Sorcerer Class Features Guide
Sorcerer Class Features Guide
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                olden eyes flashing, a human stretches out her
                hand and unleashes the dragonfire that burns
                in her veins. As an inferno rages around her
                foes, leathery wings spread from her back and
                she takes to the air. Long hair whipped bya
                conjured wind, a half elf spreads his arms wide
                and throws his head back. Lifting him
momentarily off the ground, a wave of magic surges up in
him, through him, and out from him in a mighty blast of
lightning.
   Crouching behind a stalagmite, a halfling points a finger at
a charging troglodyte. A blast of fire springs from her finger
to strike the creature. She ducks back behind the rock
formation with a grin, unaware that her wild magic has
turned her skin bright blue.
   Sorcerers carry a magical birthright conferred upon them
by an exotic bloodline, some otherworldly influence. or
exposure to unknown cosmic forces. One can't study sorcery
as one learns a language, any more than one can learn to live
a legendary life. No one chooses sorcery; the power chooses
the sorcerer.
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per sorcerer level after 1st
Proficiencies
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light
crossbows
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
   (a) a light crossbow and 20 bolts or (b) any simple weapon
   (a) a dungeoneer’s pack or (b) an explorer’s pack or (c) a
   scholar’s pack
   Two daggers
                                                                  SORCERER
                                                                             1
    Sorcerer
            Proficiency                                            Sorcery     Cantrips     Spells
    Level     Bonus                      Features                  Points      Known        Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
      1st        +2         Eschew Materials, Spellcasting,            —           4           2       2 — — — — — — ——
                                  Sorcerous Origin
     2nd         +2                   Font of Magic                       2        4           3       3 — — — — — — ——
     3rd         +2                     Metamagic                         3        4           4       4    2 — — — — — ——
     4th         +2            Ability Score Improvement                  4        4           5       4    3 — — — — — ——
     5th         +3              Sorcerous Restoration                    5        5           6       4    3   2 — — — — ——
     6th         +3             Sorcerous Origin feature                  6        5           7       4    3   3 — — — — ——
     7th         +3                     Metamagic                         7        5           8       4    3   3    1 — — — ——
     8th         +3            Ability Score Improvement                  8        5           9       4    3   3    2 — — — ——
     9th         +4                         —                             9        5           10      4    3   3    3   1 — — ——
     10th        +4                     Metamagic                      10          6           11      4    3   3    3   2 — — ——
     11th        +4                         —                          11          6           12      4    3   3    3   2    1 — ——
     12th        +4            Ability Score Improvement               12          6           12      4    3   3    3   2    1 — ——
     13th        +5                         —                          13          6           13      4    3   3    3   2    1   1 ——
     14th        +5             Sorcerous Origin feature               14          6           13      4    3   3    3   2    1   1 ——
     15th        +5                         —                          15          6           14      4    3   3    3   2    1   1   1 —
     16th        +5            Ability Score Improvement               16          6           14      4    3   3    3   2    1   1   1 —
     17th        +6                     Metamagic                      17          6           15      4    3   3    3   2    1   1   1 1
     18th        +6             Sorcerous Origin feature               18          6           15      4    3   3    3   3    1   1   1 1
     19th        +6            Ability Score Improvement               19          6           15      4    3   3    3   3    2   1   1 1
     20th        +6               Supreme Metamagic                    20          6           15      4    3   3    3   3    2   2   1 1
       SORCERER
2
Spellcasting Ability                                                     Creating Spell Slots. You can transform unexpended
Charisma is your spellcasting ability for your warlock spells,        sorcery points into one spell slot as a bonus action on your
so you use your Charisma whenever a spell refers to your              turn. The created spell slots vanish at the end of a long rest.
spellcasting ability. In addition, you use your Charisma              The Creating Spell Slots table shows the cost of creating a
modifier when setting the saving throw DC for a warlock               spell slot of a given level. You can create spell slots no higher
spell you cast and when making an attack roll with one.               in level than 5th.
                                                                      Creating Spell Points
        Spell save DC = 8 + your proficiency bonus +                        Spell Slot Level       Sorcery Point Cost
                   your Charisma modifier
                                                                                   1st             2
      Spell attack modifier = your proficiency bonus +                            2nd              3
                   your Charisma modifier
                                                                                  3rd              5
                                                                                  4th              6
Sorcerous Origin                                                                  5th              7
Choose a sorcerous origin, which describes the source of
your innate magical power, from the list of available origins.          Converting a Spell Slot to Sorcery Points. As a bonus
Your choice grants you features when you choose it at 1st             action on your turn, you can expend one spell slot and gain a
level and again at 6th, 14th, and 18th level.                         number of sorcery points equal to the slot's level.
Aberrant Sorcery                                                      Metamagic
Boreal Sorcery                                                        At 3rd level, you gain the ability to twist your spells to suit
Clockwork Sorcery                                                     your needs. You gain two of the following Metamagic options
Divine Sorcery
                                                                      of your choice. You gain another one at 7th, 10th and 17th
                                                                      level. You can use only one Metamagic option on a spell when
Draconic Sorcery                                                      you cast it, unless otherwise noted.
Phoenix Sorcery
                                                                      Careful Spell
Sea Sorcery                                                           When you cast a spell that forces other creatures to make a
Shadow Sorcery                                                        saving throw, you can protect some of those creatures from
Stone Sorcery                                                         the spell's full force. To do so, you spend 1 sorcery point and
                                                                      choose a number of those creatures up to your Charisma
Storm Sorcery                                                         modifier (minimum of one creature). A chosen creature
Sylvan Sorcery                                                        automatically succeeds on its saving throw against the spell.
Wild Sorcery                                                          Distant Spell
                                                                      When you cast a spell that has a range of 5 feet or greater,
Origin Spells                                                         you can spend 1 sorcery point to double the range of the
Each origin has a list of associated spells. You learn these          spell.
spells at the levels specified in the origin description. These         When you cast a spell that has a range of touch, you can
spells do not count against the number of sorcerer spells you         spend 1 sorcery point to make the range of the spell 30 feet.
know. If you learn an origin spell that doesn’t appear on the
sorcerer spell list, the spell is nonetheless a sorcerer spell for    Empowered Spell
you.                                                                  When you roll damage for a spell, you can spend 1 sorcery
                                                                      point to reroll a number of the damage dice up to your
Font of Magic                                                         Charisma modifier (minimum of one). You must use the new
                                                                      rolls.
At 2nd level, you tap into a deep wellspring of magic within            You can use Empowered Spell even if you have already
yourself. This wellspring is represented by sorcery points,           used a different Metamagic option during the casting of the
which allow you to create a variety of magical effects.               spell.
  Sorcery Points. You have 2 sorcery points, and you gain
one additional point every time you level up, to a maximum of
20 at level 20. You can never have more sorcery points than
shown on the table for your level. You regain all spent sorcery
points when you finish a long rest.
  Flexible Casting. You can use your sorcery points to gain
additional spell slots, or sacrifice spell slots to gain additional
sorcery points. You learn other ways to use your sorcery
points as you reach higher levels.
                                                                                                                          SORCERER
                                                                                                                                          3
    Extended Spell                                                      Subtle Spell
    When you cast a spell that has a duration of 1 minute or            When you cast a spell, you can spend 1 sorcery point to cast it
    longer, you can spend 1 sorcery point to increase its duration:     without any somatic or verbal components.
       If the duration of the spell is 1 minute, it is extended to 10   Twinned Spell
       minutes.                                                         When you cast a spell that doesn't have a range of self and is
       If the duration of the spell is 10 minutes, it is extended to    incapable of targeting more than one creature at the spell's
       1 hour.                                                          current level, you can spend a number of sorcery points equal
       If the duration of the spell is 1 hour, it is extended to 8      to the spell's level to target a second creature in range with
       hours.                                                           the same spell (1 sorcery point if the spell is a cantrip).
       If the duration of the spell is 8 hours, it is extended to 24
       hours.                                                           Ability Score Improvement
      Extend spell cannot extend the duration of a spell to over        When you reach 4th level, and again at 8th,12th, 16th, and
    24 hours.                                                           19th level, you can increase one ability score of your choice
                                                                        by 2, or you can increase two ability scores of your choice by
    Heightened Spell                                                    1. As normal, you can't increase an ability score above 20
    When you cast a spell that forces a creature to make a saving       using this feature. If your DM allows the use of feats, you may
    throw to resist its effects, you can spend 3 sorcery points to      instead take a feat.
    give one target of the spell disadvantage on its first saving
    throw made against the spell.                                       Sorcerous Restoration
    Quickened Spell                                                     Starting at 5th level, you regain 2 expended sorcery points
    When you cast a spell that has a casting time of 1 action, you      whenever you finish a short rest. The regained sorcery points
    can spend 2 sorcery points to change the casting time to 1          increase when you reach certain levels in this class,
    bonus action for this casting.                                      increasing to 3 at 10th level, 4 at 15th level, and 5 at 20th
                                                                        level.
    Reverberating Spell
    When you cast a spell with a duration of instantaneous that         Supreme Metamagic
    has an area of effect, you can you can expend sorcery points        At 20th level, you become a true master to control the
    equal to the spell's level to have the spell target the same area   powerful magic energy that flows inside yourself. You can
    at the start of your next turn. The area glows in a color           now use all the Metamagic options and you can also use any
    chosen by the GM and creatures can determine what will              number of them on a spell when you cast it.
    happen with an Intelligence (Arcana) check. The
    reverberated spell gains no benefit from the spell being cast
    at a higher level.
       SORCERER
4
Aberrant Sorcery
An alien influence has wrapped its tendrils around you,          Alien Influence
warping you in both body and mind. Perhaps a psychic             Starting at 1st level, your mind recall strange languages you
splinter lodged in your psyche after you suffered domination     didn't know they even exist. You can speak, read, and write
by an aboleth. Maybe you were born somewhere tainted by          Deep Speech and Undercommon.
the Far Realm, a planar blot that changed you forever. Or        Horrid Mutation
perhaps mind flayers kidnapped you, subjecting you to the        Also at 1st level, the aberrant powers coursing through your
nightmarish process of ceremorphosis—but the                     body can incur unpredictable physical alterations. When you
transformation failed and left you altered.                      cast a sorcerer spell of 1st level or higher, you can choose to
   Regardless of its genesis, the Aberrant origin imparts a      mutate. If you do so, roll on the mutations table to gain a
sense of eeriness to the character or their surroundings. This   magical mutation until the end of your next turn, or until you
can be as subtle as when your sorcerer reads a creature's        gain a new mutation.
mind with detect thoughts, anyone in their immediate vicinity
experiences a faint but pervasive sense of dread. Or it could    d6 Horrid Mutation
be unmistakable, such as sweating a sheen of viscous mucus        1 Antennae grow from your forehead, constantly probing
when you're scared, or your pupils squirming when you're            the environment around you. You gain blindsight with
excited. Consider the potentially unspeakable source of your        a radius of 30 feet, and have advantage on Wisdom
sorcerer's powers, and use that as a guide to weave threads         (Perception) checks.
of eeriness throughout your magic.                                2 Your grounding to this reality grows unstable. Once
                                                                    per turn when you move, you instead teleport to a
Aberrant Sorcery Features                                           unoccupied space of your choice within a number of
   Sorcerer Level    Features                                       feet equal to your movement speed. This costs an
        1st          Horrid Mutation                                amount of movement equal to the distance you
                                                                    teleported.
        6th          Frozen Heart, Winter Guide
                                                                  3 Hazardous beams of light shoot from your eyes. As a
        14th         Ice Flows                                      bonus action, you can make a ranged spell attack
                                                                    against a creature of your choice within 30 feet of you.
        18th         Winter Embrace                                 On a hit, the target takes radiant damage equal to half
                                                                    your sorcerer level.
Aberrant Sorcery Origin Spells                                    4 Your visual form becomes beyond description.
    Sorcerer Level      Spells                                      Creatures within 30 feet of you that can see you have
          1st           dissonant whispers                          disadvantage on attack rolls against you.
          3rd           detect thoughts                           5 Your skin sprouts pulsing crystals that conduct magical
                                                                    energy away from you. Damage you take from spells is
          5th           sending                                     reduced by an amount equal to half your sorcerer level.
          7th           Evard's black tentacles                   6 Your arms transform into tentacles. You have
                                                                    advantage on Strength (Athletics) checks made to
          9th           modify memory                               grapple a creature, and your unarmed strikes use a d8
                                                                    for damage and have their reach extended to 15 feet.
                                                                    You can make one unarmed strike as a bonus action.
                                                                                                                   SORCERER
                                                                                                                                   5
    Psionic Sorcery
    Beginning at 6th level, when you cast a spell using sorcery
    points, it requires no components.
    Psychic Defenses
    At 6th level, you gain resistance to psychic damage, and you
    have advantage on saving throws against being charmed or
    frightened.
    Revelation in Flesh
    Beginning at 14th level, you can unleash the aberrant truth
    hidden within your flesh. As a bonus action, you can spend 1
    or more sorcery points to magically transform your body for 1
    hour. 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 gain a swimming speed equal to your walking speed
       and the ability to breathe water. Gills grow from your neck
       or fan out from behind your ears, your fingers become
       webbed, or you grow lashing cilia that extend through your
       clothing.
       You gain a flying speed equal to your walking speed and
       can hover. As you fly, your skin glistens with mucus.
       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.
       Your eyes turn black or become writhing sensory tendrils.
       You are aware of the location of any hidden or invisible
       creature within 60 feet of you.
    Warp Reality
    At 18th level, you become the focal point of a reality-warping
    anomaly. As an action, you can magically radiate a
    transparent, 30-foot-radius aura for 1 minute. This might take
    the form of a sphere of rippling psychic energy, a fluctuating
    amoebic gel, an extrusion of ephemeral parasites, or some
    other manifestation. Other creatures treat the aura as
    difficult terrain, and when they start their turn in it, they take
    3d10 psychic damage. When you activate this feature, you
    can choose any number of creatures you can see to be
    unaffected by the aura. As a bonus action, you can end the
    aura early. If you do so, you and any number of creatures you
    choose within the aura may teleport to a location you can see
    within 1 mile of you. Each creature must appear within 20
    feet of you and in an unoccupied space. An unwilling creature
    that succeeds on a Charisma saving throw against your spell
    save DC is not teleported.
       Once you use this feature, you can't use it again until you
    finish a long rest or until you expend 5 sorcery points to use it
    again.
       SORCERER
6
Boreal Sorcery
The wintry origin of your magic flows like ice water in your      Frost Armor
veins. Your savage and raw energies originate in the lands of     Starting at 14th level, you can block attacks made against you
ice and snow and flow like the chill of the polar wind,           with a sudden ice barrier. When you are hit by a melee or
crackling auroras, and the long winter’s night. Perhaps you       ranged attack, you can use your reaction to reduce the
are descended from giant-kin, troll-born, and frost-rimed         damage you take from the attack by half your sorcerer level.
spirits.                                                          Winter Embrace
Boreal Sorcery Features                                           At 18th level, you gain immunity to cold damage.
   Sorcerer Level     Features                                       Additionally, you can release primal, frigid magic that
                                                                  freezes anything it touches. As an action on your turn, you
         1st          Chilling Magic, Frigid Soul                 can spend 5 sorcery points to release this burst of freezing
         6th          Frozen Heart, Winter Guide                  elemental power in a 60-foot radius, centered on you.
        14th          Frost Armor
                                                                  Creatures of your choice in the radius must make a
                                                                  Constitution saving throw. On a failed save, the creature
        18th          Winter Embrace                              turns to ice, becoming subjected to the petrified condition.
                                                                  The icy form lasts for a minute or until the creature takes
Boreal Sorcery Origin Spells                                      damage. The effect ends on affected targets if you use this
    Sorcerer Level      Spells                                    feature again.
                                                                     Any water or other liquid in the radius is immediately
          1st           ice knife                                 frozen, and never melts unless it takes fire damage from a
         3rd            Snilloc’s snowball swarm                  spell of 7th level or higher.
         5th            ice spears
         7th            ice storm
         9th            wall of ice
Chilling Magic
At 1st level, whenever you cast a spell of 1st level or higher
that deals cold damage, one of the targets of your choice
must make a Dexterity saving throw against your sorcerer
spell save DC. On a failed save, the creatures is restrained
until the end of its next turn.
Frigid Soul
Propelled by a heart of ice, the blood in your veins runs cold.
At 1st level, you’re naturally adapted to cold climates, as
described in chapter 5 of the Dungeon Master’s Guide.
Winter Guide
At 6th level, you can move across icy surfaces without
needing to make an ability check. Additionally, difficult
terrain composed of ice or snow does not cost extra
movement to you. When approaching a body of water, you
use a bonus action to freeze the water where you step,
creating a platform to walk or stand on.
  This ice lasts for 1 minute before melting.
Frozen Heart
At 6th level, you gain resistance to cold damage. In addition,
whenever you start casting a spell of 1st level or higher that
deals cold damage, you freeze the ground around you. The
ground in a 10 foot radius around you per spell level is turned
to ice and is considered difficult terrain for creatures other
than you. This effect lasts for 1 minute before the ice melts.
   Any non-magical fire in the spaces that are turned to ice by
this effect is immediately extinguished.
                                                                                                                   SORCERER
                                                                                                                                   7
                                                                      Methodical Mind
    Clockwork Sorcery                                                 At 3rd level, your affinity with order makes you insightful and
    A plane of utmost order, Mechanus is a realm overseen by a        focused. You gain proficiency in the Insight skill and with one
    godlike entity called Primus, whose actions are inscrutable       type of artisan's tools of your choice.
    and calculations, vast. You, or someone from your lineage,
    might have become entangled in one of the machinations of         Bulwark of Law
    the leader of the modrons. Perhaps you were exposed to an         Beginning at 6th level, you can imbue a creature with a
    artifact created by Primus, or your ancestor took part in the     shimmering shield of order. As an action, you can expend 1 to
    Great Modron March in some way. The power of Mechanus             5 sorcery points to create a magical ward around yourself or
    can seem strange and alien to others, but for you it is part of   another creature you can see within 30 feet of you. The ward
    a vast and glorious system that others can't comprehend. At       lasts until you finish a long rest or until you use this feature
    your option, you can pick from or roll on the Manifestations      again. The ward is represented by a number of d8s equal to
    of Mechanus table to create a way your connection to the          the number of sorcery points spent to create it. When the
    plane manifests while you are casting a spell.                    warded creature takes damage, it can use its reaction to
                                                                      spend a number of those dice, roll them, and reduce the
    Manifestations of Mechanus                                        damage taken by the total of the spent dice.
    d6 Manifestation
     1 Large, spectral cogwheels appear hovering behind you.          Trance of Order
                                                                      At 14th level, you gain the ability to enter a state of clockwork
     2 The hands of a clock appear in your eyes.                      consciousness as a bonus action. For the next minute, attack
     3 Your skin glows with a golden, metallic sheen.                 rolls against you can't benefit from advantage, and whenever
                                                                      you make an attack roll, an ability check, or a saving throw,
     4 Your features become unnaturally angular, like
       geometric objects.
                                                                      you can treat a d20 roll of 9 or lower as a 10.
                                                                         Once you use this action, you can't use it again until you
     5 Your spellcasting focus takes the form of a miniature          finish a long rest or until you expend 5 sorcery points to use it
       Spawning Stone or other creation of Primus.                    again.
     6 The ringing of a clock can be heard by you and those
       affected by your magic.                                        Clockwork Cavalcade
                                                                      At 18th level, you summon spirits of order to restore balance
    Clockwork Sorcery Features                                        around you. As an action, you summon the spirits in a 30-foot
     Sorcerer Level Features                                          cube originating from you. The spirits look like modrons or
                                                                      other constructs of your choice. The spirits are intangible and
           1st         Methodical Mind, Restore Balance               invulnerable, work fast and efficiently, and create the
           6th         Bulmark of Law                                 following effects within the cube before vanishing:
          14th         Trance of Order                                    The spirits restore up to 100 hit points, divided as you
          18th         Clockwork Cavalcade                                choose among any number of creatures of your choice in
                                                                          the cube.
    Clockwork Sorcery Origin Spells                                       Any damaged objects entirely in the cube are repaired.
       Sorcerer Level      Spells                                         Every spell of 6th level or lower ends on creatures and
                                                                          objects of your choice in the cube.
             1st           alarm
                                                                         Once you use this action, you can't use it again until you
             3rd           heat metal                                 finish a long rest or until you expend 7 sorcery points to use it
             5th           glyph of warding                           again.
             7th           Otiluke's resilient sphere
             9th           wall of force
    Restore Balance
    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
    Charisma modifier (minimum of once), and you regain all
    expended uses when you finish a long rest.
       SORCERER
8
Divine Sorcery
You are infused with celestial power. Being connected to such     Divine Sorcery Origin Spells
power can cause changes in your behavior and beliefs. You                Sorcerer Level         Spells
might find yourself driven to annihilate the undead, to defeat
fiends, and to protect the innocent. At times, your heart might                1st              command
be filled with a longing to experience the barest touch of the                 3rd              aid
holy light that illuminates the multiverse, a desire to wander                 5th              spirit guardians
that paradise for the rest of your days. But you know that
your mission is to bring light to the dark places of the world                 7th              guardian of faith
among mortals for now.                                                         9th              commune
Divine Sorcery Features
 Sorcerer Level Features                                          Divine Magic
                                                                  Your link to the divine allows you to learn spells from the
       1st        Divine Magic, Favored by the Gods               cleric class. When your Spellcasting feature lets you learn or
       6th        Empowered Healing                               replace a sorcerer cantrip or a sorcerer spell of 1st level or
      14th        Otherworldly Wings
                                                                  higher, you can choose the new spell from the cleric spell list
                                                                  or the sorcerer spell list. You must otherwise obey all the
      18th        Unearthly Recovery                              restrictions for selecting the spell, and it becomes a sorcerer
                                                                  spell for you.
                                                                  Favored by the Gods
                                                                  Starting at 1st level, divine power guards your destiny. If you
                                                                  fail a saving throw or miss with an attack roll, you can roll
                                                                  2d4 and add it to the total, possibly changing the outcome.
                                                                  Once you use this feature, you can't use it again until you
                                                                  finish a short or long rest.
                                                                  Empowered Healing
                                                                  Starting at 6th level, the divine energy coursing through you
                                                                  can empower your healing spells. Whenever you rolls dice to
                                                                  determine the number of hit points a spell you cast 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.
                                                                  Otherworldly Wings
                                                                  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
                                                                  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 or until you expend 5 sorcery points to use it
                                                                  again.
                                                                                                                    SORCERER
                                                                                                                                      9
     Draconic Sorcery
     Creatures of innate magic and eons-old intelligence, dragons      Draconic Sorcery (Fire) Origin Spells
     are beings of legend, fate, destruction, and destiny incarnate.       Sorcerer Level   Spells
     Your magic comes from these legendary creatures. Perhaps
     your draconic magic originates with a mingling of draconic                 1st         absorb elements
     blood or that of your ancestors. Most often, sorcerers with                3rd         dragon’s breath
     this origin trace their descent back to a mighty sorcerer of               5th         fear
     ancient times who made a bargain with a dragon or who
     might even have claimed a dragon parent.                                   7th         wall of fire
                                                                                9th         dominate person
     Draconic Sorcery Features
     Sorcerer Level Features
                                                                       Draconic Sorcery (Lighting) Origin Spells
           1st          Draconic Ancestor, Draconic Resilience             Sorcerer Level   Spells
           6th          Elemental Affinity                                      1st         absorb elements
          14th          Dragon Wings                                            3rd         dragon’s breath
          18th          Draconic Presence                                       5th         fear
                                                                                7th         storm sphere
     Draconic Ancestor
     Starting when you choose this origin at 1st level, you choose              9th         dominate person
     one type of dragon. The damage type associated with each
     dragon is used by features you gain later. You can speak, read,   Draconic Sorcery (Poison) Origin Spells
     and write Draconic. Additionally, whenever you make a                 Sorcerer Level   Spells
     Charisma check when interacting with dragons, your                         1st         absorb elements
     proficiency bonus is doubled if it applies to the check.
                                                                                3rd         dragon’s breath
     Draconic Type
                                                                                5th         fear
                  Draconic                   Damage Type
                                                                                7th         blight
              Black or Copper                Acid
                                                                                9th         dominate person
               White or Silver               Cold
             Red, Brass or Gold              Fire
               Blue or Bronze                Lightning
                 Green Poison                Poison
        SORCERER
10
Draconic Resilience                                                Dragon Wings
As magic flows through your body, it causes physical traits of     At 14th level, you gain the ability to sprout a pair of dragon
your dragon ancestors to emerge. At 1st level, your hit point      wings from your back, gaining a flying speed equal to your
maximum increases by 1 and increases by 1 again whenever           current speed. You can create these wings as a bonus action
you gain a level in this class.                                    on your turn. They last until you dismiss them as a bonus
   Additionally, parts of your skin are covered by a thin sheen    action on your turn.
of dragon-like scales. When you aren't wearing armor, your           You can't manifest your wings while wearing armor unless
AC equals 13 + your Dexterity modifier.                            the armor is made to accommodate them, and clothing not
                                                                   made to accommodate your wings might be destroyed when
Elemental Affinity                                                 you manifest them.
At 6th level, when you cast a spell that deals damage of the
type associated with your draconic ancestry, add your              Draconic Presence
Charisma modifier to the damage roll (minimum of 1). Apply         Beginning at 18th level, you can channel the dread presence
this effect only once per target. If you cast a spell that deals   of your dragon ancestor, causing those around you to become
acid, lightning, fire, poison or cold damage that is not           awestruck or frightened. As a bonus action, you can spend 5
associated with your draconic ancestry, you may spend 1            sorcery points to draw on this power and exude an aura of
sorcery point to change the damage type to match your              awe or fear (your choice) to a distance of 60 feet. For 1
draconic ancestry.                                                 minute, each hostile creature that starts its turn in this aura
  In addition, you gain resistance to the damage type              must succeed on a Wisdom saving throw or be charmed (if
associated with your draconic ancestry.                            you chose awe) or frightened (if you chose fear) until the aura
                                                                   ends. A creature that succeeds on this saving throw is
                                                                   immune to your aura for 24 hours.
                                                                      Once you use this feature, you can’t use it again until you
                                                                   finish a long rest or until you expend 5 sorcery points to use it
                                                                   again.
                                                                                                                     SORCERER
                                                                                                                                       11
     Phoenix Sorcery
     Your power draws from the immortal flame that fuels the           Ignite
     legendary phoenix. You or your ancestors perhaps rendered a       At 1st level, you gain the ability to start fires with a touch. As
     phoenix a great service, or you were born in its presence.        an action, you can magically ignite a flammable object you
     Whatever the cause, a shard of the phoenix's power dwells         touch with your hand—an object such as a torch, a piece of
     within you.                                                       tinder, or the hem of drapes.
        That power is a mixed blessing. Like the mythical creature,    Mantle of Flame
     you can invoke fiery energy and gain the ability to cheat death   At 1st level, you can unleash the phoenix fire that blazes
     itself. This power comes at a cost. The fire within you           within you. Whenever you cast a spell of 1st level or higher
     seethes, demanding to be unleashed. You sometimes find            that deals fire damage, add your Charisma modifier to the
     yourself absentmindedly feeding fires.                            damage roll (minimum of 1). Apply this effect only once per
        Such sorcerers are wanderers by necessity. The volatile        target. Additionally, you are wreathed in a mantle of flame
     nature of their magic makes other folk nervous. If a fire         until the start of your next turn, gaining the following
     breaks out in town, a phoenix sorcerer had best flee, whether     benefits:
     guilty or not. Fire is a dangerous force, and phoenix sorcerers
     have a reputation (deserved or not) for reckless behavior,           You shed bright light in a 30-foot radius and dim light for
     confident that the essence of the phoenix can save them.             an additional 30 feet.
                                                                          Any creature takes fire damage equal to your Charisma
     Phoenix Sorcery Features                                             modifier if it hits you with a melee attack from within 5
         Sorcerer Level      Features                                     feet of you or if it touches you.
               1st           Ignite, Mantle of Flame
                                                                       Phoenix Spark
               6th           Phoenix Spark                             Starting at 6th level, the fiery energy within you grows
              14th           Nourishing Fire                           restless and vengeful. In the face of defeat, it surges outward
              18th           Form of the Phoenix
                                                                       to preserve you in a fiery roar.
                                                                          If you are reduced to 0 hit points, you can use your reaction
                                                                       to draw on the spark of the phoenix. You regain hit points
     Phoenix Sorcery Origin Spells                                     equal to your sorcerer level. Each creature within 10 feet of
            Sorcerer Level         Spells                              you takes fire damage equal to your sorcerer level + your
                  1st              burning hands                       Charisma modifier.
                                                                          If you use this feature while under the effects of your
                  3rd              flaming sphere                      Mantle of Flame, this feature instead deals fire damage equal
                  5th              fireball                            to double your sorcerer level + double your Charisma
                  7th              fire shield                         modifier, and your Mantle of Flame immediately ends.
                                                                          Once you use this feature, you can’t use it again until you
                  9th              immolation                          finish a long rest or until you expend 4 sorcery points to use it
                                                                       again.
                                                                       Nourishing Fire
                                                                       Starting at 14th level, your fire spells soothe and restore you.
                                                                       When you expend a spell slot to cast a spell that includes a
                                                                       fire damage roll, you regain hit points equal to the spell’s level
                                                                       + your Charisma modifier.
                                                                       Form of the Phoenix
                                                                       At 18th level, you master the spark of fire that dances within
                                                                       you. As an action, you can transform your form into that of a
                                                                       phoenix. Each creature within 20 feet of you must make a
                                                                       Dexterity saving throw. A creature takes 4d8 fire damage on a
                                                                       failed save, or half as much damage on a successful one. For
                                                                       1 minute or until you lose your concentration (as if you were
                                                                       casting a concentration spell) you have a flying speed of 60
                                                                       feet and a creature must also make this saving throw when it
                                                                       comes within 20 feet of you for the first time on a turn or
                                                                       ends its turn there.
                                                                          Once you use this feature, you can’t use it again until you
                                                                       finish a long rest or until you expend 5 sorcery points to use it
                                                                       again.
        SORCERER
12
                                                                    Watery Defense
Sea Sorcery                                                         At 6th level, you gain resistance to fire damage.
The power of water is the strength of flexibility, resilience,         You also gain the ability to defend yourself by momentarily
and a relentless nature. Water parts to allow a ship to sail        assuming a watery form. As a reaction when you are hit by an
over it or a diver to plunge into it, but their passing leaves no   attack and take bludgeoning, piercing, or slashing damage
mark. Water flowing down a mountain reaches the sea. It             from it, you can reduce that damage by an amount equal to
might bend and turn across valleys and down hillsides, but it       your sorcerer level plus your Charisma score, and then you
slowly and steadily returns to the waves. Those whose souls         can move up to 30 feet without provoking opportunity
are touched by the power of elemental water command a               attacks.
similar power.                                                         Once you use this special reaction, you can't use it again
  Your heritage or patronage ties to powerful creatures of the      until you finish a long rest or until you expend 2 sorcery
sea, such as nereids, the lords of the merfolk, and elemental       points to use it again.
powers. Like a river, you feel the call of the ocean. The call is
ever present in your heart, and you are never completely at         Shifting Form
peace until you are near the sea.                                   Starting at 14th level, you gain the ability to enter a liquid
                                                                    state while moving.
Sea Sorcery Features                                                   When you move on your turn, you take only half damage
 Sorcerer Level Features                                            from opportunity attacks, and you can move through any
       1st          Soul of the Sea, Grasp of the Tides             enemy's space but can't willingly end your move there.
                                                                       On your turn, you can move through any space that is at
       6th          Watery Defense                                  least 3 inches in diameter and do so without squeezing.
      14th          Shifting Form                                   When you stop moving, the regular squeezing rules apply if
                                                                    you're in a space one size smaller than you. You can't willingly
      18th          Depth's Embrace                                 stop in a space smaller than that, and if you're forced to do
                                                                    so, you immediately flow to the nearest space that can fit you,
Sea Sorcery Origin Spells                                           back along the path of your movement.
        Sorcerer Level           Spells
              1st                fog cloud                          Depth's Embrace
                                                                    At 18th level, you gain the power to choke the life out of your
              3rd                misty step                         enemies, like the merciless ocean. As an action, you surround
              5th                tidal wave                         an enemy within 60 feet you can see with a bubble of water
              7th                watery sphere
                                                                    that fills the lungs of the target. The target must make a
                                                                    Constitution saving throw at the start of each of its turn. Each
              9th                maelstrom                          turn that the creature fail, it gain one level of exhaustion. If
                                                                    you lose concentration (as if you were concentrating on a
Soul of the Sea                                                     spell) or the target succeeds on two of these saves, the effect
At 1st level, your tie to the sea grants you the ability to         ends. A creature that doesn't need to breath is immune to this
breathe underwater, and you have a swim speed equal to your         ability.
walking speed. You're also naturally adapted to frigid water,          Once you use this ability you can't use it again until you
as described in chapter 5 of the Dungeon Master's Guide.            finish a long rest or until you expend 6 sorcery points to use it
                                                                    again.
Grasp of the Tide
Starting when you choose this origin at 1st level, your innate
magic allows you to manipulate and control water.
   Whenever you cast a sorcerer spell of 1st level or higher,
you can use a bonus action to summon a harmless wave of
water to blast another creature or object you can see within
60 feet of you. An unwilling target must make a Strength
saving throw against your spell save DC. On a failed save, the
target is either pushed 10 feet directly away from you, or
pulled 10 feet towards you. Additionally, any non-magical fire
the target is carrying is extinguished, and if the target was on
fire, the fire is put out.
                                                                                                                      SORCERER
                                                                                                                                        13
     Shadow Sorcery
     Spirits from the shadow plane dally at times in the world of         Strength of the Grave
     light, and such as these lay with your ancestors once upon a         Starting at 1st level, your existence in a twilight state between
     time, imparting the mystery of shadow-stuff into your lineage.       life and death makes you difficult to defeat. When damage
     You are often sullen and withdrawn, preferring to skulk at the       reduces you to 0 hit points, you can make a Charisma saving
     fringes of social circles and keep to yourself, cultivating an air   throw (DC 5 + the damage taken). On a success, you instead
     of mystery and majesty that is all your own. The power of            drop to 1 hit point. You can't use this feature if you are
     shadow magic casts a strange pall over your physical                 reduced to 0 hit points by radiant damage or by a critical hit.
     presence. The spark of life that sustains you is muffled, as if it      After the saving throw succeeds, you can't use this feature
     struggles to remain viable against the dark energy that              again until you finish a long rest.
     imbues your soul.                                                    Hound of Ill Omen
     Shadow Sorcery Features                                              At 6th level, you gain the ability to call forth a howling
      Sorcerer Level Features                                             creature of darkness to harass your foes. As a bonus action,
                                                                          you can spend 3 sorcery points to magically summon a
            1st         Eyes in the Dark, Strenght of the Grave           hound of ill omen to target one creature you can see within
            6th         Hound of Ill Omen                                 120 feet of you. The hound uses the dire wolf's statistics, with
           14th         Shadow Walk
                                                                          the following changes:
           18th         Umbral Form                                           The hound is size Medium, not Large, and it counts as a
                                                                              monstrosity, not a beast.
     Shadow Sorcery Origin Spells                                             It appears with a number of temporary hit points equal to
                                                                              half your sorcerer level.
            Sorcerer Level          Spells                                    It can move through other creatures and objects as if they
                  1st               silent image                              were difficult terrain. The hound takes 5 force damage if it
                  3rd               darkness                                  ends its turn inside an object.
                                                                              At the start of its turn, the hound automatically knows its
                  5th               major image                               target's location. If the target was hidden, it is no longer
                  7th               shadow of moil                            hidden from the hound.
                  9th               mislead                                  The hound appears in an unoccupied space of your choice
                                                                          within 30 feet of the target. Roll initiative for the hound. On
     Eye in the Dark                                                      its turn, it can move only toward its target by the most direct
     At 1st level, you have darkvision with a range of 120 feet.          route, and it can use its action only to attack its target. The
       In addition, you can cast darkness by spending 2 sorcery           hound can make opportunity attacks, but only against its
     points or by expending a spell slot. If you cast it with sorcery     target. Additionally, while the hound is within 5 feet of the
     points, you can see through the darkness created by the spell.       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
                                                                          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 magically teleport up to 120 feet to an
                                                                          unoccupied space you can see that is also in dim light or
                                                                          darkness.
                                                                          Umbral Form
                                                                          Starting at 18th level, you can spend 6 sorcery points as a
                                                                          bonus action to magically 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.
        SORCERER
14
Stone Sorcery
Your magic springs from the elemental earth beneath your             Earth Glide
feet. You might trace a distant ancestor to the Plane of Earth,      At 14th level you can burrow through nonmagical, unworked
your family might have earned a mighty boon in return for a          earth and stone with a burrow speed equal to your walking
service to the dao lords, or you might have made a pact with a       speed. While doing so, you don’t disturb the material you
great earth elemental. Whatever your past, the magic of              moves through.
elemental earth is yours to command. Your link to earth              Earth Master's Aegis
magic grants you the ability to manipulate earthen forces.           Beginning at 18th level, when you use your Stone Aegis to
Stone Sorcery Features                                               protect an ally, you can choose up to three creatures
     Sorcerer Level       Features                                   (including yourself) within range to gain its benefits.
           1st            Earth Speaker, Tremor
           6th            Stone Aegis
          14th            Earth Glide
          18th            Earth Master's Aegis
Earth Speaker
The arcane magic you command is infused with elemental
earth. You can speak, read, and write Primordial (knowing
this language allows you to understand and be understood by
those who speak its dialects: Aquan, Auran, Ignan, and
Terran).
Tremor
At 1st level, whenever you cast a spell of 1st level or higher, as
a bonus action you can cause the earth beneath you starts to
shake. This tremor causes up to three creatures of your
choice that are on the same surface as you and that you can
see within 30 feet of you to make a Strenght saving throw
against your sorcerer spell save DC. On a failed save, the
creatures are knocked prone.
Stone Aegis
Starting at 6th level, your command of earth magic grows
stronger, allowing you to harness it for your allies' protection.
   As a bonus action, grant an aegis to one allied creature you
can see within 60 feet of you. The aegis is a dim, gray aura of
earth magic that protects the target. Any bludgeoning,
piercing, or slashing damage the target takes is reduced by 2.
The reduced damage increases when you reach certain levels
in this class, increasing to 3 at 8th level, 4 at 12th level, 5 at
16th level, and 6 at 20th level. This effect lasts for 1 minute,
until you use it again, or until you are incapacitated.
                                                                                                                    SORCERER
                                                                                                                                 15
     Storm Sorcery
     Your magic comes from the power of elemental air. Many            Storm Guide
     with this power can trace their magic back to a near-death        At 6th level, you gain the ability to subtly control the weather
     experience caused by the Great Rain, but perhaps you were         around you.
     born during a howling gale so powerful that folk still tell         If it is raining, you can use an action to cause the rain to
     stories of it, or your lineage might include the influence of     stop falling in a 20-foot-radius sphere centered on you. Y ou
     potent air creatures such as vaati or djinn. Whatever the case,   can end this effect as a bonus action.
     the magic of the storm permeates your being.                        If it is windy, you can use a bonus action each round to
       Storm sorcerers are invaluable members of a ship’s crew.        choose the direction that the wind blows in a 100-foot-radius
     Their magic allows them to exert control over wind and            sphere centered on you. The wind blows in that direction
     weather in their immediate area. Their abilities also prove       until the end of your next turn. This feature doesn’t alter the
     useful in repelling attacks by sahuagin, pirates, and other       speed of the wind.
     waterborne threats.                                               Heart of the Storm
     Storm Sorcery Features                                            At 6th level, you gain resistance to lightning and thunder
      Sorcerer Level Features                                          damage. In addition, whenever you start casting a spell of 1st
                                                                       level or higher that deals lightning or thunder damage,
            1st          Tempestuous Magic, Wind Speaker               stormy magic erupts from you. This eruption causes
            6th          Heart of the Storm, Storm Guide               creatures of your choice that you can see within 10 feet of
           14th          Storm's Fury
                                                                       you to take lightning or thunder damage (choose each time
                                                                       this ability activates) equal to half your sorcerer level.
           18th          Wind Soul
                                                                       Storm’s Fury
     Storm Sorcery Origin Spells                                       Starting at 14th level, when you are hit by a melee attack, you
             Sorcerer Level             Spells                         can use your reaction to deal lightning damage to the
                                                                       attacker. The damage equals your sorcerer level. The attacker
                   1st                  thunderwave                    must also make a Strength saving throw against your
                   3rd                  levitate                       sorcerer spell save DC. On a failed save, the attacker is
                   5th                  call lightning                 pushed in a straight line up to 20 feet away from you.
                   7th                  storm sphere                   Wind Soul
                   9th                  control winds                  At 18th level, you gain immunity to lightning and thunder
                                                                       damage.
     Wind Speaker                                                         You also gain a magical flying speed of 60 feet. As an
     The arcane magic you command is infused with elemental            action, you can reduce your flying speed to 30 feet for 1 hour
     air. You can speak, read, and write Primordial (knowing this      and choose a number of creatures within 30 feet of you equal
     language allows you to understand and be understood by            to 3 + your Charisma modifier. The chosen creatures gain a
     those who speak its dialects: Aquan, Auran, Ignan, and            magical flying speed of 30 feet for 1 hour. Once you reduce
     Terran).                                                          your flying speed in this way, you can't do so again until you
                                                                       finish a short or long rest.
     Tempestuous Magic
     Starting at 1st level, you can use a bonus action to cause
     whirling gusts of elemental air to briefly surround you,
     immediately before or after you cast a spell of 1st level or
     higher. Doing so allows you to fly up to half your speed
     without provoking opportunity attacks.
        SORCERER
16
Sylvan Sorcery
Your innate magic comes from fey magic that was mingled             Sylvan Embrace
with your blood or that of your ancestors. Most often,              When you reach 14th level, you can’t be charmed, frightened,
sorcerers with this origin trace their ancestry back to a lord      or put to sleep by fey.
or lady of the Plane of Faerie. Other fey sorcerers are               Additionally, when you cast a sorcerer spell of 1st level or
descendants of warlocks who of made a pact with an archfey.         higher, you can use your bonus action to make yourself and
The rarest of these sorcerers are those who travel to the           any equipment you possess invisible until the end of your
Feywild and manage to absorb some of the plane’s natural            next turn. This invisibility ends early if you attack or cast a
magic by happenstance.                                              spell.
Sylvan Sorcery Features                                             Untamed Champion
   Sorcerer Level     Features                                      At 18th level, whenever you cast a cantrip or spell that deals
                                                                    one of the following damage types, you can change the
         1st          Wild Knowledge, Fey Magic                     damage to another type on the same list: acid, cold, fire,
         6th          Nature’s Armor                                lightning, poison, or thunder.
        14th          Sylvan Embrace
                                                                       Additionally, once per turn when you cast a spell of 1st
                                                                    level or higher you can spend all of your movement speed on
        18th          Untamed Champion                              your turn to teleport up to 15 feet to an unoccupied space
                                                                    that you can see.
Sylvan Sorcery Origin Spells
         Sorcerer Level            Spells
               1st                 sleep
               3rd                 invisibility
               5th                 blink
               7th                 compulsion
               9th                 seeming
Wild Knowledge
Starting at 1st level, you can speak, understand, and write
Sylvan and you gain proficiency in the Nature and Survival
skill.
Fey Magic
Your link to nature allows you to learn spells from the druid
class. When your Spellcasting feature lets you learn or
replace a sorcerer cantrip or a sorcerer spell of 1st level or
higher, you can choose the new spell from the druid spell list
or the sorcerer spell list. You must otherwise obey all
restrictions for selecting the spell, and it becomes a sorcerer
spell for you.
Nature’s Armor
Starting at 6th level, you can use a bonus action to make
thorny vines cover your skin. The vines last for 1 hour. While
this feature is active, your AC can’t be less than 16, regardless
of what kind of armor you wear, and creatures that hit you
with melee attacks take piercing damage equal to half your
sorcerer level (minimum 1). This damage counts as magical
for the purpose of overcoming resistance and immunity to
nonmagical damage.
   Once you use this feature, you can’t use it again until you
finish a long rest or until you expend 3 sorcery points to use it
again.
                                                                                                                      SORCERER
                                                                                                                                      17
     Wild Sorcery
     Your innate magic comes from the wild forces of chaos that     Wild Sorcery Origin Spells
     underlie the order of creation. You might have endured               Sorcerer Level          Spells
     exposure to some form of raw magic, perhaps through a                       1st              chaos bolt
     planar portal leading to Limbo, the Elemental Planes, or the
     mysterious Far Realm. Perhaps you were blessed by a                        3rd               crown of madness
     powerful fey creature or marked by a demon. Or your magic                  5th               bestow curse
     could be a fluke of your birth, with no apparent cause or                  7th               confusion
     reason. However it came to be, this chaotic magic churns
     within you, waiting for any outlet.                                        9th               animate objects
     Wild Sorcery Features                                          Wild Sorcery Surge
      Sorcerer Level Features                                       Starting when you choose this origin at 1st level, your
            1st        Wild Sorcery Surge, Tides of Chaos           spellcasting can unleash surges of untamed magic. After you
            6th        Bend Luck
                                                                    cast a sorcerer spell of 1st level or higher, roll a d6. If you roll
                                                                    a 4 or higher, roll on the Wild Magic Surge table to create a
           14th        Controlled Chaos                             magical effect. If that effect is a spell, it is too wild to be
           18th        Spell Bombardment                            affected by your Metamagic, and if it normally requires
                                                                    concentration, it doesn’t require concentration in this case;
                                                                    the spell lasts for its full duration.
                                                                       Once you release a surge, the chance of releasing another
                                                                    surge is reduced. Now you consult the Wild Magic Surge
                                                                    table on a roll or 5 or higher. If you produce another surge,
                                                                    afterwards, consult the Wild Magic table only if you roll a 6.
                                                                       Once you complete a long rest, the chance of producing a
                                                                    wild magic surge is reset to 4 or higher.
                                                                    Tides of Chaos
                                                                    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.
                                                                      Once you do so, you must finish a long rest before you can
                                                                    use this feature again. Any time before you regain the use of
                                                                    this feature when you roll on the Wild Surge table, you then
                                                                    regain the use of this feature.
                                                                    Bend Luck
                                                                    Starting at 6th level, 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 1 sorcery point 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.
                                                                    Controlled Chaos
                                                                    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
                                                                    Beginning at 18th level, the harmful energy of your spells
                                                                    intensifies. When you roll damage for a spell and roll the
                                                                    highest number possible on any of the dice, choose one of
                                                                    those dice, and add that roll to the damage again. You can use
                                                                    the feature only once per turn.
       SORCERER
18
Wild Sorcery Surge
d100    Effect
01-02    Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04    For the next minute, you can see any invisible creature if you have line of sight to it.
05-06    A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears
         1 minute later.
07-08    You cast stinking cloud as a 3rd-level spell centered on yourself.
09-10    You cast magic missile as a 5th-level spell.
11-12    Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is
         even, you grow.
13-14    You cast confusion centered on yourself.
15-16    For the next minute, you regain 5 hit points at the start of each of your turns.
17-18    You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode
         out from your face.
19-20    You cast grease centered on yourself.
21-22    Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a
         saving throw.
23-24    Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
25-26    An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom
         (Perception) checks that rely on sight.
27-28    For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30    You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32    You are transported to the Astral Plane until the end of your next turn, after which time you return to the
         space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34    Maximize the damage of the next damaging spell you cast within the next minute.
35-36    Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1
         year old). If the roll is even, you get older.
37-38    1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you.
         They vanish after 1 minute.
39-40    You regain 2d10 hit points.
41-42    You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have
         vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44    For the next minute, you can teleport up to 20 feet as a bonus action on each cf your turns.
45-46    You cast levitate on yourself.
47-48    A unicorn controlled by the DM appears in a space within 5 feet of you, then
49-50    You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52    A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to
         magic missile.
53-54    You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56    Your hair falls out but grows back within 24 hours.
57-58    For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts
         into flame.
59-60    You regain your lowest-level expended spell slot.
61-62    For the next minute, you must shout when you speak.
63-64    You cast fog cloud centered on yourself.
                                                                                                                      SORCERER
                                                                                                                                   19
     Wild Sorcery Surge
     d100    Effect
     65–66    Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
     67–68    You are frightened by the nearest creature until the end of your next turn.
     69–70    Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature
              when it attacks or casts a spell.
     71–72    You gain resistance to all damage for the next minute.
     73–74    A random creature within 60 feet of you becomes poisoned for 1d4 hours.
     75–76    You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of
              you is blinded until the end of its next turn.
     77–78    You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
     79–80    Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
     81–82    You can take one additional action immediately.
     83–84    Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the
              necrotic damage dealt.
     85–86    You cast mirror image .
     87–88    You cast fly on a random creature within 60 feet of you.
     89–90    You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends
              if you attack or cast a spell.
     91–92    If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
     93–94    Your size increases by one size category for the next minute.
     95–96    You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
     97–98    You are surrounded by faint, ethereal music for the next minute.
     99–00    You regain all expended sorcery points.
       SORCERER
20
Changelog from RAW                                               Artworks Credits
 Core Class: Added the Eschew Materials at 1st level and          Ania by Sharam Sunstrum
 another Metamagic at 7th level class features and the
                                                                  Untitled by 温柔一刀-lq
 Reverberating Spell new metamagic option. Also added the
 Sorcery Origins Spells class feature to all Sorcerer Origins.    Thieves Den by Shahab Alizadeh
 Changed the Extended Spells metamagic option and the             Ice Mage by Opoa
 Sorcerous Restoration class feature.
 Added Aberrant Sorcery subclass. Modified from the UA            Untitled by Gen Jun Miya
 version. Replaced Invasive Thoughts and Warped Being             Aurvandil by erickefata
 with Alien Influence and Horrid Mutation class features.
 Changed the Psionic Sorcery, Revelation in Flesh and Warp
                                                                  Sacrifice by Mateusz Lenart
 Reality class features.                                          Chandra by Jason Chan
 Added Boreal Sorcery subclass.
                                                                  Ocean Magic by Julie Dillon
 Added Clockwork Sorcery subclass. Unchanged from the UA
 version.                                                         Field of thorns - Blood by Caisne
 Divine Soul Sorcery: Changed the Unearthly Recovery class
                                                                  Doorways by Juliedillon
 feature.
 Dragon Sorcery: Changed the Elemental Affinity and               Spark by Anna Steinbauer
 Draconic Presence class feature.                                 Untitled by BM闷
 Added Phoenix Sorcery subclass. Modified from the UA
 version. Changed the Mantle of Flame, Phoenix Spark and          Sudarshana by rei_17
 Form of the Phoenix class features.                              Wild magic by danyiart
 Added Sea Sorcery subclass. Modified from the UA version.
 Removed the Soul of the Sea, and Water Soul class
 features, replaced by the Grasp of the Tides and Depth's
 Embrace class features. Changed the Soul of the Sea class
 feature.
 Shadow Sorcery: Changed the Eyes in the Dark, Hound of Ill
 Omen and Umbral Form class features.
 Added Stone Sorcery subclass. Modified from the UA
 version. Removed the Bonus Proficiencies, Metal Magic,
 Stone's Durability and Stone Edge's class features, replaced
 by the Earth Speaker, Tremor and Earth Glide class features.
 Changed the Stone Aegis class feature.
 Added Sylvan Sorcery subclass. Modified from the
 Xanathar's Lost Notes original version.
 Wild Sorcery: Changed the Wild Magic Surge and Tides of
 Chaos class features. Also changed the 07-08 entry on the
 Wild Magic Surge table (no more fireball centred on
 yourself, sorry!).