature can benefit from your Aegis of Stone at a time. Warding another creature dispels the previous Aegis.
Primordial Bulwark
18th-level Stoneblood feature
Your stalwart stone soul has made you more elemental than mortal. You no longer need to eat, drink, or sleep, and you are resistant to bludgeoning, piercing, and slashing damage.
In addition, you can have up to three creatures under the effects of your Aegis of Stone at one time.
Snowgrave
The cold hardens your resolve with its icy bite. It chills you to your core, sharpening your spirit with strength beyond death. Whether you can or cannot survive is irrelevant; you must proceed as your imbued with the primoridal power of Ice.
Snowgrave Spells
1st-level Snowgrave feature
Whenever you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals only bludgeoning damage, from any spell list.
Sorcerer Level Spell
- 1st: armor of agathys, inflict wounds
- 3rd: aid, spike growth
- 5th: spirit guardians (necrotic only), wind wall
- 7th: fire shield, Otiluke's resilient sphere (appears as an ice crystal encasing the target)
- 9th: antilife shell, cone of cold
Permafrost
1st-level Snowgrave feature
At 1st level, the freezing energy within your soul numbs the world around you. While you have neither armor nor a shield equipped and have temporary hit points, you gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
Glaciate
1st-level Snowgrave feature
Also at 1st level, the biting cold of winter makes survival as natural to you as breathing. Whenever you cast a spell that deals cold or necrotic damage, you gain temporary hit points equal to your proficiency bonus. These temporary hit points last for 1 minute.
Winter Thorn
6th-level Snowgrave feature
At 6th level, your heart and body are both hardened by the frozen depths of your soul. You are immune to being frightened. In addition, when a creature within 5 feet of you hits you with a melee attack, it takes 1d8 cold damage.
Frostblight
14th-level Stoneblood feature
At 14th level, your freezing attacks are so cold that they extinguish the flames of life. Once per turn when you deal cold or necrotic damage, you can deal additional damage of the other type equal to your Charisma modifier (minimum: 1).
Absolute Zero
18th-level Stoneblood feature
At 18th level, you can turn those who approach you into a facsimile of death. As an action, you can force a creature within 5 feet of you to make a Constitution saving throw. On a failed save, the creature is petrified for 1 minute as ice instantly encases it.
Once you use this feature, you must spend 5 sorcery points or finish a long rest before you can use it again.
Stormsoul
Within you dwells a mote of pure elemental air, which grants you innate power over both breeze and storm. Whatever the origin of your power, your inner primal storm can drive you from whimsical and calm, to violence with little warning. Do you embrace the winds or do you seek to control the storm?
Heart of Winds
1st-level Stormsoul feature
Drawing upon the tempestuous magic within you allows you to take flight. When you cast a spell of 1st-level or higher, you gain a flying speed equal to your walking speed, which lasts until the end of your current turn. This flight doesn't provoke opportunity attacks, but If you end your movement while you are in midair you fall to the ground at the end of your turn.
You also learn to speak, read, and write Auran, a dialect of
Primordial, and the language of the Elemental Plane of Air.
Stormsoul Spells
1st-level Stormsoul feature
When you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals only lightning or thunder damage, from any spell list.
Sorcerer Level Spell
- 1st: feather fall, thunderwave
- 3rd: shatter, warding wind
- 5th: call lightning, wind wall
- 7th: storm sphere, summon elemental (air)
- 9th: arcane hand, control winds
Stormborn
6th-level Stormsoul feature
The tempest within your soul defends you and threatens your foes. You gain resistance to lightning and thunder damage.
As a bonus action, you can expend Sorcery Points (up to your Spell Limit) to force creatures of your choice within 10 feet to make a Dexterity saving throw. They take 1d6 lighting or thunder damage (your choice) per Sorcery Point expended on a failed save, half as much on a successful save.
Finally, you can use an action on your turn to control the weather in minor ways within a 100-foot radius of you. For example, you could stop the rain, cause it to rain, change the current direction of the wind, or stop the wind completely.
Windcaller
14th-level Stormsoul feature
You bend the wind itself to your will. You gain a flying speed of 60 feet, and learn wind walk, which counts as a Sorcerer spell for you, but doesn't count against your Spells Known.
While flying your lower half becomes a swirling tempest.
Primordial Storm
18th-level Stormsoul feature
Your tempestuous soul has made you more elemental than mortal. You no longer need to eat, drink, or sleep, and you gain immunity to both lightning and thunder damage.
Also when a creature you can see within 60 feet damages you, you can use your reaction to force it to make a Strength saving throw. On a failed save, it takes thunder damage equal to your Sorcerer level and is knocked back 20 feet.
Waveborn
Within you dwells a drop of pure elemental water, connecting you to the waters of the deepest oceans, babbling brooks, and frozen lakes. The gentle lapping of waves, the spray of the sea foam on the wind, the crushing darkness of the ocean depths; all these call you. Your watery magic can be as refreshing as the rains, or as destructive as great waves and flood waters.
Heart of Water
1st-level Waveborn feature
The droplet of elemental water within your soul has altered your physical form. You gain a swimming speed equal to your walking speed, you can breathe both air and water, and you can see underwater as if you were in bright light.
You also learn to speak, read, and write Aquan, a dialect of Primordial, and a language of the Elemental Plane of Water.
Waveborn Spells
1st-level Waveborn feature
Whenever you gain a level in this class, you can replace one spell from this feature with another spell of your choice of the same level, that deals only cold damage, from any spell list.
Sorcerer Level Spell
- 1st: armor of agathys, fog cloud
- 3rd: hold person, misty step
- 5th: sleet storm, tidal wave
- 7th: summon elemental (water), water sphere
- 9th: cone of cold, maelstrom
Frozen Curse
1st-level Waveborn feature
Your watery magic carries a frozen curse. When you deal cold damage with a Sorcerer spell, you can spend additional Sorcery Points to cover targets in frost (1 target per Sorcery Point), reducing their speeds by a number of feet equal to five times your Charisma modifier (minimum of 5 feet).
This reduction to a target's speed lasts until the beginning of your next turn, unless the cursed creature, or another creature uses an action to scrape the frost off one of the targets.
Oceanic Resilience
6th-level Waveborn feature
You are as resilient as water, able to flow and reform. As a reaction when you are hit by an attack, you can flow like water, gaining resistance to any bludgeoning, cold, piercing, or slashing damage from that attack, and can instantly move up to your full speed without provoking opportunity attacks.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses left, you can spend 2 Sorcery Points to use it again.
Watery Form
14th-level Waveborn feature
Whenever you take the Dash action, you can spend 1 Sorcery Point to take on a Watery Form until the end of your current turn. While in this Watery Form, you can move through gaps as narrow as 1 inch, including the spaces of enemy creatures, and you gain resistance to damage from opportunity attacks.
In addition, if you are using your swimming speed, you can take the Dash action as a bonus action on your turn.
Primordial Deluge
18th-level Waveborn feature
Your watery soul has transformed your physical form, making you more elemental than mortal. You no longer need to drink, eat, or sleep, and you gain immunity to cold damage.
Moreover, you are always considered to be in your Watery Form, unless you choose not to be, and you gain resistance to all bludgeoning, cold, piercing, and slashing damage.
Finally, when you use your Oceanic Resilience reaction, you gain immunity to all instances of bludgeoning, piercing, slashing, and cold damage from the triggering attack.
Aberrant Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
Aberrant Spells
1st-level Aberrant Mind feature
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic 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 gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level Spells
- 1st: Arms of Hadar, Dissonant Whispers, Mind Sliver
- 3rd: Calm Emotions, Detect Thoughts
- 5th: Hunger of Hadar, Sending
- 7th: Evard's Black Tentacles, Summon Aberration
- 9th: Rary's Telepathic Bond, Telekinesis
Telepathic Speech
1st-level Aberrant Mind feature
Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Psionic Sorcery
6th-level Aberrant Mind feature
You learn the Subtle Spell Metamagic, but it does not count against your number of Metamagics Known. You can apply Subtle Spell to a Psionic Spell without expending Sorcery Points a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
Psychic Defenses
6th-level Aberrant Mind feature
At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Revelation in Flesh
14th-level Aberrant Mind feature
Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
- You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
- You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
- You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
- Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Warping Implosion
18th-level Aberrant Mind feature
At 18th level, you can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
The Arcane
You are saturated with arcane power, granting you an inherent talent for the manipulation of magic. You may be descended from powerful wizards, archmages whose arcane mastery was so great it became infused into their bloodline, or you may have somehow become entangled with the Weave. Regardless, you are the envy of wizards and sorcerers alike.
Arcane Spells
1st-level The Arcane Feature
Whenever you gain a level in this class, you can replace one spell from this feature with another spell of your choice of the same level, that deals only cold damage, from any spell list.
Sorcerer Level Spell
- 1st: detect magic, magic missile
- 3rd: levitate, enhance ability
- 5th: dispel magic, counterspell
- 7th: arcane eye, banishment
- 9th: scrying, Bigby's hand
Arcane Reservoir
1st-level The Arcane Feature
At 1st level, as an action, you can draw from the deep well of arcane energy within you, allowing you to recover expended spell slots. The spell slots can have a combined level that is equal to or less than one-third of your sorcerer level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 6th-level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
You must complete a long rest before you can use this feature again.
Arcane Surge
1st-level The Arcane Feature
Starting at 1st level, you can flood arcane power into a single spell, taking it to its full potential. When you cast a sorcerer spell of 1st to 5th level that deals damage, you can deal maximum damage, instead of rolling, for all damage dealt by that spell on the turn you cast it.
After you use this feature, you can’t cast spells other than cantrips until a number of turns have passed equal to half the level of the spell you maximized (rounded up). You cannot use this feature again until you complete a long rest.
Metamagic Savant
6th-level The Arcane Feature
At 6th level, you develop into a prodigy in the manipulation of spells. You learn two additional Metamagic options from the Metamagic list, and you are no longer limited to using one Metamagic option per spell.
Consume Spell
14th-level The Arcane Feature
At 14th level, you are able to steal the arcane energy from a caster's spell and use it for yourself. When you cast counterspell or dispel magic on a spell, and the target spell fails, you gain a number of sorcery points equal to the level of the spell you countered or dispelled, up to your maximum.
Arcane Apotheosis
18th-level The Arcane Feature
At 18th level, you call powerful magic from deep in your bloodline's history. You can spend 10 sorcery points to cast a spell of 8th level or lower from the wizard or sorcerer spell list as a sorcerer spell, with its normal casting time and components, even if it is not one of your spells known.
You cannot use this feature again until you complete a long rest.
The Astral
Astral Sorcerers usually come about when someone is thrown into the Astral Sea, or exposed to another dimension's energy due to some portal that passed through that place. These sorcerers gain the ability to call upon the power of the Astral Sea to move through space, and call allies from other planes. Sorcerers of this type often have eyes that are entirely black and glow blue when they cast spells, or have a shimmering presence around them, or their movements might seem slightly off, like gravity has slightly less of an effect on them.
Unarmored Defense
1st-level The Astral feature
At 1st level, you call upon your astral body to surround and protect you from harm. When you are not wearing armor, your AC equals 10 + your Dexterity Modifier + your Intelligence Modifier. You can use a shield and still benefit from this feature.
Warp Space
1st-level The Astral feature
You can add aspects of the space between planes to your spells, causing them to fly farther. Starting at 1st level, you can cast a spell with an extended range. To do so, you must spend 2 sorcery points, in addition to the spell slot, and any sorcery points used for metamagic.
The spell has an extended range equal to twice its normal range, unless it's a touch spell, in which case it gains a range of 30 feet.
Dash Through Planes
6th-level The Astral feature
Beginning at 6th level, when you cast a spell, you can teleport immediately before or after the spell is cast. You teleport up to a number of feet equal to 10 times the spell's level, to a space you can see. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Open a Gate
14th-level The Astral feature
You have learned to open portals in the Astral Sea, and can pull spirits from other planes. Starting 14th level, you can cast the conjure elemental, conjure fey, and conjure celestial spells by expending a number of sorcery points equal to the spell's level (using the normal casting time).
Once you cast one of these spells, you can't cast any of them until you finish a long rest.
Enter the Sea
18th-level The Astral feature
At 18th level, you learn the astral projection spell, which does not count against your total spells known.
You can also cast this spell by expending 9 sorcery points. When you cast it in this way, you can cast it as a touch spell, targeting a single creature. An unwilling target can make a Wisdom save against your Spell Save DC. On a success, nothing happens.
The Chained
Once you were an unknowable, all powerful, and far reaching otherworldly entity, but now... now you are but shade of your former self, bound in mortal flesh. The eldritch essence from which you draw your magic is all that remains of your ancient terrible power. Maybe one day you will be able to regain your true power and punish those who did this to you...
Eldritch Spells
1st-level The Chained feature
The fragment of your former power grants you dark magic. When you learn a Sorcerer spell, you can choose from the Warlock spell list, and it becomes a Sorcerer spell for you.
When you gain a Sorcerer level, you can replace one spell from this feature with another Warlock spell of your choice.
Sorcerer Level Spell
- 1st: arms of hadar, hideous laughter
- 3rd: augury, crown of madness
- 5th: clairvoyance, hunger of hadar
- 7th: arcane eye, eldritch tentacles
- 9th: contact other plane, dream
Ancient Knowledge
1st-level The Chained feature
You have access to lost knowledge from eons long dead. You gain proficiency in History, and you learn to speak, read, and write, two exotic languages of your choice.
Also, while you sleep during a long rest, you can commune with the ancient knowledge you once had, focusing your mind on one person, place, or object you interacted with in the past 24 hours. Make a Charisma (History) check to learn one fact about the subject, often one forgotten to modern scholars.
Unknowable Mind
6th-level The Chained feature
Your elder mind grants you advantage on saving throws to resist being charmed, frightened, or have your thoughts read.
Additionally, when you are forced to make an Intelligence, Wisdom, or Charisma saving throw to resist the effects of a spell, you can use your reaction to force a creature within 30 feet to become the target of the spell instead of you.
Once you use this reaction you must complete a long rest before you can use it again. If you have no uses of this feature remaining, you can spend 5 Sorcery Points to use it again.
Otherworldly Step
14th-level The Chained feature
You can draw on your eldritch power to move through cracks in reality. When you spend Sorcery Points, you can teleport a number of feet equal to 5 times the number of Sorcery Points you spent, appearing in an unoccupied space within range.
Eldritch Revelation
18th-level The Chained feature
As an action, you can spend 7 Sorcery Points to assume your former power. For 1 minute, you gain the benefits below:
- You can cast hideous laughter at 1st-level spell as a bonus action on each turn, without expending Sorcery Points.
- You gain a flying speed equal to your walking speed.
- You can move through other creatures and objects. If you end your movement inside an object or creature, you are shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were forced to travel.
Clockwerk Soul
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
Clockwork Spells
1st-level Clockwerk Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level Spells
- 1st: Alarm, Protection from Evil and Good
- 3rd: Aid, Lesser Restoration
- 5th: Dispel Magic, Protection from Energy
- 7th: Freedom of Movement, Summon Construct
- 9th: Greater Restoration, Wall of Force
Restore Balance
1st-level Clockwerk Soul feature
Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bastion of Law
6th-level Clockwerk Soul feature
Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 7 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet. The ward lasts until you finish a long rest or until you use this feature to create another ward.
The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Trance of Order
14th-level Clockwerk Soul feature
Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Cavalcade
18th-level Clockwerk Soul feature
At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
- The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
- Any damaged objects entirely in the cube are repaired instantly.
- Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
The Corrupted
When your spark of magic resonated within you, a part of it attached itself to your very being before being warped by dark forces from the ambient area. Perhaps a powerful witch - resting atop blazing coals - laid a dying curse upon the area in which you were born. Perhaps a malevolent lord desecrated the region with powerful dark magics, diabolically twisting the landscape and distorting the magics within. Whatever energies affected you, they have crept into your soul, permanently darkening your magical power.
Corrupted Spells
1st-level The Corrupted feature
The fragment of your former power grants you dark magic. When you learn a Sorcerer spell, you can choose from the Warlock spell list, and it becomes a Sorcerer spell for you.
When you gain a Sorcerer level, you can replace one spell from this feature with another Warlock spell of your choice.
Sorcerer Level Spell
- 1st: cause fear, chill touch, false life
- 3rd: darkness, Schweinatz' infernal itching
- 5th: bestow curse, grave bolt
- 7th: phantasmal killer, Schweinatz' malison
- 9th: antilife shell, dark spiral
Corruption
1st-level The Corrupted feature
Starting at 1st level, your magics spread a vile plague of dark energy to their targets.
As a bonus action, you can curse a target for 1 minute, weakening its ability to withstand magical assault. For the duration, you deal an extra 1d6 necrotic damage to the target whenever you hit it with a spell attack. If a creature takes any of this damage on your turn, it must subtract 1d4 from the next attack roll, ability check, or saving throw it makes before the end of your next turn. You can apply this penalty to the target once on each of your turns.
Once you use this feature, you can’t do so again until you finish a long rest. When you gain your Font of Magic class feature, you can also spend 1 sorcery point to use this feature if you have no more uses remaining.
Vision of Shadows
1st-level The Corrupted feature
At 1st level, the dark gift of your bloodline alters the very fabric of your magical being. You gain darkvision out to 60 feet. If you already have darkvision, its radius is increased by 60 feet.
When you gain your Font of Magic, you may spend 1 sorcery point to grant yourself the ability to see in darkness as if it were bright light, and magical darkness as if it were dim light, for 1 hour.
Grim Vitality
6th-level The Corrupted feature
At 6th level, your magics protect you from the forces of death and decay. You can no longer be frightened, and you gain resistance to necrotic damage.
Persistent Corruption
6th-level The Corrupted feature
Also, beginning when you reach 6th level, you regain the ability to use your Corruption class feature when you finish a short or long rest.
Umbral Shroud
14th-level The Corrupted feature
At 14th level, while in an area of magical darkness, you can reduce the damage taken from each damage roll by an amount equal to your Charisma modifier (minimum of 1 point per damage roll).
Additionally, creatures that you can see within an area of magical darkness gain no benefit of cover from your spell attacks. The darkness whispers and twists your spells to seek the hearts and souls of those within.
Shadow Vampirism
18th-level The Corrupted feature
Also at 18th level, the powers of darkness can take hold over your magic, sapping the strength from your victims and making it your own. When you damage a creature that is corrupted by your Corruption class feature, you gain temporary hit points equal to the damage dealt.
Additionally, when you kill a creature that is corrupted by your Corruption class feature, you can use your reaction to regain a number of sorcery points equal to your proficiency bonus.
Once you regain sorcery points using this feature, you cannot do so again until you complete a long rest.
Divine Right
Once in a generation, a divinely chosen ruler is born amongst the people. Some cults and countries seek out these blessed rulers, trusting the gods to select their leader. However, the existence of these chosen Sorcerers can pose a significant threat to those currently in power. While some will willingly step aside to let the will of the gods rule, other less honorable leaders will hunt down these challengers to their power.
As a Divine Right Sorcerer, you are granted great power, but with that power also comes responsibility. Will you lead the your people to destruction or into a new golden age?
Divine Mark
1st-level Divine Right feature
A Divine Mark has manifested somewhere on your body signifying the type of ruler you are to become. Select one of the Divine Marks below. Once chosen, your Mark can't be changed short of the wish spell or divine intervention.
Mark of Elegance. You will be known for diplomacy. You gain proficiency in Persuasion, and you add double your proficiency bonus to all Charisma (Persuasion) checks.
Mark of Guile. You will be known for your cunning. You gain proficiency in Deception, and you can add double your proficiency bonus to all Charisma (Deception) checks.
Mark of Might. You will be known for your strength. You gain proficiency in Intimidation, and you add double your proficiency bonus to all Charisma (Intimidation) checks.
Royal Spells
1st-level Divine Right feature
When you gain a level in this class, you can replace one spell from this feature with a conjuration or enchantment spell of the same level from the Cleric, Sorcerer, or Wizard spell list.
Sorcerer Level Spell
- 1st command, heroism
- 3rd find steed, zone of truth
- 5th conjure volley, tiny servant
- 7th compulsion, guardian of faith
- 9th dominate person, geas
Words of Authority
1st-level Divine Right feature
Your voice has been imbued with divine authority, and it is difficult for the weak willed to resist your commands. When you target a creature that can hear you within 5 feet with an enchantment spell, you can force the creature to make its initial saving throw to resist the spell with disadvantage.
Once you use this feature to impose disadvantage, you must finish a short or long rest before you can use it again.
When you have no uses of this feature remaining, you can spend 2 Sorcery Points to use it again.
Words of Vigor
6th-level Divine Right feature
The power of your voice uplifts those that choose to follow you. As a bonus action, you can spend a number of Sorcery Points, up to your Charisma modifier and grant one creature that can hear you within 30 feet 1d4 temporary hit points per Sorcery Point expended.
Regal Presence
14th-level Divine Right feature
Your divine presence inspires confidence in your followers. When a creature that can see or hear you within 60 feet is forced to make a saving throw you can use your reaction to grant that creature advantage on its roll.
Also, the range of Words of Authority becomes 15 feet.
Divine Command
18th-level Divine Right feature
You have risen to become a legendary figure of authority for your people, and your voice is blessed with increased divine power. As a bonus action on your turn, you can cast the divine word spell without expending Sorcery Points.
Once you cast divine word in this way you must finish a long rest before you can use it again. When you have no uses remaining, you can spend 10 Sorcery Points to cast 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 Spells
1st-level Divine Soul feature
When you learn a Sorcerer spell, you can also choose from the Cleric spell list, and it becomes a sorcerer spell for you.
When you gain a Sorcerer level, you can replace one spell from this feature with another Cleric spell of your choice.
Sorcerer Level Spell
- 1st: detect evil & good, guiding bolt
- 3rd: aid, restoration
- 5th: beacon of hope, revivify
- 7th: divination, guardian of faith
- 9th: dispel evil & good, summon celestial
Favored by the Gods
1st-level Divine Soul feature
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can't use it again until you finish a short or long rest.
Empowered Healing
6th-level Divine Soul feature
Starting 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 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
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Unearthly Recovery
18th-level Divine Soul feature
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.
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
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.
- Amethyst: Force
- Black: Acid
- Blue: Lightning
- Brass: Fire
- Bronze: Lightning
- Copper: Acid
- Crystal: Radiant
- Emerald: Psychic
- Gold: Fire
- Green: Poison
- Red: Fire
- Sapphire: Thunder
- Silver: Cold
- Steel: Acid
- Topaz: Necrotic
- White: Cold
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.
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.
Draconic Spells
1st-level Draconic Bloodline feature
When you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals your Draconic Ancestry damage, from any spell list.
Dragon Spells
- 1st: command, ancestry spell
- 3rd: dragon's breath, ancestry spell
- 5th: fear, ancestry spell
- 7th: elemental bane, ancestry spell
- 9th: dominate person, ancestry spell
Black, Copper Spells
- 1st: caustic brew
- 3rd: acid arrow
- 5th: gaseous form
- 7th: vitriolic sphere
- 9th: contagion
Blue, Bronze Spells
- 1st: witch bolt
- 3rd: dust devil
- 5th: lightning bolt
- 7th: storm sphere
- 9th: control winds
Brass, Red Spells
- 1st: burning hands
- 3rd: scorching ray
- 5th: fireball
- 7th: wall of fire
- 9th: immolation
Gold Spells
- 1st: sleep
- 3rd: slow
- 5th: slow
- 7th: resilient sphere
- 9th: flame strike
Green Spells
- 1st: ray of sickness
- 3rd: suggestion
- 5th: stinking cloud
- 7th: dominate beast
- 9th: cloudkill
White, Silver Spells
- 1st: ice knife
- 3rd: snowball swarm
- 5th: sleet storm
- 7th: ice storm
- 9th: cone of cold
Amethyst Spells
- 1st: magic missile
- 3rd: locate object
- 5th: dispel magic
- 7th: resilient sphere
- 9th: legend lore
Crystal Spells
- 1st: guiding bolt
- 3rd: invisibility
- 5th: hypnotic pattern
- 7th: divination
- 9th: wall of light
Emerald Spells
- 1st: silent image
- 3rd: detect thoughts
- 5th: major image
- 7th: phantasmal killer
- 9th: mislead
Sapphire Spells
- 1st: thunderwave
- 3rd: shatter
- 5th: meld into stone
- 7th: stone shape
- 9th: hold monster
Steel Spells
- 1st: disguise self
- 3rd: acid arrow
- 5th: nondetection
- 7th: polymorph
- 9th: Far Step
Topaz Spells
- 1st: inflict wounds
- 3rd: blindness/deafness
- 5th: vampiric touch
- 7th: blight
- 9th: antilife shell
Elemental Sorcery
6th-level Draconic Bloodline feature
Whenever you cast a sorcerer spell that deals the damage type of your Draconic Ancestry, you can add your Charisma modifier (minimum of +1) to one damage roll of the spell.
Additionally, you learn the Elemental Spell Metamagic, but it doesn't count against your number of Metamagics Known. You can use this Metamagic without expending Sorcery Points, so long as you change its damage to the damage of your Draconic Ancestry.
If you have Amethyst, Crystal, Emerald, or Topaz Draconic Ancestry you learn Esoteric Spell instead.
Dragon Wings
14th-level Draconic Bloodline feature
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 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
As an action, you can spend 5 Sorcery Points to emanate the aura of a dragon in a 60-foot radius choosing awe or fear. For the next minute, creatures of your choice that start their turn within the aura must succeed on a Wisdom saving throw or be charmed (awe) or frightened (fear) until the aura ends. On a successful save, a creature is immune to this aura for 24 hours.
Faeblood
Every so often, a mortal catches the attention of a lord or lady of the Fey. Often, the object of affection or offspring of this relationship is gifted wondrous arcane ability beyond that of other mortals. However, these mortal infatuations are usually brief, and the mortals are left to learn to use their power with little supervision or instruction. Weather you were chosen by a powerful Fey, or were the child of such a relationship or you have been blessed with the whimsical power of the Feywild.
Fey Spells
1st-level Faeblood feature
When you learn a Sorcerer spell, you can also choose from the Bard spell list, and it becomes a Sorcerer spell for you.
When you gain a Sorcerer level, you can replace one spell from this feature with another Bard spell of your choice.
Sorcerer Level Spell
- 1st: charm person, faerie fire
- 3rd: enthrall, misty step
- 5th: blink, hypnotic pattern
- 7th: compulsion, dominate beast
- 9th: dominate person, seeming
Heartsight
1st-level Faeblood feature
Your affinity with Fey magic grants you heightened empathic abilities. You gain proficiency in Insight, and you add double your proficiency bonus to your Wisdom (Insight) checks.
In addition, you can use an action to touch a creature and attempt to read its current emotional state. Make a Wisdom (Insight) check, contested by its Charisma (Deception) check. On a success, you learn the target's alignment and its surface level emotions. Celestials, fiends, and undead automatically fail. Creatures are unaware you attempted to read their heart.
Seasonal Attunement
6th-level Faeblood feature
You can align your magic and spirit with one of the seasons like a true Fey. At the end of each long rest, choose a season and gain the benefits listed below. Each season grants you a damage resistance and advantage on certain rolls.
Season | Resistance | Roll with Advantage
- Spring | Lightning | Hit Die Rolls
- Summer | Fire | Initiative Rolls
- Autumn | Poison | Concentration Checks
- Winter | Cold | Death Saving Throws
Gateway Magic
14th-level Faeblood feature
Your magic allows you to slip between the Feywild and the material plane. Whenever you cast a Sorcerer spell of 1st-level or higher, can teleport to an unoccupied space of your choice that you can see within 30 feet.
When you use this feature, you can spend Sorcery Points to increase its range by 10 feet per Sorcery Point spent.
Intoxicating Presence
18th-level Faeblood feature
You exude the intoxicating presence of an Archfey. When you cast a Sorcerer Enchantment spell and target a creature that is within 15 feet that can see or hear you, the target has disadvantage on its initial saving throw.
Gravitational Singularity
Beyond the blue skies, nested in the eternal night of the cosmos, stand natural structures of unimaginable magnitude, which very existence bends the fabric of space-time. Epoch after epoch, some of these monstrous formation have devoured so much matter that they have become sinkholes of reality. Beyond their edge, the last boundary of the understandable universe, the ordinary rules of matter give away to unfathomable absurdity. Their heart is the Singularity: a single point of infinite mass, where space and time hold no meaning. You are somehow connected to it, across sidereal distances. It is the source of your magical power.
Cosmic Magic
1st-level Gravitational Singularity feature
You learn additional spells when you reach certain levels in this class, as shown on the Cosmic Magic 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 gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level Spells
- 1st: absorb elements, catapult
- 3rd: earthbind, levitate
- 5th: dispel magic, slow
- 7th: banishment, dimension door
- 9th: maelstrom, telekinesis
Additionally, your spells are cosmetically changed to reflect the nature of your powers. The earthbind spell, for example, will grasp creatures through a powerful increase in gravity instead of tendrils of light, or the maelstrom spell will create an effect more akin to a black hole than to a whirlpool.
Space Pocket
1st-level Gravitational Singularity feature
You can create a magical pocket where space and time fold and matter is ininfluential. As an action, you can touch a pocket, satchel, bag or similar item, which becomes a space pocket. A space pocket follows the same rules as a Bag of Holding, with the following exceptions:
- The space pocket can hold a volume up to a number of cubic feet equal to 10 x your proficiency bonus, and a weight up to 100 x your proficiency bonus.
- You can fit items with a side up to 1 foot x your proficiency bonus in the space pocket. If an object is too large for the actual mouth of the pocket when you try to store it, the object is seen as briefly shimmering with reddish light before disappearing into the space pocket.
Your space pocket grows alongside your powers, so when your proficiency bonus changes your space pocket's characteristics change automatically.
You can only have one space pocket at a time. If you use this feature to create a new space pocket, the previously existing one is immediately destroyed and its contents are scattered on the Astral Plane.
Gravitic Field
1st-level Gravitational Singularity feature
As a bonus action, you can create an area of distorted gravity in a 20-foot-radius sphere around you. When a creature enters the gravitic field for the first time in their turn or starts their turn inside of it, their speed is reduced by 5 feet or increased by 5 feet (your choice for each creature) until the end of their turn.
Starting when you gain the Font of Magic feature, when you activate the field and on each subsequent turn as a bonus action, you can expend 1 Sorcery Point to cause one of the following effects:
- A sudden change in gravity causes stones, twigs and similar small, unheld objects to shoot like darts. Creatures of your choice inside the field must make a Dexterity saving throw against your spell save DC, taking 1d6 + your Charisma modifier bludgeoning damage on a failed save, or half as much damage on a successful one. When you reach 6th level in this class, you deal force damage instead of bludgeoning damage.
- You channel your magic to empower the gravitic field. Creatures inside the field have their speed reduced or increased (your choice for each creature) by an additional 10 feet.
- You use gravity to shut down attacks. Until the start of your next turn, the first time that a creature attacks you, they make the attack with disadvantage.
- The gravitic field lasts for 1 minute or until you become unconscious.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Gravitational Grasp
6th-level Gravitational Singularity feature
When you cast a spell of 1st level or higher, you can expend 2 Sorcery Points to cause the spell to violently modify the gravitational pull around its affected area. After the spell is successfully cast, creatures within 20 feet of the target or the point of origin of the spell (if the point of origin is anywhere other than yourself) must make a Strength saving throw. On a failed save, they are moved 10 feet in a straight line toward the target or point of origin and are knocked prone. If a creature reaches the space where the center of the pull is, they also take 3d6 force damage and are pushed back into the closest unoccupied space. If the center of the pull is a creature, they don't make the saving throw and they only take the force damage if at least one other creature is pulled into the space they occupy.
Gravitic Mastery
14th-level Gravitational Singularity feature
When you activate your Gravitic Field, you can expend 4 sorcery points to expand its influence over matter. While your empowered gravitic field is active, you gain the following benefits:
- You gain a flying speed of 30 feet and you can hover.
- Your Gravitic Field's radius becomes 40 feet.
- When you expend a sorcery point to deal damage, you deal an extra 2d6 damage.
- When you expend a sorcery point to empower the field, creatures that fail their save have their speed reduced to 0 until the end of their turn and are knocked prone.
- When you expend a sorcery point to shut down attacks, all attacks that target you are made with disadvantage until the start of your next turn.
Cosmic Belch
18th-level Gravitational Singularity feature
As an action, you create a tiny black hole at a point that you can see within 120 feet of you, which goes through its entire lifetime in a matter of a few, catastrophic seconds. The black hole doesn't occupy its space. Inside of a 60-foot-radius sphere around the black hole, moving away
from the black hole costs 2 feet of movement for each foot traveled, while moving towards the black hole costs 1 foot of movement for each 2 feet traveled. A creature that enters the area for the first time in their turn or starts their turn there must make a Strength saving throw or be moved in a straight line towards the closest unoccupied space to the black hole (even if it's in the air). Creatures pulled to the black hole are blinded, and their speed is reduced to 0. If the black hole is in the air, creatures pulled to it hover in place. At the start of your next turn, creatures within 5 feet of the black hole take 3d10 force damage, and then the black hole becomes a white hole. Creatures within 60 feet of the white hole must make a Strength saving throw or be pushed in a straight line towards the closest unoccupied space outside of the 60-foot-radius sphere and be knocked prone. Creatures within 5 feet of the white hole make this save with disadvantage and are always pushed towards the ground if the white hole is in the air. Creatures pushed away by the white hole take fall damage as normal if appropriate to their fall. The white hole then vanishes.
Once you have used this feature, you can't do so again until you finish a long rest, unless you spend 6 sorcery points to use it again.
Greensinger
There are many reclusive sages who learn to wield the magic of nature, but a rare few are born with an innate connection to that magic. Known as Greensingers, these wild sorcerers are able to magically manipulate plants, and can even sprout vines from their flesh in order to move about the world. How did you come to bear this primal power? Were you chosen by an ancient forest to serve as its guardian, or are you the child of an ancient prophecy, raised from birth by a Druidic Circle?
Verdant Spells
1st-level Greensigner feature
When you learn a Sorcerer spell, you can also choose from the Druid spell list, and it becomes a Sorcerer spell for you.
When you gain a Sorcerer level, you can replace one spell from this feature with another Druid spell of your choice.
Sorcerer Level Spell
- 1st: earth tremor, entangle
- 3rd: earthbind, spike growth
- 5th: plant growth, speak with plants
- 7th: grasping vine, guardian of nature
- 9th: tree stride, wrath of nature
Vigorous Vines
1st-level Greensigner feature
As a bonus action, you can to extrude (or retract) a thin, yet vigorous, vine from any part of your your body up to 10 feet
in length. You can use this vine to perform simple tasks, but it can't be used to attack, manipulate tools, or activate items, and it cannot carry more than 10 pounds.
These Vigorous Vines share your Armor Class and have a number of hit points equal to your Sorcerer level. If you extrude a second Vine, the first instantly withers and dies.
As you gain Sorcerer levels, you can extrude more Vines at one time: at 5th level (2), 11th level (3), and 17th level (4).
Grasping Growth
6th-level Greensigner feature
Your Vigorous Vines can grow up to 15 feet in length. While your vines are extruded, you can use a bonus action to attempt to grapple a creature within 5 feet of a Vine, making a Charisma (Athletics) check.
Also, while you have at least two Vines extruded, you gain a climbing speed equal to your walking speed, and you can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Creeping Defense
14th-level Greensigner feature
Each of your Vigorous Vines can grow up to 20 feet in length.
In addition, when you are hit by an attack, you can use your reaction to block the incoming blow with one of your Vines. If the incoming damage would destroy your Vine, you take any damage that would exceed your vine's remaining hit points.
Sapping Grip
14th-level Greensigner feature
At the start of your turn, each creature grappled by one of your Vines takes necrotic damage equal to your Charisma modifier, and you gain temporary hit points equal to the total necrotic damage dealt to all grappled creatures.
Greensong
18th-level Greensigner feature
You and the natural world have become one. You can use an action to enter the Greensong, a state of pure harmony with nature. For the next minute, or until you are incapacitated, you gain the benefits listed below:
- You immediately extrude the maximum number of Vines.
- The reach of your Vines temporarily becomes 30 feet.
- When you take the Attack action, you can make an attack, or attempt a grapple with each Vine. You use Charisma for the attack rolls, and they deal magical bludgeoning damage equal to 1d8 + your Charisma modifier on hit.
Once you enter the Greensong you must finish a short or long rest before you can do so again. When you have no uses left, you can spend 5 Sorcery Points to use this feature again.
Hellspawn
Most mortals who wield the fiendish power of the hells do so through strict contracts with devils and Archdevils. However, some cultists and other mortals connect with more chaotic demonic powers and become Hellspawn. Though not always evil, Hellspawn are fueled by the chaotic magic of the Abyss.
Infernal Spells
1st-level Hellspawn feature
Whenever you gain a Sorcerer level, you can replace one spell from this feature with another conjuration or evocation spell of the same level from either the Sorcerer, Warlock, or Wizard spell list.
Sorcerer Level Spell
- 1st: hellish rebuke, wrathful smite
- 3rd: crown of madness, scorching ray
- 5th: bestow curse, blinding smite
- 7th: shadow of moil, staggering smite
- 9th: cloudkill, insect plague
Demonic Form
1st-level Hellspawn feature
As a bonus action, you can unleash your infernal power to transform into a Demonic Form. While you are transformed your body becomes demonic in appearance and you gain the benefits listed below for one minute:
- Your hands become wicked natural weapons that deal 1d8 slashing damage on hit, and you can use your Charisma, in place of Strength, for their attack and damage rolls.
- While you aren't wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
- As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier (minimum of 1).
Your transformation ends early if you are incapacitated, or you end it as a bonus action. You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses of your Demonic Form transformation left, you can spend 3 Sorcery Points to transform again.
Additionally, you learn to speak, read, and write Infernal, the language of Devils and all creatures of the Nine Hells. You also gain Darkvision of a range of 60ft, and if you spend 1 sorcery point you can see through magical darkness.
Ninth Law
1st-Level Infernal Sorcery Feature
You gain the service of a lesser devil, compelled by the order of the Nine Hells to do your bidding. You may cast the find familiar spell once without expending a spell slot or material components, and you regain the ability to cast the spell in this way each dawn. When you cast the spell in this way, the familiar’s creature type is always Fiend, and it may take the form of an imp in addition to the normal forms of the spell.
Extra Attack
6th-level Hellspawn feature
You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer cantrips in place of one of those attacks.
Finally, while you are in your Demonic Form, your natural weapon attacks count as magical for the sake of overcoming resistance and immunity to nonmagical attacks and damage.
Hellfire
6th-level Hellspawn feature
Your powers have deepened and you have gained accesess to the flames of hell. You gain the benifits listed below:
- You gain resistance to fire damage.
- Your attacks are now fueled by the hells, you deal an addtional 1d10 fire damage with your attacks
- You may change the damage type of any spell to fire damage
- Your flames are unholy and bypass any reisitances to fire and all immunties are treated as resistances
Fiendish Resistance
14th-level Hellspawn feature
Your hellish power can shield you from harm. As a reaction, when you take damage while in your Demonic Form, you can expend Sorcery Points to reduce the incoming damage by 2 for each Sorcery Point you expend as part of the reaction.
Infernal Contract
14th-level Hellspawn feature
Your Hellish powers have manifested as your connections to the Hell's has granted you the power of Infernal Contracts. You may use your powers to form contracts with any creatures who sign and bound themselves to it. Their are many types on contracts that come with different powers and rules. In order to create the contract it costs 5 Sorcery points, for addtional effects you may spend more.
At 18th Level you may implement additional conditions such as favors.
You may have up to your Charisma Modifier (Minimum of one) Contracts with different people.
Wealth and Prosperity
You can grant vast riches, including gold, gemstones, and valuable artifacts, ensuring financial success beyond imagination.
You grant a minimum of 500 gp to the contractee, but may increase the wealth by an amount times the number of Sorcery points.
Example: 5 Sorcery points = 2500 gp or something worth 2500 Gp
Curse. The acquired wealth may be cursed, leading to greed and attracting unwanted attention from rivals, thieves, or supernatural entities who seek to claim it.
For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
- -1 Wisdom for every Sorcery point spent
- All creatures gain a +5 to (Wisdom) Perception checks for every Sorcery point spent
- All Creatures with desires for wealth who see the cursed target must make a Wisdom saving throw or be compeled to want to steal the riches at any cost. The DC is 10 + Sorcerry points spent.
Unparalleled Knowledge
You impart forbidden secrets and arcane wisdom, unveiling ancient mysteries and granting access to hidden libraries of esoteric knowledge.
You increase Contractee's Intelligence by plus two, they learn a additional language, and may ask any one question and have it answered. But you may increase the knowledge by an amount equal half the number of Sorcery Points (Rounded down).
Example: 10 Sorcery points in total = plus 5 to Intelligence
Curse. Delving into forbidden knowledge can corrupt the mind, leading to madness, obsession, or becoming a target of malevolent forces who guard such secrets.
For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
- -1 Wisdom for every Sorcery point spent.
- Gain one Long term madness every long rest. for every Sorcery point spent gain a additional Short term
- Make a d100 roll to determine if evil forces hunt the Contractee down, the percentage is 10% but increases by an additional 10% for every Sorcery Point Spent.
Unfathomable Power
You bestow extraordinary magical abilities, enabling the acquisition of potent spells, increased spellcasting capabilities, and mastery over forbidden arts.
You grant the Contractee one spell slot (once used must wait till long rest) and a cantrip, the spell and contract must be ones you know or ones from the warlock spell list. You may increase the number of spell slots they gain per sorcercy point spent.
Example: 5 Sorcery Points = 5 Spell slots
Curse. The pursuit of power may consume one's morality and lead to an insatiable hunger for more, risking losing touch with one's humanity and becoming a pawn in your grand schemes.
For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
- Must make a Wisdom or Charisma Saving throw (Your choice) or beceome Charmed indefinitly. DC for saving throw is 8 + Sorcery points spent + Your Charisma Modifier. Must make this saving throw every Long rest that a spell or cantrip was used.
- Contractee Will have disadvantage against any Charisma check you make against them. For every Sorcery point spent gain along with disadavntage a -1.
Eternal Youth and Immortality
You grants the gift of everlasting life, eternal youth, and immunity to the ravages of time, allowing individuals to witness countless ages unfold.
You grant the Contractee the ability to not die of old age and either a immunity to all Damage or eternal youth, a number of times equal to the amount of Sorcery Points Spent.
Example: 5 Sorcery Points = 5 times Immunity and cheating death may happen.
Curse. Immortality may bring a sense of isolation and witnessing the passing of loved ones, resulting in an eternal cycle of loss and emotional detachment.
For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
- (If Contractee chose Immunity to all damage) The Contractee can no longer feel anything, they can no longer touch, taste, or smell. They have disadvantage on perception checks and one level on long term madness.
- (If Contractee chose Eternal Youth) The Contractee returns to the prime of their life and every time they die they reduce their age by 1d8 years and this effects continues each time they die and becomes permament once all uses are used up
Physical Perfection
You can enhance physical attributes, granting unparalleled strength, speed, endurance, and agility, surpassing the limitations of mortal form.
The target is infused with a strange vitality, increasing its Strength score by 2 and granting a +2 bonus on saving throws against effects that cause exhaustion or fatigue. But you may increase the Strength by an addtional plus 2 per two sorcery points spent
Example: 11 Sorcery points total (Inital for contract plus 5 extra) = + 8 Strength
Curse. Enhanced physical attributes may come with a toll on one's health and vitality, leading to dependency on your power or accelerated aging once the pact is severed.
For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
- this increased strength comes at the cost of leaching away the target’s lifespan in order to increase its physical prowess. Every time the target uses its Strength ability score for anything – attack, skill checks etc. – the target ages 1 year if it fails a Constitution saving throw. Every 50 years the target ages, it gains an additional 2 points of Strength.
- - 1 to Intelligence for every Sorcery point spent.
- If the curse is removed, its Strength returns to its normal value, and then the target immediately loses a number of points of Strength, Constitution, and Dexterity equal to the extra points of Strength score it had when the curse ended. If this reduces the target’s Constitution to zero it dies.
Charismatic Influence
You bestow a captivating presence and irresistible charm, allowing individuals to sway hearts and minds, inspiring loyalty and commanding respect.
increase Contractee's Charisma by plus two plus the ability to cast charm person once per long rest. But you may increase the Charisma by an amount equal half the number of Sorcery Points (Rounded down).
Example: 10 Sorcery points in total = plus 5 to Charisma
Curse. Manipulating others through charm can breed mistrust and manipulation in return, leading to a web of deceit and fractured relationships.
For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
- Once Charm person ends, the target knows they were charmed and becomes hostile. Charmed must make a addtional DC 8 + Sorcery Points spent or become enraged and seek revenge.
- Creatures gain a advantage on Charisma checks made against target. Target also receives minus to all Charisma checks made against them equal to the amount of Sorcery points used as extra.
Favorable Circumstances
You ensures that fortune smiles upon your chosen, manipulating fate to grant them advantage in critical moments and turning the tides of luck in their favor.
Contractee gains the Lucky Feat. IF more Sorcery points were spent, increase the amount of pucky points equal to the extra amount spent.
Curse. Dependence on luck and manipulation of fate can create a delicate balance where one misstep may have catastrophic consequences, tempting fate to turn against the individual.
For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
- Once Contract ends the traget gains disadvantage on all rolls.
- must roll a d100 to determine what misfourtune befalls them.
Unbreakable Bonds
You offer protection and loyalty, forging powerful alliances and ensuring the loyalty of devoted followers who will serve the individual faithfully.
The Contractee may ask one favor of you. The Contractee may ask more favors depending on the amount of Sorcery points spent.
Curse. The loyalty of your followers may come at a high cost, demanding unwavering allegiance and serving as instruments of your will, potentially leading to conflicts of interest or moral compromises.
For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
- For every Favor asked, they must do whatever order you say.
If contracts are broken by Contractee or they choose to end it before filling their end of the bar gain you gain their soul. You can do the following with their souls
- Turn them into slave that you can summon to do whatever you wish of them
- Make them a Lemure that attacks and serevs you
- Siphon their soul for a plus one on Charisma (Also incerases your limit to a maximum of 22)
- Devour their souls for your Sorcerer Level plus your Charisma and Constitution Modififer Temporary Hit Points
Once entered into a contract you may demand any service from them that you may claim at any time.
You may Void a contract if you choose or the contract is complete. This has no consequnces for you or the Contractee.
Wings of the Wicked
Starting at 14th level, you gain the ability to sprout a pair of fiendish 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.
Archdevil Form
18th-level Hellspawn feature
You have mastered the fiendish power that dwells within you. Your Demonic Form lasts until you end it. Also, while you are in Demonic Form, you gain the following additional benefits:
- You can take the Dash action as a bonus action.
- You are immune to bludgeoning, piercing, and slashing damage and magical counts as a resistance for you.
- When you hit a creature with a natural weapon attack it takes an additional 1d8 magical slashing damage.
Ironmonger
Often born during times of great war and strife, Ironmonger Sorcerers have an affinity for all things forged for use in war. They thrive in the midst of battle, wielding potent war magic on the front lines. Ironmongers are formidable foes, and are sought after by captains and conquerers for their ability to turn the tide of any battle, no matter how hopeless.
Iron Spells
1st-level Ironmonger feature
Whenever you gain a level, you can replace one spell from this feature with another abjuration or conjuration spell of the same level from the Sorcerer or Wizard spell list.
Sorcerer Level Spell
- 1st: command, compelled duel
- 3rd: cloud of daggers, heat metal
- 5th: conjure volley, elemental weapon
- 7th: fabricate, summon construct (metal)
- 9th: animate objects, steel wind strike
Armaments of War
1st-level Ironmonger feature
The arcane power within your soul grants you an affinity with the armaments of war. You gain proficiency with all light and medium armor, shields, and all simple and martial weapons that lack the heavy or two-handed properties.
Blade of Strife
1st-level Ironmonger feature
You can conjure up the signature weapon of an Ironmonger Sorcerer, the Blade of Strife. As a bonus action, you conjure this mystical Blade at a point you can see within 60 feet. It lasts for 1 minute or until you use this feature again.
When you conjure the Blade, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 magical slashing damage. As a bonus action, you can move the Blade up to 30 feet and repeat the attack.
You can conjure this Blade a number of times equal to your Charisma modifier (minimum of once), and you regain all of your expended uses when you finish a long rest. You can only have one Blade at a time, and conjuring a second causes the first Blade to dispel. Finally, if you have no uses of this feature remaining, you can spend 3 Sorcery Points to use it again.
Extra Attack
6th-level Ironmonger feature
You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer cantrips in place of one of those attacks.
Finally, when your Blade of Strife is within 10 feet of you, you can make attacks with it as part of your Attack action.
Iron Smite
6th-level Ironmonger feature
Once per turn when you hit a Large or smaller creature with a melee weapon or Blade of Strife attack you can force it to make a Strength saving throw. On a failed save it falls prone.
Dancing Blade
14th-level Ironmonger feature
When a creature within 10 feet of your Blade of Strife is hit by an attack, you can use your reaction to add your Charisma modifier to the target's Armor Class against that attack.
Also, your Blade of Strife now deals 2d8 damage on hit.
Storm of Blades
18th-level Ironmonger feature
You have become a god of warfare and lay waste to your foes. As an action on your turn, you can destroy your Blade of Strife in a storm of arcane iron shards, forcing two creatures of your choice within 30 feet of the Blade to make a Dexterity saving throw. Targets take 6d8 magical slashing damage on a failed save, and half as much damage on a successful save.
When you use this action, you can spend Sorcery Points to target additional creatures, targeting one additional creature of your choice within 30 feet per Sorcery Point you spend.
Lunar Blessing
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.
Moon Fire
1st-level Lunar Blessing feature
Starting at 1st level, 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 Embodiment
1st-level Lunar Blessing feature
You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Full Moon
- 1st: Shield, Faerie Fire
- 3rd: Lesser Restoration, Moonbeam
- 5th: Dispel Magic, Summon Fey
- 7th: Death Ward, Freedom of Movement
- 9th: Rary's Telepathic Bond, Mass Cure Wounds
New Moon
- 1st: Ray of Sickness, Dissonant Whispers
- 3rd: Blindness/Deafness, Darkness
- 5th: Vampiric Touch, Bestow Curse
- 7th: Confusion, Evard's Black Tentacles
- 9th: Hold Monster, Mislead
Cresent Moon
- 1st: Color Spray, Sanctuary
- 3rd: Alter Self, Invisibility
- 5th: Phantom Steed, Major Image
- 7th: Hallucinatory Terrain, Polymorph
- 9th: Dream, Telekinesis
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.
Lunar Boons
6th-level Lunar Blessing feature
Starting at 6th level, 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. Enchantment and Necromancy spells
- Crescent Moon. Illusion 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 Blessing feature
Also at 6th level, 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 Blessing feature
Starting at 14th level, the power of a lunar phase saturates your being. Whenever you choose a lunar phase to affect your magic, you also gain the following benefit associated with that phase:
- Full Moon: You shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, you and creatures of your choice have advantage on saving throws and 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 in dim light or darkness, attack rolls have disadvantage against you.
- Crescent Moon: You have resistance to necrotic and radiant damage.
Lunar Phenomenon
18th-level Lunar Blessing feature
At 18th level, your lunar phase magic bursts. As a bonus action, you can tap into a special power of the lunar phase you are currently in. Alternatively, as part of the bonus action you take to change your lunar phase using your Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:
- Full Moon: You radiate intense 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 an oppressive 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 you make an attack or cast a spell.
- Crescent Moon: You slip through light and darkness. You can magically teleport to an unoccupied space you can see within 60 feet of yourself. In addition, you also gain resistance to all damage until the start of your next turn.
Once you use a phase’s bonus action, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Shadow Curse
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.
Eyes of the Dark
1st-level Shadow Magic feature
From 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you can cast darkness by spending 2 Sorcery Points, and when you do, you can see through the darkness you create.
Shadow Spells
1st-level Shadow Magic feature
When you gain a level in this class, you can replace one spell from this feature with an illusion or necromancy spell from the Sorcerer, Warlock, or Wizard spell list of the same level.
Sorcerer Level Spell
- 1st: false life, ray of sickness
- 3rd: darkness, shadow blade
- 5th: feign death, vampiric touch
- 7th: death ward, shadow of moil
- 9th: enervation, negative energy flood
Strength of the Grave
1st-level Shadow Magic feature
Starting at 1st level, 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
At 6th level, 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
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can 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
Starting at 18th level, 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.
Vampiric Soul
The dark magic of undeath is a path to great power for those who are willing to pay the price. Many of the most powerful undead creatures will grant their followers a portion of their dark sorcery in return for their service. Evil vampires, long dead mummy lords, and sinister liches have all been known to curse their most loyal followers with sorcerous abilities.
What have you sacrificed to gain this sinister sorcery? Are you sworn in service to a dark lord or a creature of undeath?
Blood Magic
1st-level Vampiric Soul feature
You have been gifted an affinity for blood magic. Whenever you cast a Sorcerer spell or use a Sorcerer class feature, you can expend your own hit points in place of Sorcery Points by expending two hit points for each Sorcery Point you would have spent. When you do so, your current and your maximum hit points are reduced by the number of hit points you spend. This hit point reduction cannot be lessened in any way. Any reduction to your maximum hit points from this feature lasts until the end of your next long rest, at which point it returns to normal.
Moreover, when you slay a creature with a Sorcerer spell of 1st-level or higher, you gain temporary hit points equal to the level at which the spell was cast. Any temporary hit points you gain from this feature can be used in place of your current hit points (but not your maximum hit points) for your Blood Magic spellcasting.
Vampiric Spells
1st-level Vampiric Soul feature
When you gain a level in this class, you can replace a spell from this feature with a necromancy or enchantment spell, of the same level from the Sorcerer, Warlock, or Wizard list.
Sorcerer Level Spell
- 1st: command, inflict wounds
- 3rd: suggestion, spider climb
- 5th: gaseous form, vampiric touch
- 7th: blight, greater invisibility
- 9th: dominate person, enervation
Blood Drinker
1st-level Vampiric Soul feature
You have a thrist for rich blood from living creatures and must have it. As a bonus action on your turn you may bite a creature and drink its blood. You may use your bonus action to Bite them dealing 1d6 piercing damage and draining their blood dealing additional necrotic damage equal to your Constitution modifier (minimum 1 necrotic damage). You then heal 1d4 + Your Constitution modifier
The damage for your Bite increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The healing from drinking blood increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Optional Rule: True Vampirism
Vampires and other sinister masters of necrotic magic are some of the most iconic monsters, but their vampiric power comes at significant cost.
If you choose to play as a true vampire, you gain all of the additional abilities listed below when you take your 1st level as a Vampiric Soul Sorcerer.
Deathless Nature. You no longer need to breathe, eat, or drink in order to survive.
Spider Climb. You gain a climbing speed equal to your walking speed. Beginning at 3rd level, you can use this climbing speed to move across vertical surfaces, including upside down, while leaving your hands free, without having to make an ability check
Superior Darkvision. you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, you can only see shades of gray.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to see is in direct sunlight.
Undead Resilience
6th-level Vampiric Soul feature
You gain resistance to both necrotic and poison damage, and you have advantage on saves to resist the poisoned condition.
Also, when you have temporary hit points from your Blood Magic feature, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical, non-silvered, attacks.
Misty Escape
14th-level Vampiric Soul feature
As a reaction to when you are reduced to 0 hit points, but not killed outright, you can turn into a cloud of mist, reappearing with 1 hit point in an unoccupied space within 30 feet.
Once you use this reaction you must finish a short or long rest before you can use it again. When you have no uses left, you can spend 5 Sorcery Points to use this reaction again.
Vampiric Mastery
18th-level Vampiric Soul feature
You have mastered the sinister blood magic within your soul. When you deal necrotic damage to a target with a Sorcerer spell of 1st-level or higher, you gain temporary hit points equal to half the necrotic damage.
These temporary hit points can also be used in place of your current hit points for your Blood Magic Spellcasting.
Voidwielder
Before the primordial gods formed the world, there was only the Void. This formless, lightless, writhing chaos desires that all creation should return to it. Voidwielders are Sorcerers who wield the entropic power of the Void, working to undo the very acts of creation. They are often nihilistic in their outlook on life, resigned to the fact that all will eventually dissolve into the nothingness of the great primordial Void.
Voidwielder Spells
1st-level Voidwielder feature
Whenever you gain a level, you can replace one spell from this feature with another abjuration or necromancy spell of the same level from the Sorcerer, Warlock, or Wizard list.
Sorcerer Level Spell
- 1st: inflict wounds, ray of sickness
- 3rd: darkness, ray of enfeeblement
- 5th: counterspell, dispel magic
- 7th: blight, sickening radiance
- 9th: antilife shell, maelstrom
Soul of the Void
1st-level Voidwielder feature
Your innate connection to the primordial void grants you the ability to speak, read, and write Primordial.
Entropic Touch
1st-level Voidwielder feature
You can channel the power of the void and send one Tiny or smaller object that you touch into the Void. The item must be non-magical in nature, and cannot be on object that is being worn or carried by another creature.
It remains in the Void for as long as you concentrate on this ability, as if concentrating on a spell. When you maintain concentration for 1 hour, the object is permanently destroyed. If you break your concentration, the object reappears in an unoccupied space as close as possible to its last location.
You can use this feature once without expending Sorcery Points, and cannot do so again until you finish a long rest unless you expend 3 Sorcery Points to use it again.
The size of the non-magical item you can target with this feature increases as you gain levels in this class: at 6th level (Medium), 11th level (Large), and again 17th level (Huge).
Negate Spell
6th-level Voidwielder feature
Your connection to the Void allows you to undo arcane magic. When you cast counterspell or dispel magic and you need to make a spellcasting ability check to determine the result, you can spend 2 Sorcery Points treat a roll of 9 or lower as a 10.
Disciple of the Void
14th-level Voidwielder feature
When you use Entropic Touch, you can send a total number of objects equal to your Charisma modifier (minimum of 1) into the Void at one time. Only one object can be maximum size; the rest must be Small. If you use this ability again, you must choose an object to reappear.
Ray of Annihilation
18th-level Voidwielder feature
The overwhelming power you draw from the Void allows you to unmake creation itself. You can expend one of your Innate Arcanum spell slots to cast disinitgrate at the same spell level of the Innate Arcanum spell slot you choose to expend.
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 Spells
1st-level Wild Magic feature
When you gain a level in this class, you can replace one spell from this feature with an evocation or transmutation spell from the Sorcerer or Wizard spell list of the same level.
Sorcerer Level Spell
- 1st: chaos bolt, sleep
- 3rd: enlarge/reduce, misty step
- 5th: blink, hypnotic pattern
- 7th: confusion, polymorph
- 9th: animate objects, wall of force
Wild Magic Surge
1st-level Wild Magic feature
After you cast a Sorcerer spell of 1st-level or higher, roll a d10. If you roll a number equal to the level at which you cast the spell, immediately make a d100 roll on the Wild Magic Surge table to create a random magical effect.
If that effect is a spell, it is too wild to be affected by your Metamagic, and if it requires concentration, it doesn't require concentration in this case, and the spell lasts its full duration.
However you may use another method for activate a wild magic surge. After time you cast a spell you must roll a d20, the number you need to roll to surge is 1, if you succedd the number increases the next time by 1. This number continues to grow and does not resest over a long rest.
Crack The Weave
1st-level Wild Magic feature
Starting at 1st level, you can harness your chaotic energy to empower your spells. When you cast a sorcerer spell of 1st level or higher, you can treat that spell as if it were cast one level or higher. Casting a spell this way will always cause a wild surge, at the original spell level.
You can use this feature a number of times equal to your proficency bonus, and you regain all expended uses when you finish a long rest.
Tides of Chaos
1st-level Wild Magic feature
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw.
You have a number of uses of this ability equal to your 1 + your Charisma modifier (minimum of 2), and you regain all expended uses after you finish a rest.
In addition, you can force another creature of your choice to make a Charisma saving throw. On a failed save, the target must roll on the wild magic table. On a success, they are unaffected.
Bend Luck
6th-level Wild Magic feature
At 6th level, you gain resistance to force damage. 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 1d6 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Wild Sorcery
6th-level Wild Magic feature
You learn the Unstable Spell Metamagic, but it does not count against your total number of Metamagics Known. Moreover, for you, it only costs 1 Sorcery Point to use.
Controlled Chaos
14th-level Wild Magic feature
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment
18th-level Wild Magic feature
At 18th level, You gain immunity to force damage, and the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on one of the dice, you can choose to do maximum damage instead. You can also expend a hit dice for this effect but you suffer half the damage from using this feature in this way.
In addition, your unfiltered access to magic allows you to more easily manipulate your spells, You gain three additional Metamagic options of your choice.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Points | Spell Limit | 6th Level | 7th Level | 8th Level | 9th Level | Metamagics Known |
---|
1st | +2 | Magical Senses, Sorcerous Origin, Sorcery, Innate Sorcery | 4 | 6 | 4 | 1st | — | — | — | — | — |
2nd | +2 | Font of Magic, Metamagic | 4 | 7 | 6 | 1st | — | — | — | — | 2 |
3rd | +2 | Arcane Regeneration | 4 | 8 | 14 | 2nd | — | — | — | — | 4 |
4th | +2 | Ability Score Improvement | 5 | 9 | 17 | 2nd | — | — | — | — | 4 |
5th | +3 | Awakened Sorcery | 5 | 10 | 25 | 3rd | — | — | — | — | 4 |
6th | +3 | Sorcerous Origin Feature | 5 | 11 | 32 | 3rd | — | — | — | — | 5 |
7th | +3 | Sorcery Incarnate | 5 | 12 | 38 | 4th | — | — | — | — | 5 |
8th | +3 | Ability Improvement | 5 | 13 | 44 | 4th | — | — | — | — | 5 |
9th | +4 | ─ | 5 | 14 | 57 | 5th | — | — | — | — | 6 |
10th | +4 | Exalted Metamagics | 6 | 15 | 64 | 5th | — | — | — | — | 6 |
11th | +4 | Innate Arcanum (6th-level) | 6 | 16 | 64 | 5th | 1 | — | — | — | 6 |
12th | +4 | Ability Score Improvement | 6 | 17 | 66 | 5th | 1 | — | — | — | 7 |
13th | +5 | Innate Arcanum (7th-level) | 6 | 18 | 66 | 5th | 1 | 1 | — | — | 7 |
14th | +5 | Sorcerous Origin Feature | 6 | 19 | 68 | 5th | 1 | 1 | — | — | 7 |
15th | +5 | Innate Arcanum (8th-level) | 6 | 20 | 68 | 5th | 1 | 1 | 1 | — | 8 |
16th | +5 | Ability Score Improvement | 6 | 21 | 70 | 5th | 1 | 1 | 1 | — | 8 |
17th | +6 | Innate Arcanum (9th-level) | 6 | 22 | 70 | 5th | 1 | 1 | 1 | 1 | 8 |
18th | +6 | Sorcerous Origin feature | 6 | 23 | 72 | 5th | 1 | 1 | 1 | 1 | 9 |
19th | +6 | Ability Score Improvement | 6 | 24 | 72 | 5th | 2 | 1 | 1 | 1 | 9 |
20th | +6 | Transcendent Sorcerer | 6 | 25 | 75 | 5th | 2 | 2 | 1 | 1 | 9 |