Sorcerous Origins v7.1 - GM Binder
Sorcerous Origins v7.1 - GM Binder
At 14th level, you are able to steal the arcane energy from
You are saturated with arcane power, granting you an a caster's spell and use it for yourself. When you cast
inherent talent for the manipulation of magic. You may be counterspell or dispel magic on a spell, and the target spell
descended from powerful wizards, archmages whose fails, you gain a number of sorcery points equal to the
arcane mastery was so great it became infused into their level of the spell you countered or dispelled, up to your
bloodline, or you may have somehow become entangled maximum.
with the Weave. Regardless, you are the envy of wizards
and sorcerers alike. Arcane Apotheosis
At 18th level, you call powerful magic from deep in your
Arcanist Magic bloodline's history. You can spend 10 sorcery points to
Starting at 1st level, you learn additional spells when you cast a spell of 8th level or lower from the wizard or
reach certain levels in this class, as shown on the Arcanist sorcerer spell list as a sorcerer spell, with its normal
Spells table. Each of these spells counts as a sorcerer spell casting time and components, even if it is not one of your
for you, but it doesn't count against the number of spells known.
sorcerer spells you know. You cannot use this feature again until you complete a
Whenever you gain a sorcerer level, you can replace one long rest.
spell you gained from this feature with another spell of the
same level. The new spell must be from one of two schools
of your choice from the wizard spell list.
Arcanist Spells
Sorcerer Level Spells
1st detect magic, magic missile
3rd levitate, enhance ability
5th dispel magic, counterspell
7th arcane eye, banishment
9th scrying, Bigby's hand
Arcane Reservoir
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
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
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.
In addition, you learn the produce flame cantrip. This is
a sorcerer cantrip for you, but does not count against your
sorcerer cantrips known.
Infernal Spells
Sorcerer Level Spells
1st charm person, hellish rebuke
3rd scorching ray, suggestion
5th bestow curse, fireball
7th charm monster, fire shield
9th infernal calling, immolation
Devil's Tongue
At 1st level, you gain proficiency in the Deception and
Persuasion skills. Before you roll to make a Persuasion or
Deception check to convince a creature of something, you
can first force the creature to make a Wisdom saving
throw. If the creature fails, you have advantage on the
Deception or Persuasion check, and the creature is
charmed by you for a number of minutes equal to your
Charisma modifier, or until you or your companions do
anything harmful to it. The creature has advantage on this
saving throw if it is hostile to you. Afterwards, it can make
an Intelligence check against your spell save DC, and
knows it was charmed by you on a success.
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.
Devil's Sight
At 6th level, you gain darkvision with a range of 60 feet, or
an additional 30 feet if you already have darkvision.
Magical darkness doesn't impede your darkvision.
Infernal Resilience
At 6th level, you gain resistance to fire damage. If you were
already resistant to fire, you instead gain resistance to
poison or cold damage (your choice).
Diabolic Form
Starting at 14th level, you can use a bonus action to take
on the physical characteristics of a devil. You sprout horns
Infernal Bloodline and a barbed tail, and your hands become claws. You also
develop large, bat-like wings, granting you a flying speed
Whether it was a warlock's pact or a tryst with a succubus, equal to your walking speed.
one of your ancestors has forever entangled your family's When you take on this form, you can choose whether
fate with the Nine Hells. Whether or not you are visibly you manifest all of the characteristics or merely some of
marked as a tiefling, blood of infernal taint undoubtedly them. This form lasts until you're incapacitated, you die, or
flows through your veins, granting you a silver tongue and you dismiss it as a bonus action.
unholy powers.
Deal With the Devil
Infernal Magic Starting at 18th level, your words carry a magical weight
Starting at 1st level, you learn additional spells when you that spells disastrous consequences for those who break
reach certain levels in this class, as shown on the Infernal your agreements. When you charm a creature with your
Spells table. Each of these spells counts as a sorcerer spell Devil's Tongue feature after convincing it to carry out or
for you, but it doesn't count against the number of avoid a certain action, you can spend 5 sorcery points to
sorcerer spells you know. cause the effects of a 5th-level geas spell on the target.
Whenever you gain a sorcerer level, you can replace one The instructions you give with this spell are whatever you
spell you gained from this feature with another spell of the convinced the target to do or not do.
same level. The new spell must be an enchantment or
evocation spell from the sorcerer, wizard or warlock spell
list.
Abyssal Bloodline Demonic Resilience
Starting at 14th level, when your Demonic Manifestations
Demons are chaotic evil incarnate, coming in all manner of are active, you gain resistance to poison damage and
horrible shapes and sizes. The stink of the Abyss is on your resistance to any two of the following damage types: fire,
bloodline, imbuing you with its terrible power - if you can cold or lightning; you also gain advantage on saving
control it. throws against being poisoned.
Abyssal Spells
Sorcerer Level Spells
1st cause fear, wrathful smite
3rd alter self, enlarge/reduce
5th haste, summon lesser demons
7th blight, summon greater demon
9th cloudkill, contact other plane
Demonic Manifestations
Starting at 1st level, as a bonus action, you can manifest
the chaos of the Abyss through your body. You gain
temporary hit points equal to your sorcerer level plus your
Charisma modifier, and you roll a d12 to gain a random
Demonic Manifestation, as seen on the Demonic
Manifestations table. You may instead spend 2 sorcery
points to choose from the list, which you can do after
seeing the result of the roll.
You can gain two manifestations when you use this
feature starting at 9th level, and three when you use it
starting at 17th level. If you are choosing from the list
instead of rolling, the cost for choosing manifestations
beyond your first is 1 sorcery point, instead of 2.
If you already have active manifestations and use this
feature, your previous manifestations are replaced.
You can use your Charisma modifier for attack and
damage rolls with any natural weapons you may gain
using this feature. If a manifestation forces a creature to
make a saving throw or escape check, the DC is your spell
save DC. Demonic Manifestations disappear after a
number of minutes equal to your Charisma modifier.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses
when you complete a long rest. As an action, you can
expend 2 sorcery points to regain one use.
Abyssal Assault
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action using only natural
weapons granted by your Demonic Manifestations. In
addition, your natural weapons count as magical for the
purpose of overcoming resistance and immunity to non-
magical damage.
Demonic Manifestations
d12 Manifestation
Claws. Each of your hands transforms into a claw, which you can use as a natural
melee weapon if it’s empty, dealing 1d6 slashing damage on a hit. If you make at
1
least one attack with your claws when you use the Attack action, you can make one
additional claw attack as part of the same action.
Fangs. Your teeth grow into vicious fangs, which are natural melee weapons that
deal 1d10 piercing damage on a hit. Once on each of your turns when you damage
2
a creature with this bite, that creature must succeeed on a Constitution saving
throw or be poisoned until the end of your next turn.
Barbed Tail. You sprout a tail lined with wicked barbs, which is a natural melee
3 weapon with a 10 foot reach. It deals 1d10 piercing or slashing damage on a hit
(your choice).
Slime. You secrete a slippery, foul-smelling mucus all over your body. If you are
unarmored, your AC increases by 2, and any creature that touches you for the
4 duration takes 1d6 acid damage. You can deal this extra damage when you hit a
creature with an unarmed strike, melee natural weapon attack or melee spell
attack.
Acid Bile. You are able to projectile vomit acidic bile as an action. All creatures in a
15-foot cone or 5 by 30 foot line (your choice) must succeed on a Dexterity saving
5
throw or take 2d6 acid damage, or half as much damage on a success. At 6th level,
you can substitute this for one or both attacks when you use the Attack action.
Fetid Cloud. Noxious green gas extends from your body in a 10-foot radius. Any
creature that starts its turn in this area, other than yourself, must succeed on a
6 Constitution saving throw or be poisoned until the end of its next turn. While
poisoned in this way, the target can take either an action or a bonus action on its
turn, not both, and can't take reactions.
Horns. You grow wicked horns from your head (if you already have horns, they
become larger and sharper). These are natural melee weapons that deal 1d6
7 piercing damage. Once on your turn, if you move at least 20 feet toward a target
and hit it with your horns on the same turn, it takes an additional 2d6 piercing or
bludgeoning damage (your choice).
Tentacles. You sprout up to three writhing tentacles, which are natural melee
weapons with a 10 foot reach. A creature hit by one of these tentacles takes 1d6
8 bludgeoning damage, and a Large or smaller creature must succeed on a Strength
saving throw or be restrained until it can successfully escape using its action. You
cannot attack with a tentacle while it is restraining a creature, but you can move a
restrained creature 5 feet within your reach, in place of an attack.
Pincers. Your hands become monstrous pincers, which are natural melee weapons.
9 A creature hit by a pincer takes 1d8 bludgeoning damage, and a Large or smaller
creature is grappled until it can successfully escape using its action.
Hooves. Your feet become great cloven hooves, which are natural melee weapons.
10 A creature hit by one of these weapons takes 1d8 bludgeoning damage and must
succeed on a Strength saving throw or be pushed back 5 feet and knocked prone.
Spider Legs. Spidery legs sprout from your body, allowing you to climb difficult
11 surfaces, including upside-down on ceilings, without having to make an ability
check. You also gain a climbing speed equal to your walking speed.
12 Wings. You sprout bat-like wings, granting you a 30 foot flying speed.
`
Verdant Bloodline
Cool, green nature magic flows through your veins, often
manifesting as a crown of leaves, branches or flowers.
Perhaps there is a dryad on one branch of your family
tree, or perhaps you were blessed by a druid as an infant.
Regardless, your connection to plant life defines you.
Verdant Magic
Starting at 1st level, your deep connection with nature
allows you to learn spells normally associated with the
druid class. When your Spellcasting feature lets you learn a
sorcerer cantrip or a sorcerer spell of 1st level or higher,
you can choose the new spell from the druid spell list or
the sorcerer spell list. You must otherwise obey all the
restrictions for selecting the spell, and it becomes a
sorcerer spell for you.
You learn additional spells when you reach certain levels
in this class, as shown on the Verdant 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 from the druid spell list.
Verdant Spells
Sorcerer Level Spells
1st entangle, goodberry
3rd barkskin, healing spirit
5th plant growth, daylight
7th guardian of nature, grasping vine types except fire damage; you have advantage on
9th wrath of nature, tree stride Constitution saving throws, and disadvantage on Dexterity
saving throws.
Green Thumb In addition, when you restore hit points to a creature
At 1st level, you gain proficiency in the Nature skill and while rooted, you may choose to also grant that creature
herbalism kits. temporary hit points equal to your Charisma modifier.
You can remain rooted for a number of minutes equal to
Photosynthesis your Charisma modifier, or until you uproot yourself as an
Starting at 1st level, your skin takes on a greenish hue. You action. Once you use this bonus action, you can't use it
no longer need to eat food, as long as you spend at least 1 again until you finish a long rest, unless you spend 3
hour a day in direct sunlight, or under the light of a sorcery points to use it again.
daylight spell. When you take a short rest in these
conditions and expend Hit Dice to regain hit points, you Rooted Regeneration
regain additional hit points equal to your Charisma Starting at 14th level, if you are rooted in direct sunlight or
modifier per Hit Die spent. under the light of a daylight spell, you gain temporary hit
Under these conditions, you may also regain sorcery points at the start of each turn equal to half your sorcerer
points equal to your Charisma modifier, up to your level, rounded up.
maximum. You cannot regain sorcery points in this way
again until you after you complete a long rest.
From the Smallest Seed
Starting at 18th level, if you are killed and your body is not
Deeply Rooted completely destroyed, your remains shrink and reform
Starting at 6th level, as a bonus action, you can sprout into a seed the size of an acorn. If this seed is planted in
mystical roots from your legs, rooting yourself into the healthy soil and watered, it will quickly sprout into a
ground and drawing on a deep well of natural magic seedling. If the seedling is exposed to direct sunlight or the
beneath the soil. Your walking speed is reduced to 0, and light of a daylight spell for at least one hour, it will rapidly
you cannot be physically moved against your will. The grow during that time into a flourishing tree whose trunk
ground in a 15 foot radius around you becomes difficult contains your stably unconscious, reborn body. All injuries,
terrain. scars, lost limbs, etc. will be completely healed, even old
ones. Once you have used this feature, you cannot use it
While in this state, you gain resistance to all damage
again until you have completed a long rest.
Primal Bloodline Primal Wings
At 14th level, you sprout a permanent pair of majestic
Hot, red nature magic flows through your veins, wings from your arms or back, granting you a flying speed
manifesting as a bestial legacy. The blood of wild-shaping equal to your walking speed. These wings may take the
druids or mysterious shifters resides within you, granting form of a bird's, a bat's, an insect's, or a pterosaur's.
you ferocious power and an innate connection with wild
beasts. Primal Instinct
At 18th level, you gain a supernatural instinct to anticipate
Primal Magic and avoid danger. When you are attacked by a creature, as
Starting at 1st level, your deep connection with nature a reaction, you can give that creature disadvantage on all
allows you to learn spells normally associated with the attacks against you until the end of its turn. In addition,
druid class. When your Spellcasting feature lets you learn a when you are subjected to an effect that allows you to
sorcerer cantrip or a sorcerer spell of 1st level or higher, make a Dexterity saving throw to take only half damage,
you can choose the new spell from the druid spell list or you instead take no damage if you succeed on the saving
the sorcerer spell list. You must otherwise obey all the throw, and only half damage if you fail.
restrictions for selecting the spell, and it becomes a
sorcerer spell for you.
You learn additional spells when you reach certain levels
in this class, as shown on the Primal 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 from the druid spell list.
Primal Spells
Sorcerer Level Spells
1st beast bond, speak with animals
3rd alter self, beast sense
5th conjure animals, haste
7th guardian of nature, polymorph
9th commune with nature, insect plague
Primal Attunement
At 1st level, you gain proficiency in the Nature and Animal
Handling skills.
Primal Senses
At 1st level, you gain the heightened senses of a wild
beast. You gain darkvision out to 60 feet, or an additional
30 feet if you already have darkvision, and you become
able to identify and track creatures by scent. You can use
your Charisma, instead of Wisdom, when making
Perception and Insight checks and calculating your passive
Perception.
These abilities may be accompanied by the development
of animalistic features such as a cat's eyes or a wolf's ears,
though this is not always the case.
Primal Evolution
At 6th level, your physical characteristics continue to
evolve. Your hit point maximum increases by 6, and
increases by 1 again whenever you gain a level in this
class. You can add half your proficiency bonus, rounded
down, to any Strength and Dexterity check or saving throw
you make that does not already include your proficiency
bonus. Your walking speed increases by 5 feet, and you
gain a climbing or swimming speed (your choice) equal to
your walking speed.
Fey-Touched Bloodline Evasive Step
At 14th level, when you are hit by an attack, you can
Fey whimsy or a tryst in a moonlit grove put the teleport to a spot you can see within 30 feet as a reaction,
bewitching magic of the Feywild into your family's causing the attack to miss. You can use this feature a
bloodline. Fey sorcerers are often stunningly, ethereally number of times equal to your proficiency bonus, and you
beautiful, though those descended from hags may find regain all expended uses when you complete a long rest.
this to be very much not the case. Either way, you are likely
ruled by powerful emotions, prone to bouts of ecstatic joy Soul of the Fey
or destructive rage. At 18th level, you become immune to all effects that would
charm you, frighten you, or put you to sleep.
Fey Spells In addition, as a bonus action, you can extend an
Starting at 1st level, you learn additional spells when you intoxicating aura with a radius of 30 feet. All creatures of
reach certain levels in this class, as shown on the Fey the humanoid or beast type of your choice must succeed
Spells table. Each of these spells counts as a sorcerer spell on a Charisma saving throw when they start their turn in
for you, but it doesn't count against the number of this aura, or be charmed by you as long as they remain
sorcerer spells you know. there. If you spend 5 sorcery points, you can give all
Whenever you gain a sorcerer level, you can replace one creatures in your aura disadvantage on this save. The aura
spell you gained from this feature with another spell of the lasts for 10 minutes or until you end it as a bonus action.
same level. The new spell must be an enchantment or You can produce this aura a number of times equal to
illusion spell from the sorcerer, bard or warlock spell lists. your proficiency bonus, and regain all expended uses
In addition, you learn the vicious mockery cantrip. This is when you complete a long rest.
a sorcerer cantrip for you, but does not count against your
sorcerer cantrips known.
Fey Spells
Sorcerer Level Spells
1st charm person, faerie fire
3rd misty step, enthrall
5th summon fey, hypnotic pattern
7th charm monster, confusion
9th seeming, mislead
Fey Glamour
Starting at 1st level, you can innately cloak yourself in
beautiful or terrifying illusions. You can cast disguise self at
will, without expending a spell slot; this spell counts as a
sorcerer spell for you, but doesn't count against the
number of sorcerer spells you know.
Woodland Stride
You can instinctively flit among trees and shrubs without
being seen or heard. Starting at 1st level, you can move
through plant-based difficult terrain as though it were
normal terrain, and you have advantage on Dexterity
(Stealth) checks if you are at least lightly obscured by
foliage.
Faerie Dust
At 6th level, you gain the ability to conjure a fistful of faerie
dust, a magical substance that befuddles the senses and
aids in fairy tricks. You can spend 2 sorcery points to
conjure the dust as a bonus action, blowing it at one
creature within 10 feet of you. A creature that inhales
faerie dust has disadvantage on the next Wisdom or
Charisma saving throw it makes, as well as on Wisdom
(Perception) and Wisdom (Insight) checks for the next
minute. Creatures that don’t breathe or are immune to
being charmed are unaffected by faerie dust.
same action, which automatically hits. You can use any
Vampiric Bloodline bite natural weapon available to you with this feature.
A vampire's bite or the taint of its blood has forever
changed you, altering your body and granting you dark
Hypnotic Stare
At 14th level, your piercing gaze can entrance those
and sinister powers.
vulnerable to your charms. As a bonus action, you can
Vampiric Spells attempt to charm a creature within 30 feet of you that can
see your eyes. The creature must succeed on a Charisma
Starting at 1st level, you learn additional spells when you
saving throw or become charmed by you; while charmed,
reach certain levels in this class, as shown on the Vampiric
it cannot move, look away, or take actions or reactions,
Spells table. Each of these spells counts as a sorcerer spell
and attack rolls you make against it have advantage.
for you, but it doesn't count against the number of
sorcerer spells you know. The creature can repeat the save at the end of each of
its turns; if it succeeds, the effect ends. The effect also
Whenever you gain a sorcerer level, you can replace one
ends if the creature cannot see you, or if it takes damage
spell you gained from this feature with another spell of the
from any source other than you. You can use this feature a
same level. The new spell must be a necromancy or
number of times equal to your proficiency bonus, and
enchantment spell from the sorcerer, wizard or warlock
regain all expended uses upon completing a long rest.
spell lists.
In addition, you learn the primal savagery cantrip. This is
a sorcerer cantrip for you, but does not count against your
Regeneration
At 18th level, your cursed blood will not let you die. As long
sorcerer cantrips known. When you hit a creature with this
as you are not in direct sunlight or running water, and are
cantrip, you can choose to deal necrotic damage, instead
not incapacitated, you gain a number of temporary hit
of acid damage.
points equal to your sorcerer level at the start of each
Vampiric Spells turn. If you take radiant damage, this trait doesn't function
at the start of your next turn.
Sorcerer Level Spells
1st inflict wounds, charm person
3rd ray of enfeeblement, enthrall
5th gaseous form, vampiric touch
7th charm monster, polymorph
9th dominate person, enervation
Vampiric Physiology
At 1st level, the cursed blood flowing through your veins
manifests in the form of physical strengths and
weaknesses. You gain the following features:
Vampire's Thirst
At 6th level, when you hit a creature with a melee spell
attack, you can also make a bite attack as part of the
take half damage and are not restrained. A creature that is
Undead Bloodline restrained must succeed on a Strength check at the end of
You are a product of necromancy. You may come from its turn to escape.
forebears who practiced the forbidden arts, or your very The skeletal arms last for 1 minute or until you are
existence may be necromantic in nature, having been incapacitated, and are considered difficult terrain. You can
raised from the grave, created to serve a lich, or infected choose to only restrain with this effect, instead of dealing
by an undead's cursed bite. Regardless, the dark power of damage.
death flows through you.
Undeath's Blessing
Necromantic Spells At 18th level, you become truly undead, gaining the
Starting at 1st level, you learn additional spells when you undead creature type in addition to any other type you
reach certain levels in this class, as shown on the have. You no longer age, and you have immunity to
Necromantic Spells table. Each of these spells counts as a necrotic damage, as well as to paralysis and sleep effects.
sorcerer spell for you, but it doesn't count against the When you are reduced to 0 hit points, you can spend 2
number of sorcerer spells you know. sorcery points to instead be reduced to 1 hit point. You
cannot use this feature if you are reduced to 0 hit points
Whenever you gain a sorcerer level, you can replace one
by radiant damage, or if your body is completely
spell you gained from this feature with another spell of the
destroyed, such as by a disintegration spell.
same level. The new spell must be a necromancy or
conjuration spell from the sorcerer, wizard or warlock spell
lists.
In addition, you learn the chill touch cantrip. This is a
sorcerer cantrip for you, but does not count against your
sorcerer cantrips known.
Necromantic Spells
Sorcerer Level Spells
1st bane, inflict wounds
3rd ray of enfeeblement, gentle repose
5th animate dead, spirit shroud
7th blight, phantasmal killer
9th raise dead, negative energy flood
Death's Gift
At 6th level, the warmth of life begins to fade from your
body, causing you to lose some of the weaknesses of living
flesh. You gain resistance to cold damage and necrotic
damage, and you don’t need to eat, drink, or breathe.
Battle Trance
Starting at 1st level, as a bonus action, you can enter a
battle trance, letting your conscious mind recede as your
indomitable warrior's soul takes over.
While your Battle Trance is active, you gain the following
benefits:
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Magical Might
At 14th level, you learn Tenser's transformation as a
sorcerer spell. This does not count against the number of
sorcerer spells you know. You can cast this spell once
without expending a spell slot, regaining use of this
feature upon completing a long rest.
In addition, when you roll initiative and have no uses of
your battle trance remaining, you can regain one use.
Fight as One
At 18th level, you can combine your consciousness and
physical prowess with your spirit's. Whenever you make a
weapon attack while in your battle trance, you can add a
bonus to the attack and damage rolls equal to half your
Constitution modifier, rounded down.
Your weight is halved, and you gain an additional
Cosmic Bloodline action, which you can only use to Dash, Disengage or
Use an Object.
You have a natural connection to dunamis, the arcane Your weight is doubled, and you have advantage on
power that governs space, time and probability. You may saving throws to avoid being physically moved. Melee
be the result of highly experimental dunamancy, or your attacks you make deal additional force damage equal to
bloodline may include the influence of mysterious cosmic your Charisma modifier. Your speeds are reduced by 10
beings. feet, and you sink in water.
The weight of objects you touch is halved. Your
Cosmic Magic Strength score becomes equal to 19, and you have
Starting at 1st level, your connection to dunamis allows advantage on Strength checks and Strength saving
you to learn spells normally associated with the throws.
chronurgist and graviturgist wizard traditions. When your
Spellcasting feature lets you learn a sorcerer cantrip or a You can use a bonus action on your turn to lose the
sorcerer spell of 1st level or higher, you can choose the effects of your current benefit and gain a different benefit
new spell from the sorcerer spell list or the dunamancy instead, at the cost of 3 sorcery points.
spell list, as seen in Explorer's Guide to Wildemount. You
must otherwise obey all the restrictions for selecting the Spacetime Tear
spell, and it becomes a sorcerer spell for you. At 18th level, you can rip open the fabric of spacetime
You learn additional spells when you reach certain levels itself. As an action, you can spend 9 sorcery points to
in this class, as shown on the Cosmic Spells table. Each of select a point you can see within 200 feet and open up a
these spells counts as a sorcerer spell for you, but it vortex of swirling chaos. All creatures that start their turn
doesn't count against the number of sorcerer spells you within a 30 foot radius of that point become the target of a
know. reality break spell.
Whenever you gain a sorcerer level, you can replace one This effect lasts for 1 minute, and ends early if you are
spell you gained from this feature with another spell of the incapacitated or end it as a bonus action.
same level. The new spell may be from the sorcerer or
dunamancy spell list.
Cosmic Spells
Sorcerer Level Spells
1st gift of alacrity, magnify gravity
3rd fortune's favor, immovable object
5th pulse wave, slow
7th dimension door, gravity sinkhole
9th far step, temporal shunt
Probability Manipulation
Starting at 1st level, you can shift the probability of events
in your favor. When you or a creature you can see within
60 feet of you rolls a d20, you can use your reaction to
grant advantage or disadvantage (your choice) to the roll,
before you see the result.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
Reality Wrinkle
Starting at 6th level, you can distort reality centered
around yourself as a bonus action, confounding rational
attempts to break through to you. You gain a bonus to
your Armor Class equal to your Charisma modifier for one
minute. This effect ends early if you are incapacitated.
Once you use this bonus action, you can't use it again
until you finish a long rest, unless you spend 3 sorcery
points to use it again.
Flame Sorcery
Elemental fire magic burns within you, born of an innate
Mantle of Flame
As a bonus action, you can magically wreathe yourself in
connection to the Elemental Plane of Fire, perhaps
swirling fire, your eyes glowing like hot coals. For 1 minute,
through descent from an efreet genie or an azer, or the
you gain the following benefits:
blessing of a phoenix's immortal flame.
You shed bright light in a 30-foot radius and dim light
Flame Magic for an additional 30 feet.
Starting at 1st level, you learn additional spells when you Any creature takes fire damage equal to your Charisma
reach certain levels in this class, as shown on the Flame modifier if it hits you with a melee attack from within 5
Spells table. Each of these spells counts as a sorcerer spell feet of you or if it touches you.
for you, but it doesn't count against the number of Once per turn, when you deal fire damage with a spell
sorcerer spells you know. you cast, you can add your Charisma modifier to the
Whenever you gain a sorcerer level, you can replace one damage roll.
spell you gained from this feature with another spell of the
same level. The new spell must be a conjuration or This effect ends if you are incapacitated or dismiss it as a
evocation spell from the sorcerer, wizard or warlock spell bonus action. You gain a number of uses of this feature
list. equal to your proficiency bonus, and regain all expended
In addition, you learn the produce flame cantrip. This is uses upon completing a long rest.
a sorcerer cantrip for you, but does not count against your
sorcerer cantrips known.
Burning Blood
At 6th level, the fire magic flowing through you protects
Flame Spells you from heat while melting away cold. You gain
Sorcerer Level Spells resistance to fire and cold damage. In addition, any spell
or effect you create ignores resistance to fire damage.
1st burning hands, hellish rebuke
3rd flaming sphere, scorching ray Nourishing Fire
5th fireball, minute meteors Starting at 14th level, your fire spells soothe and restore
7th fire shield (warm), wall of fire you. When you expend a spell slot to cast a spell that
includes a fire damage roll, you regain hit points equal to
9th conjure elemental (fire), immolation the slot’s level + your Charisma modifier.
Draconic Spells
Level All Ancestries Black/Copper White/Silver Red/Gold/Brass Blue/Bronze Green
1st command caustic brew frost fingers burning hands witch bolt ray of sickness
3rd dragon's breath acid arrow snowball swarm scorching ray lightning rod protection from poison
5th fear corrosive touch sleet storm fireball lightning bolt stinking cloud
7th elemental bane vitriolic sphere ice storm fire shield storm sphere sickening radiance
9th dominate person acid storm cone of cold immolation lightning storm cloudkill
Divine Spells
Level All Alignments Good Evil Law Chaos Neutrality
1st
detect evil and cure wounds inflict bless bane protection from evil and
good wounds good
3rd spiritual weapon aid shadow calm zone of truth warding bond
blade emotions
5th spirit guardians life vampiric remove bestow curse magic circle
transference touch curse
Select a point in the air that you can see within 120 feet. Water Spout
When you cast this spell, a heavy mist of humidity forms conjuration cantrip
within a 30-foot sphere around that point. All non-magical
Casting Time: 1 action
flames within that sphere are immediately extinguished,
Range: 60 feet
and magical fire deals only half damage.
Components: V, S
Rock Blast Duration: Instantaneous
conjuration cantrip A cold stream of water blasts from your hand toward a
Casting Time: 1 action creature within range. Make a ranged spell attack at the
Range: 30 feet target. On a hit, the creature takes 1d4 cold damage and
Components: V, S 1d4 bludgeoning damage. If the target is on fire, the
Duration: Instantaneous flames are immediately extinguished. You can choose to
use this spell to extinguish flames without dealing
You conjure and launch a ball of hard rock at a creature damage.
within range. Make a ranged spell attack at the target. On At Higher Levels. This spell’s damage increases by 1d4
a hit, the target takes 1d10 bludgeoning damage. cold damage and 1d4 bludgeoning damage when you
At Higher Levels. This spell’s damage increases by reach 5th level (2d4 cold + 2d4 bludgeoning), 11th level
1d10 bludgeoning damage when you reach 5th level (2d10 (3d4 cold + 3d4 bludgeoning), and 17th level (4d4 cold +
bludgeoning), 11th level (3d10 bludgeoning), and 17th 4d4 bludgeoning).
level (4d10 bludgeoning).