Sorcerous Origins Rfwewfa
Sorcerous Origins Rfwewfa
of Ancient Days
At 1st level, a sorcerer chooses their Sorcerous Origin. The You are able to tap into lost knowledge from eons long dead.
following options are available in addition to those in the At 1st level, you gain proficiency in History and you learn to
Player's Handbook: The Chained, Divine Right, Emberheart, speak, read, and write, two exotic languages of your choice.
Feyblood, Greensinger, Hellspawn, Ironmonger, Stoneblood, Also, while you sleep during a long rest, your inner self can
Stormsoul, Vampiric Soul, Voidwielder, and Waveborn. commune with the ancient knowledge you once had, focusing
The Chained on a person, place, or object you interacted with in the past
day and making a Charisma (History) check. You learn a fact
Once you were an unknowable, all powerful, and far reaching about the subject, often one forgotten to modern scholars.
otherworldly entity, but now... now you are but shade of your
former self, bound in mortal flesh. The eldritch essence from Unknowable Mind
which you draw your magic is all that remains of your former Starting at 6th level, you have advantage on saving throws to
terrible power. Maybe one day you will be able to regain your resist being charmed, frightened, or have your thoughts read.
true power and punish those who did this to you... Additionally, when you are forced to make an Intelligence,
Wisdom, or Charisma saving throw to resist the effects of a
The Chained Features spell, you can use your reaction to force a creature within 30
Sorcerer Level Feature feet to become the target of the spell instead of you.
Eldritch Spells,
Once you use this reaction you must complete a long rest
1st
Knowledge of Ancient Days before you can use it again. If you have no uses left, you can
spend a spell slot of 3rd-level or higher to use it again.
6th Unknowable Mind
14th Otherworldly Step Otherworldly Step
Beginning at 14th level, using your eldritch power allows you
18th Eldritch Revelation to move through cracks in reality itself. Whenever you expend
Eldritch Spells
a spell slot, you can instantly teleport a number of feet equal
to 5 times the level of the spell slot you spent, appearing in an
The fragment of your former power grants you dark magic. unoccupied space of your choice within range.
When you learn a sorcerer spell, you can choose from the
warlock spell list, and it becomes a sorcerer spell for you. Eldritch Revelation
You learn certain spells at the sorcerer levels noted in the Upon reaching 18th level, you can use your action to briefly
table below. They count as sorcerer spells for you, but they assume a form that resembles your terrible former power.
don't count against your number of Spells Known. For the next minute, you gain the following benefits:
When you gain a sorcerer level, you can replace one spell
from this feature with another warlock spell of your choice. You can cast hideous laughter at 1st-level spell as a bonus
action on each turn, without expending Sorcery Points.
Sorcerer Level Spell You gain a flying speed equal to your movement speed.
1st arms of hadar, hideous laughter You can move through other creatures and objects. If you
end your movement inside an object or creature, you are
3rd augury, crown of madness
shunted to the nearest unoccupied space, and take 1d10
5th clairvoyance, hunger of hadar force damage for every 5 feet you were forced to travel.
7th arcane eye, evard's black tentacles Once you use this feature to transform, you can’t use it
9th contact other plane, dream again until you finish a long rest, unless you spend 7 Sorcery
Points to use it again.
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 poses a significant threat
to those who currently hold 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.
Divine Right Features
Sorcerer Level Feature
Royal Spells, Divine Mark,
1st
Words of Authority
6th Words of Vigor
14th Regal Presence
18th Divine Command
Royal Spells
You learn certain spells at the sorcerer levels noted in the
table below. They count as sorcerer spells for you, but they
don't count against your number of Spells Known.
When you gain a sorcerer level, 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 barrage, tiny servant XGtE
7th compulsion, find greater steed XGtE
9th dominate person, geas
Words of Vigor
Divine Mark The power of your voice uplifts those who choose to follow
At 1st level, a Divine Mark appears somewhere on your body you. Starting at 6th level, you can use a bonus action to spend
signifying the type of ruler you are to become. Select one of a number of Sorcery Points, up to your Charisma modifier
the Divine Marks below. Once chosen, your Mark cannot be (minimum of 1) and grant a friendly creature within 30 feet
changed short of the wish spell or direct divine intervention. that can hear you temporary hit points. The creature gains
Mark of Elegance. Your rule will be marked by diplomacy. 1d8 temporary hit points for each Sorcery Point you spend.
You gain proficiency in Persuasion, and you can add double The temporary hit points from this ability only last until the
your proficiency bonus to all Charisma (Persuasion) checks. end of the creature's next short or long rest.
Mark of Guile. Your rule will be marked by cunning. You Regal Presence
gain proficiency in Deception, and you add double your Upon reaching 14th level, your presence inspires confidence
proficiency bonus to all Charisma (Deception) checks. in all who follow you. When a friendly creature within 60 feet
Mark of Might. Your rule will be marked by strength. You that can see or hear you, is forced to make a saving throw,
gain proficiency in Intimidation, and you add double your you can grant them advantage on their roll as a reaction.
proficiency bonus to all Charisma (Intimidation) checks. Additionally, your presence cows those who stand before
Words of Authority you. The range of your Words of Authority becomes 15 feet.
Your voice has been imbued with divine authority, and it is Divine Command
difficult for the weak willed to resist your commands. Also Upon reaching 18th level, you become a legendary figure
beginning at 1st level, when you target a creature within 5 of authority for your people, and your voice is blessed with
feet that can hear you with an enchantment spell, you can increased divine power. You learn the divine word spell. It
impose disadvantage on the creature's saving throw. becomes a sorcerer spell for you, but it doesn't count against
Once you use this feature to impose disadvantage, you your total number of Spells Known. As an action, you can
must finish a short or long rest before you can use it again.
cast divine word without expending a spell slot. Once you do
Upon reaching 2nd level, if you have no uses of this feature so, you must finish a long rest before you can cast divine
remaining, you can expend 2 Sorcery Points to use it again. word at no cost again.
Emberheart Heart of Flame
Whether you stole your power from a noble Efreeti lord, were The primordial flame empowers your spirit. Beginning at 1st
gifted it by an ancient fire drake, or you were born near a gate level, you are resistant to fire damage and you have advantage
to the elemental Plane of Fire, you now carry within you an on saving throws to resist being charmed or frightened.
ember of pure elemental flame. This ember of arcane fire You can also speak, read, and write Ignan, the language of
fuels your burning soul, inflames your passions, and allows the Elemental Plane of Fire. By understanding Ignan you can
you to perform wondrous and terrible feats of fire magic. communicate with any creature that speaks Primordial, or
one of its four dialects; Aquan, Auran, Ignan, and Terran.
Emberheart Features
Sorcerer Level Feature Wild Fire
1st Emberheart Spells, Heart of Flame Starting at 6th level, you can cause fire to erupt from the ruin
of your foes. When you reduce a Small or larger creature to 0
6th Wild Fire hit points with a spell that deals fire damage, you can use
14th Kindle the Flame your reaction to force creatures of your choice within 10 feet
of that creature to make Dexterity saving throw. They take
18th Primordial Inferno fire damage based on the size of the creature, as indicated in
Emberheart Spells the table below, on a failure, and half as much on a success.
You learn certain spells at the sorcerer levels noted in the
table below. They count as sorcerer spells for you, but they Tiny 0 Large 3d6
don't count against your number of Spells Known. Small 1d6 Huge 4d6
Whenever you gain a sorcerer level, you can replace one
spell from this feature with another spell of your choice of the Medium 2d6 Gargantuan 5d6
same level, that deals only fire damage, from any spell list. You can use this reaction a number of times equal to your
Sorcerer Level Spell Charisma modifier (minimum of once), and you regain all of
1st burning hands, hellish rebuke your expended uses when you finish a long rest.
3rd flaming sphere, scorching ray Kindle the Flame
5th fireball, minute meteors XGtE Your body is restored when you draw on the elemental flame.
Beginning at 14th level, when you cast a fire spell of 1st-level
7th summon elemental (fire) TCoE, wall of fire or higher, you can choose to gain temporary hit points equal
9th flame strike, immolation XGtE to the level of the fire spell + your Charisma modifier.
Primordial Inferno
Your flaming soul has become an inferno, making you more
Elemental Sorcerers elemental then mortal. Starting at 18th level, you don't need
Switch the damage type of the Emberheart Spells to eat, drink, or sleep, and you are immune to fire damage.
and subclass features her from Fire to Acid, Cold, When you take damage from a creature within 60 feet, you
Lighting, or Poison to make any Elemental Origin! can use your reaction to force it to make Dexterity saving
throw. On a failure, they take fire damage equal to your level.
Faeblood Heartsight
At 1st level, your Fey magic grants you heightened empathic
Every so often, a mortal catches the attention of a lord or lady abilities. You gain proficiency in Insight, and you add double
of the Fey. Often, the object of affection or offspring of this your proficiency bonus to any Insight checks you make.
relationship is gifted wondrous arcane ability beyond that of As an action, you can touch a creature to read their heart.
other mortals. However, these mortal infatuations are usually Make a Charisma (Insight) check, contested by the creature's
brief, and the mortals are left to learn to use their power with Charisma (Deception) check. If you succeed, you learn its
little supervision or instruction. Weather you were chosen by alignment. Celestials, fiends, and undead automatically fail.
a powerful Fey, or were the child of such a relationship or you Creatures are unaware you attempted to read their heart.
have been blessed with the whimsical power of the Feywild.
Seasonal Attunement
Faeblood Features Beginning at 6th level, you can align yourself with one of the
Sorcerer Level Feature
seasons like a true Fey. At the end of each long rest, choose
1st Fey Spells, Heartsight a season and gain the benefits listed below. Each season
6th Seasonal Attunement
grants you a resistance and advantage on certain rolls.
14th Gateway Magic Season Damage Type Roll With Advantage
18th Intoxicating Presence Spring Lightning Hit Die Rolls
Summer Fire Initiative Rolls
Fey Spells
Your link to the Feywild grants you an affinity with charms. Autumn Poison Concentration Checks
When you learn a sorcerer spell, you can also choose from Winter Cold Death Saving Throws
the bard spell list, and it becomes a sorcerer spell for you.
You learn certain spells at the sorcerer levels noted in the Gateway Magic
table below. They count as sorcerer spells for you, but they Your magic allows you to slip between the Feywild and the
don't count against your number of Spells Known. material plane. Starting at 14th level, after you cast a spell of
When you gain a sorcerer level, you can replace one spell 1st-level or higher, can choose to teleport to an unoccupied
from this feature with another bard spell of your choice. space of your choice within 30 feet that you can see.
Sorcerer Level Spell When you use this feature, you can spend Sorcery Points
1st charm person, faerie fire to increase its range by 10 feet for each Sorcery Point.
3rd enthrall, misty step Intoxicating Presence
5th blink, hypnotic pattern
You exude the intoxicating presence of an Archfey. Starting at
18th level, creatures of your choice within 15 feet of you have
7th compulsion, dominate beast disadvantage on saving throws to resist enchantment spells.
9th dominate person, seeming
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.
Greensinger Features
Sorcerer Level Feature
1st Verdant Spells, Vigorous Vines
6th Grasping Growth
14th Creeping Defense, Crushing Grip
18th Greensong
Verdant Spells
Your link with nature allows you to wield primal magic. When
you learn a sorcerer spell, you can also choose to learn from
the druid spell list, and it becomes a sorcerer spell for you.
You learn certain spells at the sorcerer levels noted in the
table below. They count as sorcerer spells for you, but they
don't count against your number of Spells Known.
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 XGtE, entangle
3rd earthbind XGtE, spike growth
5th plant growth, speak with plants
7th grasping vine, guardian of nature XGtE
9th tree stride, wrath of nature XGtE
Abyssal Spells
You learn certain spells at the sorcerer levels noted in the
table below. They count as sorcerer spells for you, but they
don't count against your number of Spells Known.
Whenever you gain a level, you can replace one spell from
this feature with another conjuration or evocation spell of the
same level from 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 XGtE, staggering smite
9th cloudkill, insect plague
Demonic Form
At 1st level, you gain the ability to undergo a wild abyssal
transformation, unleashing the demonic power bound
Stoneblood Spells
You learn certain spells at the sorcerer levels noted in the
table below. They count as sorcerer spells for you, but they
don't count against your number of Spells Known.
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 XGtE, sanctuary
3rd earthen grasp XGtE, spike growth
5th erupting earth XGtE, meld into stone
7th stone shape, summon elemental (earth)TCoE
9th steel wind strike XGtE, wall of stone Extra Attack
Starting at 6th level, you can attack twice, instead of once,
Heart of Earth whenever you take the Attack action. Moreover, you can cast
Beginning at 1st level, you can use a bonus action to take on one of your sorcerer cantrips in place of one of those attacks.
an earthen Elemental Form, encasing your body in elemental Also, while you are in your earthen Elemental Form, your
stone and granting you the following benefits for 1 minute: unarmed strikes count as magical for the sake of overcoming
You gain temporary hit points equal to your sorcerer level. resistances and immunities to non-magical attacks.
If you are not wearing any armor or wielding a shield, your Aegis of Stone
Armor Class becomes 13 + your Constitution modifier. You can ward yourself and others with the magic of elemental
Your unarmed strikes deal 1d10 bludgeoning damage. If earth. Starting at 14th level, you can use your bonus action to
you strike with two free hands, the d10 becomes a d12. expend 2 Sorcery Points and ward a creature you touch, with
You use your Constitution modifier, in place of Strength, an Aegis of Stone. The target gains resistance to non-magical
for the attack and damage rolls of your unarmed strikes. bludgeoning, piercing, and slashing damage for 1 minute.
You can transform in this way a number of times equal to As a reaction when a creature, other then you, that is
your Charisma modifier (minimum of once), and you regain warded by your Aegis is hit by an attack, you can teleport to
all of your expended uses when you finish a long rest. an unoccupied space within 5 feet of the attacker and make
You can also speak, read, and write Terran, the language of one melee attack against it. You can only teleport in this way
the Elemental Plane of Earth. By understanding Terran you if both you and the attacker are on the same surface.
can communicate with any creature that speaks Primordial, Only one creature can be under the effect your Aegis, and
or one of its four dialects; Aquan, Auran, Ignan, and Terran. warding another causes the previous Aegis to dispel.
Crushing Blow Primordial Bulwark
Upon reaching 6th level, you can empower your strikes with Your stalwart soul has become unbreakable diamond, making
crushing force. When you hit a target with an unarmed strike you more elemental then mortal. Starting at 18th level, you no
or melee weapon attack, you can expend a spell slot to deal longer need to eat, drink, or sleep, and you gain resistance to
extra magical bludgeoning damage to the target. all bludgeoning, piercing, and slashing damage.
This damage is 2d6 for a 1st-level slot, plus 1d6 for each In addition, you can have up to three creatures of your
higher level of the slot you expend, up to a maximum of 6d6. choice under the effects of your Aegis of Stone at one time.
Heart of Winds
Drawing upon the tempestuous magic within you allows you
to take flight. Beginning at 1st level, when you cast a spell of
1st-level or higher, you gain a temporary flying speed equal to
your remaining movement speed, which lasts until the end of
your current turn. This tempestuous flight does not provoke
opportunity attacks, but If you end your movement while you
are midair you fall to the ground at the end of your turn.
You can also speak, read, and write Auran, the language of
the Elemental Plane of Air. By understanding Auran you can
communicate with any creature that speaks Primordial, or
one of its four dialects; Aquan, Auran, Ignan, and Terran.
Stormborn
The power of your inner storm has grown. At 6th level, you
gain resistance to both lightning and thunder damage.
Also, whenever you cast a spell of 1st-level or higher that
deals lightning or thunder damage, you can force creatures of
your choice within 15 feet to make a Dexterity Saving throw.
Creatures take 2d6 lighting or thunder damage (your choice)
on a failed save, and half as much on a successful save.
When you use this feature, you can expend additional
Sorcery Points to increase the damage dealt by 1d6 for each
additional Sorcery Point, up to a maximum of 6d6 damage.
Storm Guide
Also starting at 6th level, the storm within your soul allows
you to control existing weather in the following ways:
Stormsoul Rain. As a bonus action, you can stop (and start) the rain
from falling in a 20-foot radius sphere centered on you.
Within you dwells a mote of pure elemental air, which grants Wind. As a bonus action, you can change the direction the
you innate power over both breeze and storm. Whatever the wind is blowing within a 100-foot radius sphere centered on
origin of your power, your inner primal storm can drive you you. Changes to the wind last until the end of your next turn.
from whimsical and calm, to wild violence with little warning.
Do you embrace the call of the winds, wandering the land, or Windcaller
do you seek to control the storm that rages inside you? You bend the wind itself to your call. At 14th level, you gain a
flying speed of 60 feet, and while flying in this way your lower
Stormsoul Features half becomes a tempestuous gale of swirling winds.
Sorcerer Level Feature You also learn the wind walk spell. It counts as a sorcerer
1st Stormsoul Spells, Heart of Winds spell for you, but doesn't count against your total number of
Spells Known. As an action, you can cast wind walk without
6th Stormborn, Storm Guide expending a spell slot. Once you do so, you must complete
14th Windcaller 1d6 long rests before you can cast it at no cost again.
18th Primordial Storm Primordial Storm
Your stormy soul has made you more elemental then mortal.
Stormsoul Spells Starting at 18th level, you no longer need to eat, drink, or
You learn certain spells at the sorcerer levels noted in the sleep, and you are immune to lightning and thunder damage.
table below. They count as sorcerer spells for you, but they In addition, when you take damage from a creature within
don't count against your number of Spells Known. 60 feet that you can see, you can use your reaction to rebuke
When you gain a sorcerer level, you can replace one spell them with elemental air. The attacker must make a Strength
from this feature with another spell of the same level, that saving throw, and on a failed save, it takes thunder damage
deals only lightning or thunder damage, from any spell list. equal to your sorcerer level and is knocked back 20 feet.
Sorcerer Level Spell
1st feather fall, thunderwave
The Stormsoul & Storm Sorcery
3rd shatter, warding wind XGtE
The Stormsoul Origin presented here is meant to
5th call lightning, wind wall replace Storm Sorcery, and bring the power of the
subclass in line with the other official Origins.
storm sphere XGtE,
If you prefer to use Storm Sorcery, you can use
7th
summon elemental (air) TCoE the list of Stormsoul Spells as your Origin Spells.
9th arcane hand, control winds XGtE
Blood Magic
You have been gifted an affinity for sorcerous blood magic.
Starting at 1st level, you can expend your hit points in place
of spell slots by spending four hit points for each level of the
spell slot you would have spent. Both your current hit points
and maximum hit points are reduced by the number of hit
points you spend. This hit point reduction cannot be lessened
in any way, and the reduction to your hit point maximum lasts
until the end of your next long rest.
Moreover, when you slay a creature with a sorcerer spell of
1st-level or higher, you gain temporary hit points equal to
twice the level of the spell slot you expended to cast the spell.
Temporary hit points you gain from this feature can be used
in place of your hit points for your Blood Magic spellcasting.
Undead Resilience
The dark magic that infests your soul has made you resilient.
At 6th level, you gain resistance to both necrotic and poison
damage, and you have advantage on saves to resist poisons.
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
Starting at 14th level, your sinister power allows you to cling
to life when others would fall. As a reaction to when you are
reduced to 0 hit points, but not killed outright, you can turn
into a cloud of swirling mist, and reappear with 1 hit point in
an unoccupied space within 30 feet.
Vampiric Soul Once you use this reaction you must finish a short or long
rest before you can use it again. When you have no uses
The dark magic of undeath is a path to great power for those remaining, you can spend 5 Sorcery Points to use it again.
who are willing to pay the price. Many of the most powerful
undead creatures will grant their followers a portion of their Vampiric Mastery
dark sorcery in return for their service. Evil vampires, long You have mastered the sinister blood magic within your soul.
dead mummy lords, and sinister liches have all been known Beginning at 18th level, whenever you deal necrotic damage
to curse their most loyal followers with sorcerous abilities. to a creature with a sorcerer spell of 1st-level or higher, you
gain temporary hit points equal to half the necrotic damage
Vampiric Soul Features dealt. These temporary hit points can also be used in place
Sorcerer Level Feature of your hit points for your Blood Magic Spellcasting.
1st Vampiric Spells, Blood Magic
6th Undead Resilience
Optional Rule: True Vampirism
14th Misty Escape Vampires are are one of the most iconic monsters,
18th Vampiric Mastery but their vampiric power comes at significant cost.
If you'd like to play as a true vampire, you gain all of
Vampiric Spells the additional abilities listed below when you take
your 1st level as a Vampiric Soul sorcerer.
You learn certain spells at the sorcerer levels noted in the Deathless Nature. You don't need to breathe.
table below. They count as sorcerer spells for you, but they Spider Climb. You gain a climbing speed equal to
don't count against your number of Spells Known. your walking speed. Starting at 3rd level, you can
When you gain a sorcerer level, you can replace one spell move across vertical surfaces, including upside
from this feature with a necromancy or enchantment spell, of down on ceilings, while leaving your hands free.
the same level from the sorcerer, warlock, or wizard spell list. Superior Darkvision. you have superior vision in
dark and dim conditions. You can see in dim light
Sorcerer Level Spell within 120 feet of you as if it were bright light, and
1st command, inflict wounds in darkness as if it were dim light. You can't discern
color in darkness, you can only see shades of gray.
3rd suggestion, spider climb Sunlight Sensitivity. You have disadvantage on
5th gaseous form, vampiric touch attack rolls and Wisdom (Perception) checks that
rely on sight when you, the target of the attack, or
7th blight, greater invisibility whatever you are trying to see is in direct sunlight.
9th dominate person, enervation XGtE
Voidwielder Entropic Touch
Before the primordial gods formed the world, there was only Starting at 1st level, you can draw upon the power of the void
the Void. This formless, lightless, writhing chaos desires that and send one Tiny or smaller object that you touch into the
all creation should return to it. Voidwielders are sorcerers Void. The item must be non-magical in nature, and cannot be
who wield the entropic power of the Void, working to undo on object that is being worn or carried by another creature.
the very acts of creation. They are often nihilistic in their It remains in the Void for as long as you concentrate on
outlook on life, resigned to the fact that all will eventually this ability, as if you were concentrating on a spell. If you
dissolve into the nothingness of the great primordial Void. maintain concentration for 1 hour, the object is permanently
destroyed. If you loose concentration, the object reappears in
Voidwielder Features an unoccupied space as close as possible to its last location.
Sorcerer Level Feature You can use this feature once at no cost, and can't do so
again until you finish a long rest. If you have no uses left, you
1st Entropic Magic, Entropic Touch can expend a spell slot of 1st-level or higher to use it again.
6th Negate Spell The size of the non-magical item you can target with this
feature increases as you gain levels in this class: at 6th level
14th Disciple of the Void (Medium), 11th level (Large), and again 17th level (Huge).
18th Ray of Annihilation
Negate Spell
Entropic Magic Your connection to the Void allows you to undo arcane magic.
You learn certain spells at the sorcerer levels noted in the Beginning at 6th level, when you cast counterspell or dispel
table below. They count as sorcerer spells for you, but they magic and you need to make a spellcasting ability check, you
don't count against your number of Spells Known. can spend 1 Sorcery Point treat a roll of 9 or lower as a 10.
Whenever you gain a level, you can replace one spell from Disciple of the Void
this feature with another abjuration or necromancy spell of Starting at 14th level, when you use your Entropic Touch, you
the same level from the sorcerer, warlock, or wizard spell list. can send a total number of objects equal to your Charisma
Sorcerer Level Spell modifier (minimum of 1) into the Void at one time. Only one
chill touch (cantrip),
7th
watery sphere
9th cone of cold, maelstrom XGtE
Watery Resilience
Beginning at 6th level, you can temporarily take on a watery
form to avoid harm. As a reaction when you are hit by an
attack, you can grant yourself resistance to any bludgeoning,
piercing, or slashing damage from the attack and move up to
your full speed without provoking opportunity attacks.
Waveborn You can use this reaction a number of times equal to your
Within you dwells a drop of pure elemental water, connecting Charisma modifier (minimum of once), and you regain all
you to the waters of the deepest oceans, babbling brooks, and uses when you finish a long rest. If you have no uses left, you
frozen lakes. The gentle lapping of waves, the spray of the sea can spend a spell slot of 1st-level or higher to use it again.
foam on the wind, the crushing darkness of the ocean depths;
all these call you. Your watery magic can be as refreshing as Shifting Form
the rains, or as destructive as great waves and flood waters. The elemental water within your soul allows you to move as
Metamagic Options
The following Metamagic options are available to sorcerers Concussive Spell
in addition to those presented in the Player's Handbook. When you cast a spell that deals bludgeoning or thunder
damage, you can spend 1 Sorcery Point to force one target
Adamant Spell of the spell to make a Strength saving throw. On a failed save,
When you cast a spell, you can spend Sorcery Points equal to the target is knocked prone. Large or larger creatures have
1 + the level of the spell to make it immune to anti-magic advantage on their Strength saving throw.
spells like counterspell, dispel magic, or anti-magic field.
Esoteric Spell
Adjacent Spell When you cast a spell that deals force, necrotic, psychic, or
When you cast a spell that requires you to make a ranged radiant damage, you can spend 1 Sorcery Point to change the
spell attack while there is an enemy creature within 5 feet
damage type of the spell to another from the list above.
of you, you can spend 1 Sorcery Point to make your ranged
spell attack without disadvantage. Imbued Spell
When you cast a spell that has a range of self, you can spend
Blinding Spell Sorcery Points equal to 1 + the level of the spell to instead
When you cast a spell that deals fire or radiant damage, you cast it with a range of touch, targeting a willing creature.
can spend 1 Sorcery Point to force one target of the spell to If the spell requires concentration, the creature you cast
make a Constitution saving throw. On a failed save, the target the spell on must concentrate on the spell.
blinded for one minute. The creature can repeat their saving
throw at the start of each turn, ending the effect on a success. Kinetic Spell
When you cast a spell that forces a Strength or a Dexterity
Brutal Spell saving throw, you can spend 2 Sorcery Points and change the
When you cast a spell that deals damage, you can spend 2 spell's saving throw target the other ability score instead.
Sorcery Points to empower the casting. If you roll the highest This Metamagic only changes the initial saving throw. Any
number of any of the spell's damage dice you can roll that die subsequent saving throws target the original ability score.
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 Linked Spell
that die, and its damage, from the total damage of the spell. When you cast a spell, you can spend 2 Sorcery Points and
touch a willing creature within 5 feet, expending one of their
Cerebral Spell spell slots to cast the spell in place of your Sorcery Points.
When you cast a spell that forces an Intelligence or Charisma
saving throw, you can spend 3 Sorcery Points and change the Misdirecting Spell
spell's saving throw to target the other ability score instead. When you cast a spell that originates from you, you can
This Metamagic only changes the initial saving throw. Any spend 3 Sorcery Points to cause the spell to appear as if it
subsequent saving throws target the original ability score. had originated from a point you can see within 30 feet.
Overcharged Spell Shielded Spell
When you cast a spell has only one target, and requires you When you cast a spell you can spend 2 Sorcery Points to
to make a ranged spell attack roll, you can spend 2 Sorcery ignore the effects of that spell for its entire duration.
Points to increase the critical hit range of that spell, allowing
you to score a critical hit on a roll of 19 or 20 on the d20. Silent Spell
When you cast a spell, you can spend 1 Sorcery Point to cast
Potent Spell a version of that spell that produces no sound. However, you
When you cast a spell that deals damage, you can spend 1 must still speak the verbal components of the spell aloud as
Sorcery Point to have the spell to ignore a single target's this Metamagic only removes the sound of the spell itself.
resistances to the damage of the spell.
Sturdy Spell
Recycled Spell When you cast a spell that requires your concentration, you
When you cast a spell, you can spend 1 Sorcery Point to can spend Sorcery Points, up to your Charisma modifier
possibly conserve your arcane energy. If the spell misses or (minimum of 1), to empower your focus. For each Sorcery
fails to take effect, you can use your reaction to regain an Point you spend, you gain a +1 bonus to the first saving throw
expended spell slot of at least one level lower then the spell you make to maintain your concentration on that spell.
slot you use to cast the spell.
Unerring Spell
Resolute Spell When you cast a spell that requires an attack roll or a
When you cast a spell that forces a Wisdom or a Constitution Dexterity saving throw, you can spend 1 Sorcery Point to
saving throw, you can spend 2 Sorcery Points and change the ignore the effects of half and three-quarters cover.
spell's saving throw target the other ability score instead.
This Metamagic only changes the initial saving throw. Any Unstable Spell
subsequent saving throws target the original ability score. When you cast a spell that forces a target to make a saving
throw, you can spend 2 Sorcery Points to have the initial
Savage Spell saving throw target an ability score determined by random
When you cast a spell that deals bludgeoning, piercing, or chance. Roll a d12, and the spell's initial saving throw is
slashing damage, you can spend 1 Sorcery Point to change changed to target the ability score from the list below.
the spell's damage type to another from the list above. If you roll a 1, your spell immediately fails. However, only
the 2 Sorcery Points you spent to use this ability are wasted.
Seeking Spell You regain any Sorcery Points you used to cast the 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 1 Spell Failure 8-9 Wisdom
new d20 roll, potentially turning a missed attack into a hit. 2-3 Strength 10 Intelligence
You can use Seeking Spell if you have already used a
different Metamagic ability during the casting of the spell. 4-5 Dexterity 11 Charisma
6-7 Constitution 12 Your Choice
Divine Soul Spells
Origin Spells Replaces your Divine Magic feature at 1st level
The following Origin Spells can be added to the Sorcerous When you learn a sorcerer spell, you can also choose from
Origins in the Player's Handbook and Xanathar's Guide to the cleric spell list, and it becomes a sorcerer spell for you.
Everything in order to bring them line with new content. You learn certain spells at the sorcerer levels noted in the
The spells are from the Player's Handbook, Xanathar's table below. They count as sorcerer spells for you, but they
Guide to Everything X, and Tasha's Cauldron of Everything T. don't count against your number of Spells Known.
Draconic Bloodline Spells When you gain a sorcerer level, you can replace one spell
You learn certain spells at the sorcerer levels noted in the from this feature with another cleric spell of your choice.
table below. They count as sorcerer spells for you, but they Sorcerer Level Spell
don't count against your number of Spells Known. 1st detect evil and good, guiding bolt
When you gain a sorcerer level, you can replace one spell
from this feature with another spell of the same level, that 3rd aid, lesser restoration
deals your Draconic Ancestry damage, from any spell list. 5th beacon of hope, revivify
Sorcerer Level Spell 7th divination, guardian of faith
1st command, ancestry spell 9th dispel evil and good, greater restoration
3rd dragon's breath X, ancestry spell
5th fear, ancestry spell
Shadow Magic Spells
You learn certain spells at the sorcerer levels noted in the
7th elemental bane X, ancestry spell table below. They count as sorcerer spells for you, but they
9th dominate person, ancestry spell don't count against your number of Spells Known.
When you gain a sorcerer level, you can replace one spell
Ancestry Spells from this feature with an illusion or necromancy spell from
Level Black, Copper Blue, Bronze Brass, Red
the sorcerer, warlock, or wizard spell list of the same level.
T Sorcerer Level Spell
1st caustic brew witch bolt burning hands
1st false life, ray of sickness
3rd acid arrow dust devil X scorching ray
3rd darkness, shadow blade X
5th gaseous form lightning bolt fireball
5th feign death, vampiric touch
7th vitriolic sphere X storm sphere X wall of fire
7th death ward, shadow of moil X
9th contagion control winds immolation X
9th enervation X, negative energy flood X
Level Gold Green White, Silver
1st sleep ray of sickness ice knife X
Wild Magic Spells
You learn certain spells at the sorcerer levels noted in the
3rd warding wind X suggestion snowball swarm X table below. They count as sorcerer spells for you, but they
5th slow stinking cloud sleet storm don't count against your number of Spells Known.
When you gain a sorcerer level, you can replace one spell
7th resilient sphere dominate beast ice storm from this feature with an evocation or transmutation spell
9th flame strike cloudkill cone of cold from the sorcerer or wizard spell list of the same level.
Sorcerer Level Spell
Level Amethyst Crystal Emerald
1st chaos bolt X, sleep
1st magic missile guiding bolt silent image
3rd enlarge/reduce, misty step
3rd locate object invisibility detect thoughts
5th blink, hypnotic pattern
5th dispel magic hypnotic pattern major image
7th confusion, polymorph
7th resilient sphere divination phantasmal killer
9th animate objects, wall of force
9th legend lore wall of light X mislead
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